Rivel Posted November 28, 2008 Report Posted November 28, 2008 (edited) Hyperspace Armor Guide V3By Rivel & Sharpflame Log: Updated all armors to includes Level 4 Bullet and ShrapnelDamage and changes..Log: Updated Notes 13/05/09Log: Added Jittertime and EMPFreezetime. Also added Adamantine Shell stats for people who want to see.Log: Updated to 27/11/08 Red is a penalty and Green is a bonus. Notes:BulletDamage= 128BulletDamageUp= 64Level 1 Bullet = 128Level 2 Bullet = 192Level 3 Bullet = 256Level 4 Bullet = 320BombDamage= 775Any Bomb = 775Jittertime = 87EMPBombDamagePercent= 375 (290 Damage)EMP Bomb = 290EMPFreezetime = 415BurstDamage= 350InactShrapDamage = 15ShrapDamagePercent = 784ExplodePixels = 95Level 1 ShrapnelDamage = 100Level 2 ShrapnelDamage = 150Level 3 ShrapnelDamage = 200Level 4 ShrapnelDamage = 250 Armors: Reinforcement: Level 1 Bullet = 116 (90.6%)Level 2 Bullet = 178 (92.7%)Level 3 Bullet = 240 (93.7%)Level 4 Bullet = 302 (94.3%) Ablative Armor:Level 1 Bullet = 114 (89.0%) Level 2 Bullet = 172 (89.5%)Level 3 Bullet = 230 (89.8%)Level 4 Bullet = 288 (90.0%)BurstDamage = 340 (97.1%) Exoskeleton:Level 1 Bullet = 82 (64.0%) Level 2 Bullet = 173 (90.1%) Level 3 Bullet = 264 (103.1%) Level 4 Bullet = 355 (110.9%)BurstDamage = 360 (102.8%)Level 1 ShrapnelDamage = 92 (92.0%) Level 2 ShrapnelDamage = 138 (92.0%) Level 3 ShrapnelDamage = 184 (92.0%) Level 4 ShrapnelDamage = 231 (92.4%)EMPBombDamage = 259 (89.3%) Aphasic Plating:Level 1 Bullet = 142 (110.9%) Level 2 Bullet = 174 (90.6%) Level 3 Bullet = 206 (8 0.4%)Level 4 Bullet = 238 (74.3%)BurstDamage = 309 (88.2%) Shock Matrix:BombDamage = 616 (79.4%) InActShrapDamage = 17 (113.3%) Explode Pixels = 96 (101.0%) Faraday Shield: EMPFreezeTime = 126 (30.3%) EMPBombDamage = 201 (69.3%) BombDamage = 724 (93.4%) Explode Pixels = 89 (93.6%) Level 2 Bullet = 188 (97.9%)Level 3 Bullet = 248 (96.8%)Level 4 Bullet = 308 (96.2%) Glow Cover: Level 1 Bullet = 95 (74.2%) Level 2 Bullet = 159 (82.8%) Level 3 Bullet = 223 (87.1%) Level 4 Bullet = 287 (89.6%)BombDamage = 733 (94.5%) BurstDamage = 341 (97.4%) Others = -1 Energy, -1 Recharge Wave Disperser:BombDamage = 822 (106.0%) ExplodePixels = 62 (65.2%) Level 1 ShrapnelDamage = 90 (90.0%)Level 2 ShrapnelDamage = 135 (90.0%)Level 3 ShrapnelDamage = 180 (90.0%) Level 4 ShrapnelDamage = 225 (90.0%)InActShrapDamage = 16 (106.6%) Radiating Coils:InActShrapDamage = 3 (20.0%) Level 1 ShrapnelDamage = 47 (47.0%) Level 2 ShrapnelDamage = 71 (47.3%) Level 3 ShrapnelDamage = 95 (47.5%) Level 4 ShrapnelDamage = 119 (47.6%)BurstDamage = 178 (50.8%) Level 1 Bullet = 124 (96.8%) Level 2 Bullet = 179 (93.2%) Level 3 Bullet = 234 (91.4%)Level 4 Bullet = 289 (90.3%) Solid Nutronium:Level 1 Bullet = 8 0 (62.5%) Level 2 Bullet = 120 (62.5%) Level 3 Bullet = 160 (62.5%) Level 4 Bullet = 200 (62.5%)BombDamage = 635 (81.9%) EMPBombDamage = 150 (51.7%) Others = -2 Speed, -1 MaxSpeed, -2 Thrust, -1 Maxthrust, -1 Rotation, -675 RocketSpeed Adamantine Shell:Jittertime = 67 (77.0%)Level 1 Bullet = 78 (60.9%)Level 2 Bullet = 117 (60.9%)Level 3 Bullet = 156 (60.9%)Level 4 Bullet = 195 (60.9%)BombDamage = 640 (82.5%)EMPBombDamage = 140 (48.2%)Explode Pixels = 90 (94.7%)EMPFreezetime = 365 (87.5%)BurstDamage = 317 (90.5%)InActShrapDamage = 12 (8 0.0%) Edited July 19, 2009 by Rivel
Linear-Key Posted November 28, 2008 Report Posted November 28, 2008 Thanks guys, this is really useful
Guest Guest Posted November 28, 2008 Report Posted November 28, 2008 adam shell l3 bullets take more dmg than solid nut.?
