Jump to content
SubSpace Forum Network

Recommended Posts

Posted

      BASE EXO  ABL  APH  GLOW  SOLID ADAM
DMG:   128  84   114  130  96    80    78
DMGUP: 64   87   57   38   64    40    39

      L1   L2   L3   L4
BASE:  128  192  256  320
EXO:   84   171  258  345
ABL:   114  171  228  285
APH:   130  168  206  244
GLOW:  96   160  224  288
SOLID: 80   120  160  200
ADAM:  78   118  157  196

 

Enjoy.

  • 2 weeks later...
Posted

And gun efficiency:

 

					
Name              Level   Delay   Energy    DPS         CPS         Eff
Pulse Laser         2       22      22      872.73      200.00      77.1%
Positron Gun        3       22      19      1163.64     259.09      77.7%
Mass Driver         1       11      29      1163.64     263.64      77.3%
Gauss Cannon        2       25      26      768.00      208.00      72.9%
Pea Shooter         1       19      26      673.68      136.84      79.7%
Beam Array          1       25      25      512.00      100.00      80.5%
Disruptor           3       23      22      1113.04     286.96      74.2%
Shrap Booster       3       45      39      568.89      260.00      54.3%
Plasma Cannon       3       32      26      800.00      243.75      69.5%
Shredder            1       9       40      1422.22     444.44      68.8%
Sharppinger         2       16      18      1200.00     225.00      81.3%
Phaser              2       17      26      1129.41     305.88      72.9%
Arcfire Array       3       36      24      711.11      200.00      71.9%
Trap Laser          2       27      17      711.11      125.93      82.3%
Gamma Ray           2       23      21      834.78      182.61      78.1%
GigajouleRailgun    4       24      27      1333.33     450.00      66.3%

Posted

There's no point to making a table for bombs, but whatever... here ya go.

 

Bomb/Mine damage for Warbird, Spider, and Terrier:

==Bombs==
Name              Shrap    Delay   Energy   DPS         EPS         Eff
Harpy Missile       0       105     230     733.33      219.05      70.1
Cluster Bomb        4       200     315     463.00      157.50      66.0
Falcon Missile      3       135     275     657.04      203.70      69.0
Impact Bomb         0       100     200     770.00      200.00      74.0
HE Missile          0       106     215     726.42      202.83      72.1
Salvo               0       65      245     1184.62     376.92      68.2
Photon Torpedo      0       180     280     427.78      155.56      63.6
Smart Bomb          0       195     300     394.87      153.85      61.0
Heat Reaver         2       90      230     942.22      255.56      72.9
TacNuke             5       400     616     241.25      154.00      36.2
Tau Blaster         1       165     199     490.30      120.61      75.4
Yamato Bomb         0       205     315     375.61      153.66      59.1
Zephyr              3       250     325     354.80      130.00      63.4
Entropy Missile     5       110     260     877.27      236.36      73.1
Nova Bomb           0       245     315     314.29      128.57      59.1

==Mines==
Name              Shrap    Delay   Energy   DPS         EPS         Eff
Harpy Missile       0       143     262     538.46      183.22      66.0
Impact Bomb         0       137     231     562.04      168.61      70.0
HE Missile          0       145     246     531.03      169.66      68.1
Salvo               0       92      278     836.96      302.17      63.9
Photon Torpedo      0       237     315     324.89      132.91      59.1
String of Pearls    0       12      120     6416.67     1000.00     84.4
Smart Bomb          0       256     336     300.78      131.25      56.4
Yamato Bomb         0       275     351     280.00      127.64      54.4
Nova Bomb           0       318     351     242.14      110.38      54.4
Cluster Bomb        4       262     351     353.44      133.97      62.1
Falcon Missile      3       181     309     490.06      170.72      65.2
Space Mines         2       150     170     565.33      113.33      80.0
Heat Reaver         2       125     262     678.40      209.60      69.1
TacNuke             5       512     667     188.48      130.27      30.9
Antimatter Mines    4       170     490     544.71      288.24      47.1
Tau Blaster         1       218     229     371.10      105.05      71.7
Zephyr              3       325     362     272.92      111.38      59.2
Entropy Missile     5       150     294     643.33      196.00      69.5

