[1.0.3.9] Area Weapons and 'Damage At Max Range'

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iancmtaylor
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[1.0.3.9] Area Weapons and 'Damage At Max Range'

Post by iancmtaylor »

Area Weapons do not have damage falloff, which is fine. But the stat card still says they do, which is confusing. Additionally, the last Area Weapon 'Nova Pulse Wave' has a range of 4000 and a Damage Falloff of 25%, resulting in it not having a 'Damage At Max Range', since it is 0.
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Erik Rutins
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Re: [1.0.3.9] Area Weapons and 'Damage At Max Range'

Post by Erik Rutins »

They should have damage fall-off. If it is not working in your testing, that may be a bug.
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Cyclopsslayerr
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Re: [1.0.3.9] Area Weapons and 'Damage At Max Range'

Post by Cyclopsslayerr »

Erik Rutins wrote: Tue May 03, 2022 3:48 pm They should have damage fall-off. If it is not working in your testing, that may be a bug.
Which range is the Fall Off set to apply to, the Range from Launcher, or the Blast Radius range? Both?
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iancmtaylor
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Re: [1.0.3.9] Area Weapons and 'Damage At Max Range'

Post by iancmtaylor »

I have attached a save game, just load it and hit play. The frigate is already attacking the station- weapon will hit the base and do 325 points of damage (720(starting hp)-395(remaining hp) = 325).

Weapon Damage- (342 (max damage at point blank) x .95 (5% damage reduction)) - 12 (reactive armor) = 324.9 damage done to armor at ~ 4000 units with a damage dropoff of 25%...

Testing setup- validated files on steam, removed mod loader from directory, new game.

Tech Level 7 start allows me to use the Nova Pulse, which has 25% damage falloff and 4000 unit range (resulting in it not having a damage at max range stat funnily enough).

Removed command center, countermeasures and damage control from the station, all weapons removed.

Removed all weapons other than the test weapon from the frigate.

To avoid any kind of issue where the damage falloff is calculated from the distance between the ships at the time of impact, as opposed to at the time of firing, I immediately move the ship away after it fires. But the result is always the same even if you don't do this.
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mordachai
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Re: [1.0.3.9] Area Weapons and 'Damage At Max Range'

Post by mordachai »

iancmtaylor wrote: Mon May 09, 2022 3:58 pm Removed command center, countermeasures and damage control from the station, all weapons removed.
Removed all weapons other than the test weapon from the frigate.
How did you setup this scenario?!!
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