Rivel Posted July 8, 2011 Report Posted July 8, 2011 (edited) Hyperspace Armor Guide V4.4By RivelLog (28/02/2014):SettingsBombDamage: Changed from 770 to 768.Removed 'Any Bomb' category and combined it with BombDamage.EMPBombDamagePercent: Changed from 260 to 350.EMPBombDamage: Changed from 200 to 269.BurstDamage: Changed from 320 to 256.Added percentages next to EMPBombDamagePercent and ShrapDamagePercent.ItemsGeneral: Added the cost of armor and whether or not it is a signature item.Reinforcement: BombDamage changed from 746 (96.9%) to 744 (96.9%).Reinforcement: BurstDamage changed from 310 (96.9%) to 246 (96.1%).Ablative Armor: BurstDamage changed from 311 (97.2%) to 247 (96.5%).Exoskeleton: BurstDamage changed from 328 (102.5%) to 264 (103.1%).Exoskeleton: Removed green text from InActShrapDamage (Level 1).Aphasic Plating: BurstDamage changed from 304 (95.0%) to 242 (94.5%).Faraday Shield: EMPFreezeTime changed from 191 (39.7%) to 231 (48.0%).Faraday Shield: EMPBombDamage changed from 99 (49.5%) to 259 (96.3%).Faraday Shield: BombDamage changed from 725 (94.2%) to 748 (97.3%).Faraday Shield: ExplodePixels (Level 1) changed from 96 (97.0%) to 98 (99.0%).Faraday Shield: ExplodePixels (Level 2) changed from 192 (97.0%) to 196 (99.0%).Faraday Shield: ExplodePixels (Level 3) changed from 288 (97.0%) to 294 (99.0%).Faraday Shield: ExplodePixels (Level 4) changed from 384 (97.0%) to 392 (99.0%).Faraday Shield: Level 2 Bullet changed from 190 (99.0%) to 194 (101.0%). Faraday Shield: Level 3 Bullet changed from 252 (98.4%) to 260 (101.6%).Faraday Shield: Level 4 Bullet changed from 314 (98.1%) to 326 (101.9%).Wave Disperser: BombDamage changed from 820 (106.5%) to 758 (98.7%).Wave Disperser: ExplodePixels (Level 1) changed from 68 (68.7%) to 65 (65.7%).Wave Disperser: ExplodePixels (Level 2) changed from 136 (68.7%) to 130 (65.7%).Wave Disperser: ExplodePixels (Level 3) changed from 204 (68.7%) to 195 (65.7%).Wave Disperser: ExplodePixels (Level 4) changed from 272 (68.7%) to 260 (65.7%).Wave Disperser: Removed green text from InActShrapDamage (Level 1).Wave Disperser: InActShrapDamage (Level 2) changed from 11 (110.0%) to 12 (120.0%).Wave Disperser: InActShrapDamage (Level 3) changed from 22 (110.0%) to 24 (120.0%).Wave Disperser: InActShrapDamage (Level 4) changed from 33 (110.0%) to 36 (120.0%).Glow Cover: Changed -1 Energy, -1 Recharge to -10 Energy, -10 Recharge.Glow Cover: BombDamage changed from 682 (88.6%) to 680 (88.5%).Glow Cover: BurstDamage changed from 303 (94.7%) to 239 (93.3%).Metaphasic Armor: BombDamage changed from 835 (108.4%) to 833 (108.5%).Shock Matrix: BombDamage changed from 625 (81.2%) to 618 (80.5%).Shock Matrix: Removed green text from InActShrapDamage (Level 1).Shock Matrix: InActShrapDamage (Level 2) changed from 12 (110.0%) to 9 (90.0%).Shock Matrix: InActShrapDamage (Level 3) changed from 24 (110.0%) to 18 (90.0%).Shock Matrix: InActShrapDamage (Level 4) changed from 36 (110.0%) to 27 (90.0%).Shock Matrix: ExplodePixels (Level 1) changed from 100 (101.7%) to 98 (99.0%).Shock Matrix: ExplodePixels (Level 2) changed from 200 (101.7%) to 196 (99.0%).Shock Matrix: ExplodePixels (Level 3) changed from 300 (101.7%) to 294 (99.0%).Shock Matrix: ExplodePixels (Level 4) changed from 400 (101.7%) to 392 (99.0%).Radiating Coils: