Max Effect % is the maximum useful efficiency for this effect. +Blast Radius (m) is expressed as a linear increase, measured in metres.īlock Damage is expressed as a multiplier of original weapon damage. If a weapon penetrates, explosive damage is applied again, using the remaining damage. Because of this bug, values for this effect are listed as they are at the maximum useful efficiency for that weapon.ĭamage dealt to surrounding blocks by a 100% Explosive Effect weapon is 1/6 of total damage (to each block adjacent to the point of impact). Therefore, this table notes that the maximum useful percentage for this effect on those weapons is 10%. For the purposes of calculations, remember to factor in effect multipliers last, after calculating a weapon's total effective block count (Primary+Secondary+Effect, excluding any blocks which would add greater than 100% secondary or tertiary effect), and using this to calculate the base stats (see the tables on the Weapon Systems page for more info).Īll values are expressed as multipliers of original weapon damage.įor both beams and cannons, Explosive effect is currently bugged and cannot increase a projectile's impact radius to more than 1. The tables below detail how each effect, at 100% efficiency, will affect the different primary weapon categories. Reduces block damage in exchange for an effect that decreases the target's current velocity. Reduces block damage in exchange for an effect that pushes the target away from the damage source. For missiles and pulses, slightly increases the blast radius and increases AHP damage. Reduces block damage in exchange for an effect that pulls the target towards the damage source.įor damage beams and cannons, increases block and AHP damage. For missiles and pulses, increases blast radius.įor all weapons, ignores part of target's armor value. Also increases the blast radius for missiles and pulses.įor damage beams and cannons, slightly increases block damage, but decreases shield damage. Increases block damage, but dramatically increases the amount of power required to fire the weapon. Increases damage done to shields, but reduces damage done to blocks. For missiles and pulses, increases the blast radius. Reduces block damage in exchange for damage that affects the target's power supply instead.įor damage beams and cannons, spreads the weapon's damage to also affect the six blocks adjacent to the hit block. The excess modules have no effect on the weapon. When the Stop Effect system has more than 40 modules, its strength is still 100%.When the Stop Effect system has 40 modules as well, its strength is 100%, and all of the missile's damage is converted to "stopping power".This converts 25% of the missile's damage to "stopping power". When the Stop Effect system has 10 modules, its strength is 25%.A 40-block missile is linked to a Stop Effect.An effect cannot have greater than 100% strength, and any blocks added above the primary weapon's own module count will have no effect. If the effect system's module count is less than that of the primary weapon, the strength of the effect is (EffectSize/PrimaryWeaponSize*100%). If the module count for an effect is the same as the module count of the primary weapon, that effect is applied at 100% strength. The strength (also referred to as efficiency) of a given effect is defined by the proportion of primary and tertiary systems. A weapon system can only support one effect system and one secondary system at a time. Secondary modifications are detailed in the Secondary Systems section of Weapon Systems. Effects linked to weapon systems provide tertiary modifications to the linked weapon, primarily altering the effect a weapons' damage has on targets.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |