Yes, but there shouldn't be a negative effect either.The explosive radius does not change past 10% on cannons.
Yes, but there shouldn't be a negative effect either.The explosive radius does not change past 10% on cannons.
The damage is increased, yes, but then that radiated damage is not applied past the 10% radius thus losing on potential damage.Yes, but there shouldn't be a negative effect either.
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.Its not noticable at the small scales your testing at. essentially its supposed to work like this:
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 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
- 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.
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.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.
But only if armor HP is 0.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.