Hull Material and Thickness?

    Top 4ce

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    Yes, but there shouldn't be a negative effect either.
    The damage is increased, yes, but then that radiated damage is not applied past the 10% radius thus losing on potential damage.

    You'll be destroying the first radiated set of blocks without passing the damage to the other blocks within the explosive radius, thus losing damage to the void. Where as on missiles you would, thus the reason why only 10% effect is needed. More than that you're only increasing damage per projectile but not the radius of the effect, which is the point of explosive effect.
     
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    I think the point Malacodor is making is that having a 10 cannon/10 beam/1 explosive will have exactly the same effect, and I do mean exactly, as a 7 cannon/7 beam/7 explosive weapon. There would be NO loss of damage or effect, they will be 100% identical. The advantage of going 7/7/7 is that if they ever change it back to something that permits full explosive effect, you won't have to rebuild your weapons.
     

    AtraUnam

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    Its not noticable at the small scales your testing at. essentially its supposed to work like this:
    • first block hit
    • If the damage is above a certain threshold hit the blocks in r1
    • If the damage is above another threshold hit the blocks in r2
    • reapeat until you either run out of damage or reach r10
    At larger scales there is very noticable damage loss and what is presumed to be happening is this:
    • first block hit
    • If the damage is above a certain threshold hit blocks in r1
    • If the damage is above another threshold hit blocks in r2 but fail to actually do so thus hurling that damage into oblivion while still taking it away from the total damage of the projectile.
     

    MrFURB

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    On cannon and beam weapons, explosive effect does have the downside of reducing overall block damage by up to 1/2 at 100% slave.

    The relevant lines in the blockbehavior.cfg for the explosion effect read as so:
    <CannonBlockDamageBonus>-0.5</CannonBlockDamageBonus>
    <BeamBlockDamageBonus>-0.5</BeamBlockDamageBonus>
     
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    Its not noticable at the small scales your testing at. essentially its supposed to work like this:
    • first block hit
    • If the damage is above a certain threshold hit the blocks in r1
    • If the damage is above another threshold hit the blocks in r2
    • reapeat until you either run out of damage or reach r10
    At larger scales there is very noticable damage loss and what is presumed to be happening is this:
    • first block hit
    • If the damage is above a certain threshold hit blocks in r1
    • If the damage is above another threshold hit blocks in r2 but fail to actually do so thus hurling that damage into oblivion while still taking it away from the total damage of the projectile.
    Thank you for the explanation. I made a test with 10k cannon + 1k explosive versus 5.5k cannon + 5.5k explosive, and the latter is significantly weaker, so I was wrong.
     

    AtraUnam

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    Thank you for the explanation. I made a test with 10k cannon + 1k explosive versus 5.5k cannon + 5.5k explosive, and the latter is significantly weaker, so I was wrong.
    No problem, this issue is also why beams suck so badly against armor, they have a native pierce that damages blocks behind the block they hit, but with armor they don't do that so the piercing damage is wasted.
     
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    No problem, this issue is also why beams suck so badly against armor, they have a native pierce that damages blocks behind the block they hit, but with armor they don't do that so the piercing damage is wasted.
    But only if armor HP is 0.