Tweaked the formula so the block hit will take the most damage;
Damage taken = 100% - (6.6% + (ArmorHP ÷ ArmorHPCap) x 10%) x (number of adjacent armor blocks)
second variation of the formula. This time, the calculation is based on how much damage is absorbed by adjacent blocks.
Damage absorbed = (28 - number of adjacent armor blocks x 2.5 )% x (number of adjacent armor blocks)
Also, I did some color-coding. If anyone want these colors removed, tell me so.
Just thought about what effects can do against a ship;
Weapons
Cannon
Main System: More effective against armor than system blocks, good DPS, very easy to use
Slave System: Decreases damage, increases fire-rate. Just DPS.
Suggestion: Keep it just as it is, this thing is so good to use.
Beam
Main System: Hitscan, effective against system blocks, EVEN BETTER DPS, A bit short range makes it harder to use (in some situations).
Slave System: Makes the bullet faster, increases damage, decreases fire-rate.
Suggestion: Lets increase the DPS of this stuff and decrease the damage efficiency against armor.
Missile
Main System: Massive splash damage, Massive burst damage potential, One-shot, one cripple. AMS turrets shut them down a bit.
Slave System: Shotgun. The f*ck? It does more bad than good, actually. Friendly fire!
Pulse
No data. Please bring a proper gun to a gunfight. No swords allowed.
OOOOOOOrrrr....
Causes an explosion centered around the output point. much like missiles exploding on that specific place. I watched startrek beyond and felt, this VHF disruption attack is SOOOO GOOD.
Effect systems that are affected by this rework
Pierce
Offensive Usage: Peircing through armor, to cripple enemy systems by destroying crucial blocks. Aka shooting enemy computers.
Offensive effect : Decreases the armor damage spread value (red), which lets you pierce things more
Damage taken = 100% - (6.6% + (ArmorHP ÷ ArmorHPCap) x 10%) x (number of adjacent armor blocks)
Also include the old effects for even more penetration
Defensive effect: Same as the old one. Maybe buff it a little. 30%
Punch-through
Offensive Usage: Shredding armor, to give more structural stress to the ship.
Offensive effect : I think the old effects are fine.
Defensive effect: More damage spread. Otherwise, keep the old effect.
Damage taken = 100% - (6.6% + (ArmorHP ÷ ArmorHPCap) x 10%) x (number of adjacent armor blocks)
second variation of the formula. This time, the calculation is based on how much damage is absorbed by adjacent blocks.
Damage absorbed = (28 - number of adjacent armor blocks x 2.5 )% x (number of adjacent armor blocks)
Also, I did some color-coding. If anyone want these colors removed, tell me so.
Just thought about what effects can do against a ship;
Weapons
Cannon
Main System: More effective against armor than system blocks, good DPS, very easy to use
Slave System: Decreases damage, increases fire-rate. Just DPS.
Suggestion: Keep it just as it is, this thing is so good to use.
Beam
Main System: Hitscan, effective against system blocks, EVEN BETTER DPS, A bit short range makes it harder to use (in some situations).
Slave System: Makes the bullet faster, increases damage, decreases fire-rate.
Suggestion: Lets increase the DPS of this stuff and decrease the damage efficiency against armor.
Missile
Main System: Massive splash damage, Massive burst damage potential, One-shot, one cripple. AMS turrets shut them down a bit.
Slave System: Shotgun. The f*ck? It does more bad than good, actually. Friendly fire!
Pulse
No data. Please bring a proper gun to a gunfight. No swords allowed.
OOOOOOOrrrr....
Causes an explosion centered around the output point. much like missiles exploding on that specific place. I watched startrek beyond and felt, this VHF disruption attack is SOOOO GOOD.
Effect systems that are affected by this rework
Pierce
Offensive Usage: Peircing through armor, to cripple enemy systems by destroying crucial blocks. Aka shooting enemy computers.
Offensive effect : Decreases the armor damage spread value (red), which lets you pierce things more
Damage taken = 100% - (6.6% + (ArmorHP ÷ ArmorHPCap) x 10%) x (number of adjacent armor blocks)
Also include the old effects for even more penetration
Defensive effect: Same as the old one. Maybe buff it a little. 30%
Punch-through
Offensive Usage: Shredding armor, to give more structural stress to the ship.
Offensive effect : I think the old effects are fine.
Defensive effect: More damage spread. Otherwise, keep the old effect.