cxc Posted January 13, 2013 Report Posted January 13, 2013 how much shrapthe number shrap fragemets that come out of a bomb isshrap = 'shrapnel' x 'shraprate' 'shrapenel' is a bomb property'shraprate' is a ship property (this value is hidden) most ships have a shrap rate of 4, to determine your ships shraprate buy 'tau blaster' ('shrapnel'=1) and cout the shrap. bouncy shrapshrap bounce is linked to your guns, if you have a bouncy gun then you have bouncy shrap, if making a shrap ship do not buy 'aux. launcher', if you do your shrap will not bounce. shrap damageshrapnel comes in energy levels 1-4 and there is active and inactive shrap. Active shrap is the stuff you see flying around, inactive shrap is the shrapnel that never appears because what ever the bomb hit abosrbed the shrap before it appeared. inactive shrap dam by level1 02 103 204 30 active shrap dam per level77115154192 as you can see, active shrap does a lot more dam than inactive, so prox bombs with shrap do more damage because all shrap is released as active. Level 1 shrap has 0 inactive damage, so getting hit by an entropy missile does same damage as an impact bomb, but a flacon with level 3 shrap will do inactive shrap dam. defense from shrapbest defense from shrap is kinetic barrier. kinetic gives you -95 active shrap protection, basically nullifying shrap (turns entropy into impact). Shrap items'Shrap Multiplier' (addon) adds to 'shraprate' (ships side of the equation)'Shrapnel Shell' (addon) add 1 'shrapnel' to bomb'Shrap Booster' (gun) adds one to the shrapnel energy level All shrap items make it cost more energy to fire a bomb and increase your bomb delay. Quote
Unix Posted January 13, 2013 Report Posted January 13, 2013 If you look on a pure one sharp to one shrap damage, then yes you're correct, but that's a fraction of the story. The bomb damage should be considered since it is an incremental change depending on the bomb chosen. All bombs can do inactiveshrap or activeshrap, depending on how the bomb explodes. Inactiveshrap is basically the shrap that is hit after the impact of the bomb in the first 1/10 of a second or whatever that number is. Quote
spidernl Posted January 13, 2013 Report Posted January 13, 2013 (edited) kinetic gives you -95 active shrap protection, basically nullifying shrap (turns entropy into impact).Not quite true. The default value for "active shrap protection", as you call it, is 600. Therefore, -95 shrapdamage reduces damage by about 1/6th for all levels. Mind you, that value is used as a multiplier: divide your ship's 'shrap damage' (default @ 600) by 1000. Then multiply that 'fractional' value by the amount of damage a bullet of the same level as the shrapnel would do to your ship. Edited January 13, 2013 by spidernl Quote
cxc Posted January 13, 2013 Author Report Posted January 13, 2013 So normal shrap does 60% dam as the same level bullet, and kinetic changes that to 50.5%. Much clearer to me now, thanks spider. Unix, inactive shrap is much different than active, when it hits a wall it disappears and does not bounce around like active shrap. Quote
Unix Posted January 14, 2013 Report Posted January 14, 2013 It's not based off of just that, that is merely an indicator, the exact way to tell if it's active or inactive shrapnel is the time of the bomb's explosion. Quote
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