»Ceiu Posted August 8, 2009 Report Posted August 8, 2009 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. Quote
»Ceiu Posted August 18, 2009 Author Report Posted August 18, 2009 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% Quote
»Ceiu Posted August 18, 2009 Author Report Posted August 18, 2009 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 = 770tdist = distance from the center of any target's shipblast = 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. Quote
vetta64 Posted August 18, 2009 Report Posted August 18, 2009 The calculation process is helpful but as you stated the calculations themselves are pointless. Ty Quote
LeftsideChaos Posted August 18, 2009 Report Posted August 18, 2009 Thanks for all that, but I guess I shouldve asked for damage per shot instead per second Quote
Dr Brain Posted August 18, 2009 Report Posted August 18, 2009 Damage per shot is 770, regardless of bomb or level. Quote
Kilo Posted August 18, 2009 Report Posted August 18, 2009 Minus an amount due to distance of the center of the bomb from the center of the ship. Quote
JoWie Posted August 19, 2009 Report Posted August 19, 2009 (edited) bouncing bombs do the same damage with bounces left as without bounces left (BBombDamagePercent) Edited August 19, 2009 by JoWie Quote
Dr Brain Posted August 19, 2009 Report Posted August 19, 2009 Yes, I believe that is correct. I've never confirmed it, though. Quote
Samapico Posted August 19, 2009 Report Posted August 19, 2009 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) Quote
Dr Brain Posted August 20, 2009 Report Posted August 20, 2009 What Cerium said is at odds with what JoWie said. I believe that JoWie is correct. Bouncing bombs do different damage, even if they're not going to bounce. Quote
Samapico Posted August 20, 2009 Report Posted August 20, 2009 Oh, he meant THAT... hmmmmmmmm good question, I always thought the bomb lost its damage bonus when it changed color....... Quote
»Ceiu Posted August 20, 2009 Author Report Posted August 20, 2009 Just tested it: Jowie is correct. I always thought they lost the damage bonus if they didn't have anymore bounces as well... apparently not. Quote
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