Author Topic: IRE's "damage to do" tooltip bugged?  (Read 3862 times)

Offline Kahuna

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IRE's "damage to do" tooltip bugged?
« on: August 07, 2012, 08:01:19 am »
According to the tooltip IREs would do 17000 - 48996 damage. Bombers would do 56600 - 171800 damage. However it seems to me that IREs are doing more damage than the Bombers. Also according to the wiki IREs should do more damage than the Bombers. Doesn't the game take into account that IREs' damage increases with the target ship's energy consumption and thus shows wrong amount of "damage to do"? Or am I wrong?
« Last Edit: August 07, 2012, 08:17:44 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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echo 2592 hours of AI War and counting!
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Offline keith.lamothe

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Re: IRE's "damage to do" tooltip bugged?
« Reply #1 on: August 07, 2012, 09:50:57 am »
Just checked the code and it's computing those numbers using the same function that's used for actually computing shot damage, so I don't think it's wrong.  The range of numbers reflects the lowest and highest damage that would be done by individual ships in your selection, so it's also a bit odd that it would give a range where the top number is not 2x the bottom number.

Can you try:
1) Select only IRE mkIs
2) Screencap the IRE mkI mouseover tooltip (to make sure we're working with the same numbers with respect to cap scale and combat style)
3) Screencap the damage predictor and mouseover tooltip for the roaming enclave (or whatever is manifesting this unexpected calculation)
4) Select only Bomber mkIs
5) Screencap the Bomber mkI mouseover tooltip
6) Screencap the damage predictor for the roaming enclave

And post those 4 shots I can check the math against the code.

One thing that's probably going on here is that starship armor vs fleet ship attack is handled differently due to cap-scale issues.  But it's not handled that differently.
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Offline Kahuna

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Re: IRE's "damage to do" tooltip bugged?
« Reply #2 on: August 07, 2012, 10:26:36 am »
Just checked the code and it's computing those numbers using the same function that's used for actually computing shot damage, so I don't think it's wrong.  The range of numbers reflects the lowest and highest damage that would be done by individual ships in your selection, so it's also a bit odd that it would give a range where the top number is not 2x the bottom number.

Can you try:
1) Select only IRE mkIs
2) Screencap the IRE mkI mouseover tooltip (to make sure we're working with the same numbers with respect to cap scale and combat style)
3) Screencap the damage predictor and mouseover tooltip for the roaming enclave (or whatever is manifesting this unexpected calculation)
4) Select only Bomber mkIs
5) Screencap the Bomber mkI mouseover tooltip
6) Screencap the damage predictor for the roaming enclave

And post those 4 shots I can check the math against the code.

One thing that's probably going on here is that starship armor vs fleet ship attack is handled differently due to cap-scale issues.  But it's not handled that differently.
Sure. I just had to start a new game though so it's not exactly the same situation.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline _K_

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Re: IRE's "damage to do" tooltip bugged?
« Reply #3 on: August 07, 2012, 10:38:01 am »
Ooh, i have another weird damage calculation thing.

Infiltrators have 1080 damage per shot and 300 piercing. Bombers have 1200 armor. 1080-(1200-300)=180, so the damage should be floored at 216. Then why is it 480?

Offline keith.lamothe

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Re: IRE's "damage to do" tooltip bugged?
« Reply #4 on: August 07, 2012, 12:13:19 pm »
Sure. I just had to start a new game though so it's not exactly the same situation.
Thanks.

IRE:
Attack: 600

Neinzul Roaming Enclave:
Armor: 1000
Energy: 30,000

Displayed Damage To Do: 17,000 - 23,798
- I'm guessing the range is due to some IREs being munitions boosted and others not

Multiplier:
30,000 / 256 ~= 117
Max multiplier is 30, so 30.

Damage:
Base = 600
Apply Multiplier: 600 * 30 = 18,000
Apply Armor: 18,000 - 1000 = 17,000

Which is the bottom value it displays :)


Bomber:
Attack: 9,600

Neinzul Roaming Enclave:
Armor: 1000
Hull Type: Heavy

Displayed Damage To Do: 56,600 - 79234
- again, probably munitions boosting playing in here for the upper number

Multiplier Vs Heavy: 6

Damage:
Base = 9,600
Apply Multiplier = 9,600 * 6 = 57,600
Apply Armor = 57,600 - 1000 = 56,600

Which also matches what's displayed.


Of course, this is just damage per shot.  A Bomber's seconds-per-salvo is 12, and an IRE's is 2, so to get DPS:

IRE: 17,000 / 2 = 8,500
Bomber: 56,600 / 12 = 4,800


IRE wins! Fatality! ;)
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Offline keith.lamothe

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Re: IRE's "damage to do" tooltip bugged?
« Reply #5 on: August 07, 2012, 12:16:32 pm »
Ooh, i have another weird damage calculation thing.

Infiltrators have 1080 damage per shot and 300 piercing. Bombers have 1200 armor. 1080-(1200-300)=180, so the damage should be floored at 216. Then why is it 480?
Interesting.  If you select a mkI infiltrator and mouseover an enemy mkI bomber to get the tooltip Kahuna was looking at, what does it show?

Trying to figure out if somehow the reference screen is not using the same logic.  I don't think that's true, but one never knows.
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Offline Kahuna

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Re: IRE's "damage to do" tooltip bugged?
« Reply #6 on: August 07, 2012, 12:19:39 pm »
- I'm guessing the range is due to some IREs being munitions boosted and others not
Oh yes I had MarkI Flagships.

IRE wins! Fatality! ;)
So the "Damage to do" tooltip was wrong. It was "bugged"?
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

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Re: IRE's "damage to do" tooltip bugged?
« Reply #7 on: August 07, 2012, 12:26:53 pm »
IRE wins! Fatality! ;)
So the "Damage to do" tooltip was wrong. It was "bugged"?
No, it was correctly displaying the damage per shot, which is all it has ever done.  The IRE wins because it has a higher damage per second.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!