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Damage system
Shinkurex:
--- Quote from: Ccrack on March 04, 2013, 02:14:00 pm ---i guess this goes some ways to explaining why a carranade goldfish was blowing away massive chunks of my hull before i even got near the ground
--- End quote ---
most likely charged rounds.... I was killing pretty effectively using a heavy clip/charged rounds setup
Ccrack:
well i know the heavy carranade is effective at bursting ballons in only a few shots and can take out components just as easly, but i was supprised at how much damage it was dealing to my hull. it was basicly like being hit constantly by a gatling but doing damage in big chunks instead of continuasly
Captain Smollett:
Hopefully we get dev clarification but I'm almost positive spill over damage goes to armor. It makes sense if you think about it since in essence it's the same component and hull health can't be damaged while armor is up. The hull damage from carronade goldfish was due to the massive armor damage by a carronade prior to the last hot fix causing some shots to break the balloon, spill over, break the armor, spill over, and do damage to the hull.
Ccrack:
would expect something designed to pop balloons would be pretty piss against armor, but im not a dev so...
Watchmaker:
Overflow damage on a single hit does not transfer.
Subsequent hits transfer from the component that was hit to the "hull component" - meaning they apply damage to armor first, if any remains.
We've been unclear in the past on the terms for the two health bars on the hull (I try to refer to them as armor and health), which is probably part of the confusion.
Each hit (projectile, explosion, gatling or carronade ray/pellet) deals its damage to a single location, in a lump. Transferred hits function exactly as if you actually hit, say, a hull hitbox instead of a balloon hitbox. None of the balloon/engine/gun multipliers are applied; multipliers for hull armor or health are applied according to the hull's current state.
Note that there is a slightly weird case where a single hit deals more damage than remaining hull armor. Currently, in this case, the base damage is multiplied by the armor modifiers, and any overflow of that modified value is applied directly to hull health.
Also, for the record: there was a data bug in the original release of 1.1.4 that caused the Flechette damage type (the one used by carronades and other balloon-killers) to deal slightly less than twice as much damage to armor as was intended. This has since been fixed.
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