User:Fankserver/sandbox-C: Difference between revisions
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vgwiki>Fankserver Layout variant draft |
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{{delete|Layout draft, no longer needed}} |
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''Layout variant C — combined formula block + single bottom variable table. Compare against [[User:Fankserver/sandbox-A|A]] and [[User:Fankserver/sandbox-B|B]].'' |
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== Damage calculation == |
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The full chain in three stages — attack power, the per-shot roll, and what actually lands on the target. Formulas match the shipped <code>Assembly-CSharp.dll</code>. |
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<pre> |
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# 1. Per-turret attack power |
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attackPower = ( totalPowerStat / max(0.45, equivalentTurrets) ) |
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× stackingPenalty × turretEquivalentRating × powerMultiplier |
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# 2. Per-shot damage |
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shotDamage = (attackPower / 5) × random(0.8, 1.25) / defaultAttacksPerSecond |
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critAdjusted = shotDamage × (2 + CriticalDamage) ^ critCount |
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outgoing = critAdjusted × (1 + typeBoost + Damage) |
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# 3. Damage taken by the target |
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finalTaken = outgoing × max(0.2, 1 − DamageReduction − typeResist) |
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</pre> |
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=== Variables === |
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{| class="wikitable" style="width:100%;" |
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! style="width:25%;" | Variable !! Meaning |
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|- |
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| <code>totalPowerStat</code> || Ship's total <code>CombatPower</code>/<code>MiningPower</code>/<code>SalvagePower</code> for this turret type, plus drone-bay contributions. |
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|- |
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| <code>equivalentTurrets</code> || Same-class hardpoints, weighted by size. Floored at 0.45. |
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|- |
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| <code>stackingPenalty</code> || Diminishing returns when stacking same-class turrets — see ladder below. |
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|- |
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| <code>turretEquivalentRating</code>, <code>powerMultiplier</code> || Per-turret tuning constants set on each weapon prefab. |
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|- |
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| <code>defaultAttacksPerSecond</code> || Turret's '''base''' rate from <code>_fireDelay</code>, <code>burstAmount</code>, <code>burstDelay</code>, <code>_maxMagSize</code>, <code>_reloadDelay</code>. Does '''not''' include <code>AttackSpeed</code> — that bonus raises firing rate without lowering per-shot damage, effectively a flat DPS multiplier. |
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|- |
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| <code>random(0.8, 1.25)</code> || Per-shot uniform variance. |
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|- |
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| <code>critCount</code> || Crits cascade. <code>CriticalChance</code> rolls; on success the chance halves and rerolls. Capped by the <code>combatMegaCrit</code> skill-tree points. |
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|- |
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| <code>CriticalDamage</code> || Per-crit multiplier base; each successful crit multiplies damage by <code>2 + CriticalDamage</code>. |
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|- |
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| <code>typeBoost</code>, <code>Damage</code> || Damage-type-specific bonus stat (e.g. <code>EnergyDamage</code>) and the universal damage bonus. |
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|- |
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| <code>DamageReduction</code>, <code>typeResist</code> || Defender's universal reduction and damage-type-specific resist stats. |
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|- |
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| Floor || Combined reduction is hard-capped at 80% — at least 20% of incoming damage always lands. |
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|} |
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=== Stacking penalty ladder === |
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{| class="wikitable" |
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! Equivalent turrets !! Penalty |
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|- |
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| 1 (≤ 1.9) || 1.00 |
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|- |
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| 2 (≤ 2.9) || 0.85 |
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|- |
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| 3 (≤ 3.9) || 0.78 |
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|- |
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| 4 (≤ 4.9) || 0.72 |
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|- |
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| 5 (≤ 5.9) || 0.68 |
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|- |
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| 6+ || 0.65 |
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|} |
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== Practical implications == |
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* Roughly, '''every 5 points of <code>CombatPower</code>/<code>MiningPower</code>/<code>SalvagePower</code> converts to 1 average DPS''', before stacking penalty, attack-speed bonuses, crits, and resistances. |
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* Stacking the same turret class on one ship suffers '''sharp diminishing returns''' — the third identical turret only contributes about 78% of its raw power. |
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* '''<code>AttackSpeed</code> is stronger than it looks''' — it shortens the time between shots without lowering per-shot damage, so +20% AttackSpeed ≈ +20% DPS. |
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* '''Critical hits compound''' — with high <code>CriticalChance</code> and the <code>combatMegaCrit</code> skill, multi-stage crits multiply damage geometrically. |
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[[Category:Game Concepts]] |
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Revision as of 20:26, 7 May 2026
Lua error in package.lua at line 80: module 'Dev:Mbox' not found.