 

Bomb/Mine damage for Javelin, Leviathan and Lancaster:

==Bombs==
Name              Shrap    Delay   Energy   DPS         EPS         Eff
Harpy Missile       0       105     230     733.33      219.05      70.1
Cluster Bomb        4       200     315     489.00      157.50      67.8
Falcon Missile      3       135     275     685.93      203.70      70.3
Impact Bomb         0       100     200     770.00      200.00      74.0
HE Missile          0       106     215     726.42      202.83      72.1
Salvo               0       65      245     1184.62     376.92      68.2
Photon Torpedo      0       180     280     427.78      155.56      63.6
Smart Bomb          0       195     300     394.87      153.85      61.0
Heat Reaver         2       90      230     971.11      255.56      73.7
TacNuke             5       400     616     257.50      154.00      40.2
Tau Blaster         1       165     199     498.18      120.61      75.8
Yamato Bomb         0       205     315     375.61      153.66      59.1
Zephyr              3       250     325     370.40      130.00      64.9
Entropy Missile     5       110     260     936.36      236.36      74.8
Nova Bomb           0       245     315     314.29      128.57      59.1

==Mines==
Harpy Missile       0       143     262     538.46      183.22      66.0
Impact Bomb         0       137     231     562.04      168.61      70.0
HE Missile          0       145     246     531.03      169.66      68.1
Salvo               0       92      278     836.96      302.17      63.9
Photon Torpedo      0       237     315     324.89      132.91      59.1
String of Pearls    0       12      120     6416.67     1000.00     84.4
Smart Bomb          0       256     336     300.78      131.25      56.4
Yamato Bomb         0       275     351     280.00      127.64      54.4
Nova Bomb           0       318     351     242.14      110.38      54.4
Cluster Bomb        4       262     351     373.28      133.97      64.1
Falcon Missile      3       181     309     511.60      170.72      66.6
Space Mines         2       150     170     582.67      113.33      80.5
Heat Reaver         2       125     262     699.20      209.60      70.0
TacNuke             5       512     667     201.17      130.27      35.2
Antimatter Mines    4       170     490     575.29      288.24      49.9
Tau Blaster         1       218     229     377.06      105.05      72.1
Zephyr              3       325     362     284.92      111.38      60.9
Entropy Missile     5       150     294     686.67      196.00      71.5

 

 

 

 

 

 

Bomb damage always follows this formula:

 

((base - armor) * (tdist/blast)) + [(shrap * 13)]

 

base = 770

tdist = distance from the center of any target's ship

blast = blast radius ((99 - armor reductions) * bomb level)

shrap = inactive shrap count (jav, levi and lanc use shrapnel value * 4, all other ships use shrapnel value * 3) -- only applies to direct hits.

armor = bomb damage reduction provided by armor.

 

 

 

The real problem with bomb damage listings like this is it fails to account for a number of other elements:

- Bouncing bombs do more damage if they hit while they still have at least one bounce remaining (currently +2.0% to the base)

- EMP bombs do less base damage (38.0% of the base), but prevent recharging which should be considered when calculating damage potential.

- L1 bombs are not likely to damage more than one player, where L4 bombs could very easily deal damage to an entire team in a base.

- Close bombing significantly reduces the damage dealt to the target (I think it's like damage = damage - user damage).

- The exact number of shrapnel that hit a player on a direct hit depends on how direct the bomb was.

 

This means that while bombs like Salvo appear to have the highest DPS, it's not likely going to do damage to anyone other than the person who takes the hit; where a bomb like Nova could be dealing significant damage to an entire team. Couple that with the bounce modifier or the recharge prevention on an EMP and suddenly the numbers are looking quite different.

Posted

bouncing bombs do the same damage with bounces left as without bounces left (BBombDamagePercent)

 

 

Yes, I believe that is correct. I've never confirmed it, though.

 

 

- Bouncing bombs do more damage if they hit while they still have at least one bounce remaining (currently +2.0% to the base)

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...