Nuking: Difference between revisions

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→‎Nuking Damage Mechanics: typos fixed: i.e → i.e.
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other (players) = 50% shield, 90% hull
other (players) = 50% shield, 90% hull


If you didn't understand this all the above information, an explanation may help(the explosion of a base or ship upon destruction will be referred to as "nuke" from this point onward on this page): A [[Starbase|base]]'s or [[Ships|ship]]'s damage resistance(dependent on its class), object type(AI (NPC)Ship, Base/Planet, Player ship), Shields, range at which the nuke did damage to a ship/base/planet, the explosion value of the ship or base that the nuke originated from, if the object taking damage is a base, and if the nuke originated from a base are all factors of how nuke damage is calculated. Let's start with an example, like the [[Nyx]]. It's explosion value is 1250: The explosion value of a ship or base determines its explosion radius size, displayed as a scaled down value by a factor of 9(i.e. an Explosion Value[Listed as "Explosion Radius" in the :shipinfo command] translates to an explosion radius of 11,250 studs). The damage that a nuke does is calculated by how large the explosion radius is, with the value multiplied by 4(i.e. Nyx's nuke has a base damage of 50,000 HP[12,500×4=50,000]). Nuke damage also scales with distance. Say that the Nyx's nuke damaged a [[Nemesis]] from 6,250 studs away. The nuke would do exactly half of the damage(25,000), and that's not even having accounted for additional resistances; such as Class resistance(which in the case of [[:Category:Dreadnought|Dreadnoughts]] is 50%), and [[Shields]](Shield health on ships and bases have an additional 50% resistance to nuke damage). In which case, the total damage that the Nemesis receives if it tanked the nuke at full health would be 6,250 damage(which is in excess of its total shield health, so we're gonna have to do conversion here[6,250-5650=600,600÷0.5 <Note:This is because the damage resistance of dreadnoughts is 50%, still have to account for that> = 1,200 --> 1,200×0.9 <Nukes only deal 90% of their damage to the hull of player ships> = 1,080]), which results in the Nemesis being left on only 4,920 [[Hull]] health. Pretty nasty damage. Anyways, now that you (probably) have a decent understanding of how nuke damage is calculated, let's go over where nukes are most effective. <span style="color:yellow">'''Note: This section is outdated. The maximum damage of a nuke is 69-times the value of the explosion radius (i.e. explosion radius value of 1000 has a maximum damage of 69,000). Additionally, instant explosions (which currently are unable to occur) cause the maximum damage of a nuke to be multiplied by 1.2 (i.e 69,000 maximum damage is increased to 82,800 if it is an instant explosion). The section below is possibly also outdated for the same reason, please take the information on this page with a grain of salt. See the image below for reference:'''</span>
If you didn't understand this all the above information, an explanation may help(the explosion of a base or ship upon destruction will be referred to as "nuke" from this point onward on this page): A [[Starbase|base]]'s or [[Ships|ship]]'s damage resistance(dependent on its class), object type(AI (NPC)Ship, Base/Planet, Player ship), Shields, range at which the nuke did damage to a ship/base/planet, the explosion value of the ship or base that the nuke originated from, if the object taking damage is a base, and if the nuke originated from a base are all factors of how nuke damage is calculated. Let's start with an example, like the [[Nyx]]. It's explosion value is 1250: The explosion value of a ship or base determines its explosion radius size, displayed as a scaled down value by a factor of 9(i.e. an Explosion Value[Listed as "Explosion Radius" in the :shipinfo command] translates to an explosion radius of 11,250 studs). The damage that a nuke does is calculated by how large the explosion radius is, with the value multiplied by 4(i.e. Nyx's nuke has a base damage of 50,000 HP[12,500×4=50,000]). Nuke damage also scales with distance. Say that the Nyx's nuke damaged a [[Nemesis]] from 6,250 studs away. The nuke would do exactly half of the damage(25,000), and that's not even having accounted for additional resistances; such as Class resistance(which in the case of [[:Category:Dreadnought|Dreadnoughts]] is 50%), and [[Shields]](Shield health on ships and bases have an additional 50% resistance to nuke damage). In which case, the total damage that the Nemesis receives if it tanked the nuke at full health would be 6,250 damage(which is in excess of its total shield health, so we're gonna have to do conversion here[6,250-5650=600,600÷0.5 <Note:This is because the damage resistance of dreadnoughts is 50%, still have to account for that> = 1,200 --> 1,200×0.9 <Nukes only deal 90% of their damage to the hull of player ships> = 1,080]), which results in the Nemesis being left on only 4,920 [[Hull]] health. Pretty nasty damage. Anyways, now that you (probably) have a decent understanding of how nuke damage is calculated, let's go over where nukes are most effective. <span style="color:yellow">'''Note: This section is outdated. The maximum damage of a nuke is 69-times the value of the explosion radius (i.e. explosion radius value of 1000 has a maximum damage of 69,000). Additionally, instant explosions (which currently are unable to occur) cause the maximum damage of a nuke to be multiplied by 1.2 (i.e. 69,000 maximum damage is increased to 82,800 if it is an instant explosion). The section below is possibly also outdated for the same reason, please take the information on this page with a grain of salt. See the image below for reference:'''</span>
[[File:NukeDmgConfig.png|center|Image of configuration settings for explosions in an in-game script by yname]]
[[File:NukeDmgConfig.png|center|Image of configuration settings for explosions in an in-game script by yname]]
===Nuking Effectively ===
===Nuking Effectively ===
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