Author Topic: Damage of Doom Accelerators  (Read 5916 times)

Offline idont

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Damage of Doom Accelerators
« on: October 05, 2012, 06:25:37 am »
I am a little unclear about how much damage the Doom Accelerator Champion module does.
According to its description, it works like the vulture, so its damage should be:
[base damage = 1040] * ((101-health remaining) * 10
So when fighting a totally unharmed enemy, it does 1040 * 1 * 10 damage every 2 seconds, or 5200 dps, and twice that at 99% health.
Comparing to a normal module like that needler, which does 7200 dps, no matter how much health the target has.

Comparing to most module, the Doom Accelerator seems to be about equal once the target has ~99.5 % health. Is this really correct?

Offline keith.lamothe

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Re: Damage of Doom Accelerators
« Reply #1 on: October 05, 2012, 09:30:33 am »
Welcome to the forums :)

It does use the same math (other than base damage) as teh vulture, but I think you may be applying the * 10 incorrectly:

base_damage = on epic-combat-style is 520*mk, so a mkI on normal-combat-style = 1040.
attack_multiplier = % of target's health lost
if attack_multiplier < 10, then attack_multiplier = 10
if attack_multiplier > 90, then attack_multiplier = 90
So minimum damage per shot is 10,400, and maximum is 93,600.  DPS is half that due to 2-second reload time.

Does that make more sense?
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Offline idont

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Re: Damage of Doom Accelerators
« Reply #2 on: October 05, 2012, 09:43:24 am »
Thanks, so compared to normal modules, the Doom Accelerators does worse until the target hits ~ 85%, when it starts to get better? That seems a lot more reasonable.
Although I wonder how I could have gotten from the Vulture description to the correct damage, because it really doesn't look like what you said. But I guess you should know :)

Offline keith.lamothe

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Re: Damage of Doom Accelerators
« Reply #3 on: October 05, 2012, 10:00:15 am »
Thanks, so compared to normal modules, the Doom Accelerators does worse until the target hits ~ 85%, when it starts to get better?
I don't have those numbers in front of me, but possibly.

Quote
Although I wonder how I could have gotten from the Vulture description to the correct damage, because it really doesn't look like what you said. But I guess you should know :)
Oh, you're right, that description is... I think, just plain wrong :)  Updated for the next version to read (for the doom accel, but similar for the vulture) :

"
A starship-mounted variant of the Neinzul Youngling Vulture's weapon.  Its damage increases against targets that have already taken damage.  Against a target with 90% or higher health it does 10*base damage.  Against more heavily damaged targets the damage keeps going up until the maximum of 90*base damage against targets with 10% or lower health.
"
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Offline Histidine

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Re: Damage of Doom Accelerators
« Reply #4 on: October 06, 2012, 07:12:53 am »
Is there a reason the multipliers are 10-90x instead of 1-9x with 10x the base damage? (If I had to guess: armor interactions?)

Offline keith.lamothe

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Re: Damage of Doom Accelerators
« Reply #5 on: October 06, 2012, 10:27:54 am »
Is there a reason the multipliers are 10-90x instead of 1-9x with 10x the base damage? (If I had to guess: armor interactions?)
Partly because it used to have a minimum multiplier of 1 and this was a simpler adjustment, and partly because the math is easier this way :)
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