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(10-22-2023, 07:01 AM)Czechmate Wrote: Damn, Core 5 only has 75% more HP than core 2?
Not sure who thought of this, but these numbers I'd say need to be changed - either it's too hard to siege a core 2 or too easy to siege a core 5, but the RP effort that goes into it alone should warrant a much harder to kill base
A Core 5 has 1.75x as much HP, but the total amount of damage that it can take during a vulnerability period is only 1.6x as large. In addition, Core 5s (due to not taking wear and tear damage) repair significantly more between vulnerability periods (5.18M healing vs 8M total damage possible), so the amount of sieges you actually have to do to take down a Core 5 is significantly more than the HP number would suggest.
(10-22-2023, 07:25 AM)Demonic Wrote: The modules to build Exotic weapons and exotics shields / trusters are both names Exotic Weapons Foundry in the guide. Is that correct?
Nope, fixed. The Exotic Shields and Thrusters are created by the Exotic Equipment Fabricator.
(10-22-2023, 11:30 AM)St.Denis Wrote: A lot of work
First, thank you Denis for doing a ton of calculations while our guides and documentation lagged behind. The team's been running around putting fires out ever since launch, so I apologize for the lack of communication on certain features like this.
I talked with @Aingar and realized that we'd factored in commodity consumption incorrectly - I assumed it had already been changed, so I've reflected the guide to make clear that in the new system, Core Level increases repair amount but not repair commodity consumption. That means that a Core 4 POB heals 240 * 4 * 3 with three commodities, but it only uses 3 Basic Alloy, 3 Robotics, and 2 Hull Panels every tick, not 3 * 4, 3 * 4, and 2 * 4 as before. This should significantly reduce the shipping strain on keeping a POB alive, especially at higher core levels. (It's also a lot easier on the server!)
Additionally, as noted in the guide, all three commodities are only consumed assuming that there is damage to repair. As raw repair amount and wear & tear damage are now directly tied to core level, at every level now you only need one repair commodity to offset wear & tear damage. A full health POB, then, will only ever consume Basic Alloy (assuming it is available) - failing that, it will consume Robotics, and failing that, Hull Panels.