Aurora 4x
C# Aurora => C# Mechanics => Topic started by: Zerkuron on April 17, 2020, 03:48:48 PM
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I read Steve`s post about the change in damage pattern and tried to figure out the new damage sweet spots, based on his example.
for Missiles, Carronades and Raming I got:
1,4,9,16,25
for Railguns and Particle Torpedoes I got:
1,2,5,8,13,18,25
for Lasers I got:
1,2,3,6,9,12,15,22
for Gauss I got:
1 ;)
for Particle Lance I got:
1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25 ;D
for Microwave I got:
:P
I could not get to Mesons yet ;)
Am I correct or did I get something wrong?
thx in advance
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I made an image of it for the Aurora wiki some months ago. It's based on Steve's discussion of C# rules, though I think it worked the same way before too.
(http://aurorawiki.pentarch.org/images/1/12/DamageTemplate.png)
My numbers match yours.
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thx for confirmation!
I did not know that the new method of calculation yields the same damage patterns(memory does not serve me well).
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thx for confirmation!
I did not know that the new method of calculation yields the same damage patterns(memory does not serve me well).
Steve's description of the C# algorithm matched the image produced by another user based on VB6 data. It was different at very high damage levels (100+), because in VB there was a template system that capped out at that level, and additional damage used a different algorithm. But otherwise, it matched perfectly. The underlying code is different here, and in a way that's much more flexible, but the results are the same for normal weapon sizes.
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So a 48 laser just goes in one side and out the other.. :)
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So a 48 laser just goes in one side and out the other.. :)
Actually that would be the 12 Particle Lance. ;D