(01-16-2020, 02:20 PM)Felsvar Wrote: Your calculation is wrong. But mine is wrong aswell. 2.5 multiplier is 60% of damage reduction. So add that to 15,200 = 24,320
Armour Upgrades are a vanilla thing. They reduce incoming damage by a percentage. The field is confusingly called 'hit_pts_scale'. It does not change hit points. The value is a float, which means it can be a positive or negative decimal number.
(01-16-2020, 04:46 PM)Laz Wrote: Armour Upgrades are a vanilla thing. They reduce incoming damage by a percentage. The field is confusingly called 'hit_pts_scale'. It does not change hit points. The value is a float, which means it can be a positive or negative decimal number.
Thank you for listening to my TED talk.
This is the reason why they also scale up the effectiveness of nanobots.
(01-16-2020, 05:24 PM)Felsvar Wrote: All it takes is to make little FALSE, obstruct, replies and people will start going back and forth. How ironic for this community.
I know how solve this SNAC problem. We need mechanic like with plasma weapon in WH40k. Buff damage significantly for all ships, like make it blowing gunboats, but with... let say, 5-10% chance of SNAC overload, leading to bomber vaporizing in uncontained antimatter.