Effect Module Damage Calculation

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    The wiki doesn't seem to have any formulas for calculating damage after adding effect modules to weapons so I thought it might not be common knowledge. So I calculated it for my ship building spreadsheet (WIP). Thought I'd share it here before my spreadsheet drops.

    DPA = Damage per activation of a weapon array with 0 effect modules (This is a little tricky, but the wiki can point you in the right direction)

    M= Master weapon modules

    S = Slave weapon modules

    E = Effect modules

    Mod = Damage modifier (-1 is stop, push, and pull; 0 is explosive; 1 is ion against shields, 2 is overdrive)

    TotalDamageperActivation = (1+mod*e/m)*DPA*(s+m+e)/(s+m)
     

    CyberTao

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    • Legacy Citizen 4
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    • Thinking Positive
    The problem with that is it doesn't take into account like Pierce/Ion affecting hull and shields in an opposite fashion.

    Also, the push/pull/stop effect do have a damage modifier of not-just-0 (I think it's x3 applied in thrust).
    What you could do is have 3 of those, one for hull, shield and then "Other" (for stop/push/pull/EMP).

    Estimated damage is 5*(WeaponSize)*(Cooldown) in all but a few cases, same for PowerCost=Damage*10 (Cannon/Beam is an exception for power costs last I looked, and Missile/Pulse for damage)
     
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    This is limited to damage calculations, I'll be looking into movement effects, power usage, and emp later. For ion you use a mod of -1 for the block damage calculation and +1 for a seperate shield damage calculation.

    Thanks for the feedback.