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Voidstone: A simple question.

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13 years ago
Oct 22, 2012, 10:21:31 PM
I've been Googling and searching for an answer to a simple question. That is, what does the luxury resource voidstone heal, exactly?



Is it for reducing the cost to heal heroes? Does it give a per-turn healing ability to ships? Does it simply enhance the repair support modules that you can put on ships, and thus without them voidstone is utterly worthless? I'd really like to know.
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13 years ago
Oct 22, 2012, 11:15:52 PM
ships also recover hp without repair modules while ending turn on friendly territory. But really, voidstone is not that useful.
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13 years ago
Oct 23, 2012, 12:20:45 AM
As ryousei said, ships heal when ending their turn in friendly territory, even without repair modules or hero abilities. The rate of that base healing is very low, I don't know the exact numbers, but it must be around 5% per turn. Increasing this with void stones might make it more viable, but I don't have any hard facts to support that. Basically, we'd need the math.
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13 years ago
Oct 23, 2012, 2:05:10 AM
That's a shame. If it repaired for a flat percentage it'd be a tremendously powerful strategic luxury on par with jadonyx, ionic crystals, or meta-entacogen. Especially for those races with the optimized structure racial picks, as they could completely ignore repair support modules in favor of yet more weapons and defenses. As it stands now, though, it's kind of underwhelming. I mean, voidstone doesn't even give any approval to the planet it is collected from.
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13 years ago
Oct 23, 2012, 2:29:21 AM
Isn't the monopoly like 40% repair? I mean if you really survive on ship HP that can help. But in my experience the strongest strategy is still Glass Cannon, and the only other viable build is to use defence modules that counter the weapon type. HP tanking is only viable at the very start where you don't have voidstones.



After that weapons pretty much double in damage per tier, as well as adding +40% dmg power module. HP modules also double, but base HP does not, so it loses out.
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13 years ago
Oct 23, 2012, 11:42:40 PM
ryousei wrote:
After that weapons pretty much double in damage per tier, as well as adding +40% dmg power module. HP modules also double, but base HP does not, so it loses out.


Base HP increases as you build XP-giving system improvements, and also a mid-late game system improvement giving +25% base HP.
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13 years ago
Oct 23, 2012, 11:46:49 PM
try it, late game HP tanking doesn't really work. (Well I play either MP or the last 2 difficulties of SP, so it may be different)
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