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#1
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A bunch of game effects kick in at "Short Range" (Marauder cannons, Wolf Figurehead etc.)
What is "Short Range" in yard terms? Does it vary by cannon size, or is it fixed? On that note, what is "low speed"? Under 8 knots?
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Roberts: Sophie Sillons, Isaac da Silva & others (French) Marco DiMarinari, Cesare lo Coltello (Spanish) Antigua: Antigua? Yes, must play on Antigua sometime...
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#2
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--"Short Range" modifiers apply in full at 0 yards and decrease linearly to null at full range. In simpler terms, the +40% Short Range Damage from Dominate is +40% at 0 yards, +20% at one-half of your range and +0% at maximum range. --"low speed", as far as turning rates are concerned, is exactly 4 knots. Between 0 and 4 knots your turn rate varies linearly between your (hidden) stationary turn rate and your low speed turn rate. Between 4 knots and your current max battle speed, it varies linearly between the low speed and high speed values.
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#3
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I thought short range was full at 0 yards, then lerped to 0 at 50% of your cannon range?
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I will make you Blue... Avcom calculator. Useful for checking your survivability with different gear. |
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#4
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There are 2 numbers that are important for damage
Max Damage and Min Damage. Max Damage is how much damage you do at 0y. Min Damage is the damage you do at your maximum range. The number you see on your stats sheet is your Max Damage, so the damage you deal at 0y. The damage you deal is calculated based on a linear progression between the Max and Min damage. The difference between Max and Min is set by the ammo type. Heavy Round shot for example is 50-100%. This means that at your Min Damage is 50% and your Max damage is 100%. A modifier of 30-60% would mean your Max Damage is 60% and your Min Damage is 30% of the damage represented on your stats sheet. A Short Range damage modifier increases the Max Damage, but not the Min Damage. A normal damage modifier increases both. This is a graph that was made that represents how damage works http://www.burningsea.com/forums/att...4&d=1263552826
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#5
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Georgiana is correct and Pir a te mostly correct, but just to be pedantic, Short Range Damage affects your base cannon damage so the graph actually looks like this:
the midpoint line is the damage value displayed in your stats sheet, and does not depend on ammo type. As all ammo types give lower damage at max range than min range, you end up with a graph like Pir a te's. For Stacking Penalties, Damage mods are split into Long Range Damage and Short Range Damage components; the latter are then penalised with Short Range Damage mods. If you fit an outfitting which has both Damage and Short Range Damage such as Heavy or Vicious Cannon Modification, it will incur stacking penalties with itself!
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Production Planner: Out of date Economic Spreadsheet for use with Excel 97-2010 and OpenOffice. Thread/description here. Download version 2.10 here. I am no longer maintaining this to the current game build. Ships Skills and Outfitting: Out of date spreadsheet for use with Excel 97-2010 - and Open Office (but it looks rubbish). Thread/description here. Download version 2.10 here. I am no longer maintaining this to the current game build. |
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#6
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Thanks everyone for explaining it so well!
And if I have it correct, short-range and regular damage are separate categories for stacking penalties - Wadding and Raiders will be better than 2xWadding for most of the range bracket, right?
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Roberts: Sophie Sillons, Isaac da Silva & others (French) Marco DiMarinari, Cesare lo Coltello (Spanish) Antigua: Antigua? Yes, must play on Antigua sometime...
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#7
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Quote:
You might have missed my post above when you wrote yours.
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Production Planner: Out of date Economic Spreadsheet for use with Excel 97-2010 and OpenOffice. Thread/description here. Download version 2.10 here. I am no longer maintaining this to the current game build. Ships Skills and Outfitting: Out of date spreadsheet for use with Excel 97-2010 - and Open Office (but it looks rubbish). Thread/description here. Download version 2.10 here. I am no longer maintaining this to the current game build. |
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