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Need info for Spreadsheet: Weapon + Engine Health

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Ightrril:

--- Quote from: Wundsalz on January 23, 2015, 08:35:47 am ---Awesome work, Ightrril! the calculation sheet is amazing in particular.

can you elaborate on what "Including Repairs (Very much WIP)" means? Currently selecting tools doesn't do anything.

also I'd really like to see this:

--- Quote from: VooDooZ on January 23, 2015, 01:11:45 am ----#of shots to destroy a particular component assuming only splash damage hits

--- End quote ---

May I link your document in my gunnery guide , Ightrril?

--- End quote ---

Thanks for catching that error and the sheet being edit-able, was letting people test the final page a while ago and I seem to have forgotten to change it back.

The including repairs section might be scrapped, it was supposed to take into account basic repairs with whichever tool and give a rough estimate for how long it would take to destroy whatever component. Still thinking about different ways to do it and I have a couple of ideas, just a matter of getting round to it.

I'll look into adding the splash damage part, might take a while before I get it done though.

You're more than welcome to link it in your guide (which is where I first came across the other sheet, thought it was about time to make an updated one though).

VooDooZ:
I took Erheller's spreadsheet, put it in google docs and updated it. Then i started work on later pages (first tab carronade) its not formatted very well right now, that will come later.

https://docs.google.com/spreadsheets/d/1n9zanQtVShdXeqySXrq5DhtCbKLDoT3DC0wp3Aa7Hwc/edit?usp=sharing

VooDooZ:

--- Quote from: ZanC on January 23, 2015, 09:21:02 am ---
Also, to answer your fire question, not many people know this but I'll just share it:
First fire stack does 10 damage per second. Additional fire stack adds 2 damage per second. All fire stacks are affected by damage multipliers.

Best of luck on your spreadsheets!

--- End quote ---

Also thanks for the tip! thats also just what i'm looking for. Heres the next question then, for the flamer- does the percentage chance to ignite get applied twice, once for the initial hit and once for the "splash" or is it only once? Also, for the carronade running incendiary rounds, i'm assuming that each pull of the trigger gives a chance for ignition and not every individual bullet of the carronade correct?

Wundsalz:
Every individual projectile of a carronade shot has got a separate chance to ignite the component it hits.

Flamethrowers follow an entirely different mechanic than all other weapons as they're currently the only implemented particle weapon.
Personally I think of flamer shots as cylinder with the radius of the AoE radius reaching from the flamers muzzle to the maximum length into the direction the flamer is pointed to. Everything this cylinder touches has got a chance to ignite.

On  a side note: can this thread be moved to the Q&A section?

ZnC:

--- Quote from: VooDooZ on January 24, 2015, 04:30:12 am ---Also thanks for the tip! thats also just what i'm looking for. Heres the next question then, for the flamer- does the percentage chance to ignite get applied twice, once for the initial hit and once for the "splash" or is it only once? Also, for the carronade running incendiary rounds, i'm assuming that each pull of the trigger gives a chance for ignition and not every individual bullet of the carronade correct?

--- End quote ---

Flamer is unique in that it only applies the chance (27.4%) once, since it doesn't have a secondary type. However, burst rounds still increases the AoE of the flames. If you do your calculations correctly, you will find that incendiary isn't the most optimal for the flamer. Incendiary rounds still applies to both the direct and secondary damage type of other weapons. This is where you have reached my favourite weapon in the game (HELLHOUND HEAVY TWIN CARRONADE); incendiary rounds applies to every single buckshot of the carronades.  8)

There goes all my secrets...


or is it?......  ;D

Edit: Aw Wundsalz beat me to it

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