No longer affects BombDamage from 750 (97.4%).Radiating Coils: BurstDamage from 150 (46.9%) to 112 (43.8%).Radiating Coils: Level 1 Shrap Damage changed from 26 (33.8%) to 37 (48.1%).Radiating Coils: Level 2 Shrap Damage changed from 38 (33.0%) to 54 (47.0%).Radiating Coils: Level 3 Shrap Damage changed from 49 (31.9%) to 71 (46.1%).Radiating Coils: Level 4 Shrap Damage changed from 61 (31.8%) to 87 (45.3%).Solid Nutronium: Bombdamage changed from 630 (81.8%) to 628 (81.8%).Solid Nutronium: EMPBombDamage changed from 24 (12.0%) to 128 (47.8%).Solid Nutronium: Fixed a typo.Slipstream: Changed -3 AfterBurner to -30 AfterBurner.Slipstream: BombDamage changed from 794 (103.1%) to 792 (103.1%).Slipstream: EMPBombDamage changed from 254 (127.0%) to 317 (117.8%).Adamantine Shell: EMPBombDamage changed from 10 (5.0%) to 119 (44.2%).Adamantine Shell: BombDamage changed from 615 (79.8%) to 613 (79.8%).Adamantine Shell: BurstDamage changed from 287 (89.7%) to 223 (87.1%).Added Debris Deflector. Log (22/12/2012):SettingsRenamed "Notes" to "Settings".EMPBombDamagePercent: Changed from 380 to 260.EMPBombDamage: Changed from 293 to 200.EMPFreezetime: Changed from 380 to 481.ItemsFaraday Cage: EMPFreezeTime changed from 90 (23.7%) to 191 (39.7%).Faraday Cage: EMPBombDamage changed from 210 (71.7%) to 110 (49.5%).Glow Cover: Level 1 Bullet changed from 96 (75.0%) to 102 (80.0%).Glow Cover: Level 3 Bullet changed from 224 (87.5%) to 218 (85.2%). Glow Cover: Level 4 Bullet changed from 288 (90.0%) to 276 (86.3%).Glow Cover: BombDamage changed from 726 (93.5%) to 682 (88.6%).Metaphasic Armor: Level 1 Bullet changed from 109 (85.2%) to 108 (84.4%).Metaphasic Armor: Level 2 Bullet changed from 163 (84.9%) to 162 (84.4%).Metaphasic Armor: Level 3 Bullet changed from 217 (84.7%) to 216 (84.4%).Metaphasic Armor: Level 4 Bullet changed from 271 (84.7%) to 270 (84.4%).Radiating Coils: Removed the green colouring of the percentage of InActShrapDamage (Level 1).Radiating Coils: Level 3 ShrapnelDamage changed from 50 (32.5%) to 49 (31.9%).Radiating Coils: Level 4 ShrapnelDamage changed from 62 (32.3%) to 61 (31.8%).Radiating Coils: BurstDamage changed from 120 (37.5%) to 150 (46.9%).Radiating Coils: Level 1 Bullet changed from 124 (96.9%) to 123 (96.1%).Radiating Coils: Level 2 Bullet changed from 181 (94.3%) to 179 (93.2%).Radiating Coils: Level 3 Bullet changed from 238 (93.0%) to 235 (91.8%).Radiating Coils: Level 4 Bullet changed from 295 (92.2%) to 291 (90.9%).Solid Nutronium: EMPBombDamage changed from 151 (51.5%) to 24 (12.0%).Slipstream: EMPBombDamage changed from 340 (116.0%) to 254 (127.0).Slipstream: Changed the colour from the speed bonuses.Adamantine Shell: EMPBombDamage changed from 141 (48.1%) to 10 (5.0%).Adamantine Shell: EMPFreezetime changed from 330 (86.8%) to 431 (89.6%).Log (09/10/2011):Metaphasic Armor: Changed BulletDamage from -21 to -19.Metaphasic Armor: Changed BulletDamageUp from -11 to -10.Removed Unimatrix Shield.Added Slipstream.Log (02/08/2011):Added Unimatrix Shield.Log (08/07/2011):Updated.Red is a penalty and Green is a bonus.Settings:BulletDamage= 128BulletDamageUp= 64Level 1 Bullet = 128Level 2 Bullet = 192Level 3 Bullet = 256Level 4 Bullet = 320BombDamage (any bomb level) = 768Jittertime = 95EMPBombDamagePercent= 350 (35.0%)EMPBombDamage = 269EMPFreezetime = 481BurstDamage= 256InactShrapDamage (Level 1) = 0InactShrapDamage (Level 2) = 10InactShrapDamage (Level 3) = 20InactShrapDamage (Level 4) = 30ShrapDamagePercent = 600 (60.0%)Level 1 ShrapnelDamage = 77Level 2 ShrapnelDamage = 115Level 3 ShrapnelDamage = 154Level 4 ShrapnelDamage = 192ExplodePixels (Level 1) = 99ExplodePixels (Level 2) = 198ExplodePixels (Level 3) = 297ExplodePixels (Level 4) = 396Armors:Reinforcement ($1280):Level 1 Bullet = 120 (93.8%)Level 2 Bullet = 181 (94.3%)Level 3 Bullet = 242 (94.5%)Level 4 Bullet = 303 (94.7%)BombDamage = 744 (96.9%)BurstDamage = 246 (96.1%)Level 1 ShrapnelDamage = 70 (90.9%)Level 2 ShrapnelDamage = 105 (91.3%)Level 3 ShrapnelDamage = 141 (91.6%)Level 4 ShrapnelDamage = 176 (91.7%)Ablative Armor ($7000):Level 1 Bullet = 114 (89.1%)Level 2 Bullet = 171 (89.1%)Level 3 Bullet = 228 (89.1%)Level 4 Bullet = 285 (89.1%)BurstDamage = 247 (96.5%)Exoskeleton ($10000):Level 1 Bullet = 84 (65.6%)Level 2 Bullet = 171 (89.1%)Level 3 Bullet = 258 (100.8%)Level 4 Bullet = 345 (107.8%)BurstDamage = 264 (103.1%)Level 1 ShrapnelDamage = 41 (53.2%)Level 2 ShrapnelDamage = 84 (73.0%)Level 3 ShrapnelDamage = 127 (82.5%)Level 4 ShrapnelDamage = 170 (88.5%)InActShrapDamage (Level 1) = 0 (100.0%)InActShrapDamage (Level 2) = 9 (90.0%)InActShrapDamage (Level 3) = 18 (90.0%)InActShrapDamage (Level 4) = 27 (90.0%)Aphasic Plating ($12000):Level 1 Bullet = 131 (102.3%)Level 2 Bullet = 170 (88.5%)Level 3 Bullet = 209 (81.6%)Level 4 Bullet = 248 (77.5%)BurstDamage = 242 (94.5%)Faraday Shield ($15000):EMPFreezeTime = 231 (48.0%)EMPBombDamage = 259 (96.3%) BombDamage = 748 (97.3%)ExplodePixels (Level 1) = 98 (99.0%)ExplodePixels (Level 2) = 196 (99.0%)ExplodePixels (Level 3) = 294 (99.0%)ExplodePixels (Level 4) = 392 (99.0%)Level 2 Bullet = 194 (101.0%)Level 3 Bullet = 260 (101.6%)Level 4 Bullet = 326 (101.9%)Wave Disperser ($18000):BombDamage = 758 (98.7%)ExplodePixels (Level 1) = 65 (65.7%)ExplodePixels (Level 2) = 130 (65.7%)ExplodePixels (Level 3) = 195 (65.7%)ExplodePixels (Level 4) = 260 (65.7%)Level 1 ShrapnelDamage = 54 (70.1%)Level 2 ShrapnelDamage = 80 (69.6%)Level 3 ShrapnelDamage = 107 (69.5%)Level 4 ShrapnelDamage = 134 (69.8%)InActShrapDamage (Level 1) = 0 (100.0%)InActShrapDamage (Level 2) = 12 (120.0%)InActShrapDamage (Level 3) = 24 (120.0%)InActShrapDamage (Level 4) = 36 (120.0%)Glow Cover ($20000):Level 1 Bullet = 102 (80.0%)Level 2 Bullet = 160 (83.3%)Level 3 Bullet = 218 (85.2%) Level 4 Bullet = 276 (86.3%)BombDamage = 680 (88.5%)BurstDamage = 239 (93.3%)Others = -10 Energy, -10 RechargeMetaphasic Armor ($22600):Level 1 Bullet = 108 (84.4%)Level 2 Bullet = 162 (84.4%)Level 3 Bullet = 216 (84.4%)Level 4 Bullet = 270 (84.4%)BombDamage = 833 (108.5%) Debris Deflector ($24000):Jittertime = 90 (94.7%)BurstDamage = 236 (92.2%)Level 1 ShrapnelDamage = 61 (79.2%)Level 2 ShrapnelDamage = 92 (80.0%)Level 3 ShrapnelDamage = 123 (79.9%)Level 4 ShrapnelDamage = 154 (80.2%)InActShrapDamage (Level 1) = 0 (100.0%)InActShrapDamage (Level 2) = 7 (70.0%)InActShrapDamage (Level 3) = 14 (70.0%)InActShrapDamage (Level 4) = 21 (70.0%)Shock Matrix ($25000):BombDamage = 618 (80.5%)InActShrapDamage (Level 1) = 0 (100.0%)InActShrapDamage (Level 2) = 9 (90.0%)InActShrapDamage (Level 3) = 18 (90.0%)InActShrapDamage (Level 4) = 27 (90.0%)ExplodePixels (Level 1) = 98 (99.0%)ExplodePixels (Level 2) = 196 (99.0%)ExplodePixels (Level 3) = 294 (99.0%)ExplodePixels (Level 4) = 392 (99.0%)Radiating Coils ($50900):InActShrapDamage (Level 1) = 0 (100.0%)InActShrapDamage (Level 2) = 0 (0.0%)InActShrapDamage (Level 3) = 0 (0.0%)InActShrapDamage (Level 4) = 0 (0.0%)Level 1 ShrapnelDamage = 37 (48.1%)Level 2 ShrapnelDamage = 54 (47.0%)Level 3 ShrapnelDamage = 71 (46.1%)Level 4 ShrapnelDamage = 87 (45.3%)BurstDamage = 112 (43.8%)Level 1 Bullet = 123 (96.1%)Level 2 Bullet = 179 (93.2%)Level 3 Bullet = 235 (91.8%)Level 4 Bullet = 291 (90.9%)Solid Nutronium ($69000; SIGNATURE):Level 1 Bullet = 80 (62.5%)Level 2 Bullet = 120 (62.5%)Level 3 Bullet = 160 (62.5%)Level 4 Bullet = 200 (62.5%)BombDamage = 628 (81.8%)EMPBombDamage = 128 (47.8%) Others = -2 Speed, -1 MaxSpeed, -2 Thrust, -1 MaxThrust, -1 Rotation, -675 RocketSpeed, -5 RocketThrustSlipstream ($59100; SIGNATURE):Level 1 Bullet = 137 (107.0%)Level 2 Bullet = 206 (107.3%)Level 3 Bullet = 275 (107.4%)Level 4 Bullet = 344 (107.5%)BombDamage = 792 (103.1%)EMPBombDamage = 317 (117.8%)Others = +4 Speed, +3 MaxThrust, +3 Thrust, +3 MaxThrust, +2 Rotation, -30 AfterBurnerAdamantine Shell ($5000000; SIGNATURE):Jittertime = 75 (78.9%)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 = 613 (79.8%)EMPBombDamage = 119 (44.2%)ExplodePixels (Level 1) = 94 (94.9%)ExplodePixels (Level 2) = 188 (94.9%)ExplodePixels (Level 3) = 282 (94.9%)ExplodePixels (Level 4) = 376 (94.9%)EMPFreezetime = 431 (89.6%)BurstDamage = 223 (87.1%)InActShrapDamage (Level 1) = 0 (100.0%)InActShrapDamage (Level 2) = 7 (70.0%)InActShrapDamage (Level 3) = 14 (70.0%)InActShrapDamage (Level 4) = 21 (70.0%)Quote by Bomook about ExplodePixelsExplode 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. Edited March 1, 2014 by Rivel Quote
spidernl Posted July 8, 2011 Report Posted July 8, 2011 (edited) Your inactshrap calculations are incorrect. If a player has -10 inactshrapdamage, ALL inactshrapdamage is zero as it's a multiplier. Just an example. Edited July 8, 2011 by Rivel fixed br0 Quote
Rivel Posted October 9, 2011 Author Report Posted October 9, 2011 Need another update There you go. Quote
spidernl Posted November 17, 2011 Report Posted November 17, 2011 Needs another update for shields *cracks whip*. Quote
Rivel Posted December 23, 2012 Author Report Posted December 23, 2012 i updated this to current day stop bothering me now. i will add minor items like kinetic, hull and shell one day huehue Quote
cxc Posted December 28, 2012 Report Posted December 28, 2012 Aphasic Plating:Level 1 Bullet = 131 (102.3%)Level 2 Bullet = 170 (88.5%)Level 3 Bullet = 209 (81.6%)Level 4 Bullet = 248 (77.5%)BurstDamage = 304 (95.0%) aphasic - level 4 bullets do 77.5% but the same Level 4 bullet as a burst does 95%. Shouldn't aphasic protect same vs burst as it does a level 4 bullet? Quote
Unix Posted December 28, 2012 Report Posted December 28, 2012 Burst doesnt have a level to it, it's a constant damage value in the settings separate from bullets. Quote
PlayWolf Posted December 30, 2012 Report Posted December 30, 2012 Doesn't have a constant, constant would be like SETTING YOU ON FIRE Burst damage is just flat damage Quote
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