omni Posted November 28, 2008 Report Posted November 28, 2008 I think lvl 3 guns for Adamantine Shell should be 160. But otherwise, good job guys. Also, can someone explain to me what splash pixels are/do? How do the damage calculations work for splash pixels?
Rivel Posted November 28, 2008 Author Report Posted November 28, 2008 (edited) Explode pixels is prox range. So 16 pixels = 1 tile, I think Edited November 28, 2008 by Rivel
omni Posted November 29, 2008 Report Posted November 29, 2008 So... more splash pixels means you get splashed by bombs more? I still don't get how it works and how that has anything to do with damage.
Bomook Posted November 29, 2008 Report Posted November 29, 2008 So... more splash pixels means you get splashed by bombs more? I still don't get how it works and how that has anything to do with damage.Explode pixels is the splash radius of the bomb (in pixels), and yes when it's higher like with the shock matrix, you do get "splashed by bombs more". However, in Continuum, the explode pixels affects bomb damage considerably. All bombs, regardless of level, deal the same base amount of damage (in this zone, it's 770 - I will go into more detail below). This damage is always applied for direct hits. However, when a bomb does not land a direct hit on you and are within its splash radius, you receive partial damage. This damage is proportional to your distance from the epicenter: For example, a level 1 bomb hits a wall 48 pixels (3 tiles) away from you while the bomb explode pixels is at 96. Since your distance from the epicenter is half the explode pixels of the bomb, then you take half the base damage (385). A common question is: if all the different levels of bombs deal the same base damage, then what's the point of having higher level bombs? Bomb explode pixels are multiplied by the level of the bomb, while the same rule for partial damage still applies. Let's take the same example as above, but instead of a level 1 bomb, it's a level 3 bomb: The level 3 bomb's explode pixels are effectively 288, and you are still 48 pixels away, but this time, you are relatively much closer to the epicenter - instead of being 50% of the blast radius from the epicenter, you are only 17% away. You take 641 damage (that's 66% higher than the level 1 bomb's damage). What this means: the shock matrix's adjustment of decreasing base bomb damage while increasing explode pixels means that you're protected a lot more from direct bomb hits, receiving the full 20.9% damage reduction (since the explode pixels are irrelevant for direct hits). Solid protection while centering, but less so for turrets, basers, or large ships. Even in these situations, you still receive less damage from bombs, just not the full 20.9%. However, for all intents and purposes, an adjustment of 1 or 3 pixels on the bomb's explode pixels negligibly affects the damage, it might add or subtract anywhere from 0 to 15 damage to a hit, but it's not huge. Finally, to avoid getting chewed out by the real veterans who understand this game, I lied when I said that all bombs deal the same direct hit damage - it is the center of your ship that is calculated for bomb damage, and since bombs don't fly through your ship to explode in the very center, the partial damage still applies (so actually, there is no such thing as direct damage). Since both bomb level and ship size factor into this, I'm not going to go into the specific details. But for small ships, this effect is negligible - it's for larger ships where the effect is noticeable.
omni Posted November 29, 2008 Report Posted November 29, 2008 Ok thank you Bomook. So for smaller ships (1,2, when you are hit the splash radius is already close to your center since your ship size is small correct? So basically the different between a direct hit from a lvl3 bomb and a lvl1 bomb to a small ship is virtually none. I hope I understand it now.
Bomook Posted November 29, 2008 Report Posted November 29, 2008 That is correct, with level 1 bombs dealing less and less damage to larger ships compared to level 3 bombs. I'm glad that helped!
omni Posted November 30, 2008 Report Posted November 30, 2008 That is correct, with level 1 bombs dealing less and less damage to larger ships compared to level 3 bombs. I'm glad that helped! Thank you
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