Wayward Device: I just remembered actually the combat calculations are slightly more complex. Units aren't destroyed when they receive damage == armorRating or armorRating + 1 despite this being the intuitive case, I also thought this at first. Rather, each shot received has a CHANCE of destroying the unit outright, based on the defending unit's armor and the attacker's damage.
I was searching for this old thread which had the sauce to back this up: The formula was revealed by George some time ago
here, it is:
kill chance = 1 - (0.8)^(A/D)
Where A = attack (damage) and D = defense (armor).
Then we do
kill chance * number of shots which gives the maximum number of units killed per "tick".
For example, if we have 1000 Minotaurs vs 100 Gorgos, each Minotaur has A:64 D:160 and each Gorgos A:128 D:300. Each combat tick the probability of a Gorgos and Minotaur death is 4.65% and 16.35% respectively. The maximum number of Gorgos and Minotaurs that can be killed each tick is 46 and 163 respectively (rounding down).
So however unlikely it may be, a Megathere may be one-shotted by a Stinger (critical hit!), while a Gorgos might hit an Eldritch 10 times before it dies. Pray to the RNG gods for success in battle. In all seriousness, the probability of these scenarios occurring are so infinitesimally low (<0.1%) they can effectively be treated as 0%.
Although I still have flashbacks of missing 99% shots in XCOM.
Edit: little bit more math...
If you want to find out "how many shots" it takes to kill something, I think we can use expected value (E=P*n) so:
number of shots required = expected value (1.0 for a guaranteed kill) / kill chance (above)
So for the scenario above 1/0.0465 = 21.5 shots on AVERAGE required for a Minotaur to kill one Gorgos, in contrast with the 6.11 shots required for the inverse. This is probably mitigated by the fact that there are many more Minotaurs than Gorgos. Also, each unit may receive fire from multiple others in a single tick, with each separate shot contributing to this probability. Fleet combat isn't strictly 1:1.
What might be an interesting idea to be implemented in future Eras is an "evasion" stat of sorts, to replace the current armor system, which will probably be more representative of how combat is handled via probabilities. Armor could then be used in the original and intuitive fashion of protecting a ship against damage less than or equal to its armor rating. Starships could have heavy armor but low evasion, and vice versa for jumpships.
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Missiles also have area of effect damage, similar to Transcendence, which compensates for their shortcomings (slow speed) over cannons. Note: this isn't disclosed by the game anywhere (it probably should be).
george moromisato wrote: ↑Thu Mar 09, 2017 1:38 am
Area is an area of effect. From the point where the missile hit, out to 1/5 the area of effect radius, any ships in the area take full damage. After that, damage decreases at inverse-square rate. I.e., at 2/5th radius, ships take quarter damage; at 3/5th radius they take 1/9th damage, etc.
There is definitely a visual effect too, if you zoom into a battle the missiles "explode" with a nice little yellow circle sprite that scales in size based on their AOE damage attribute, higher values producing a bigger circle. Ships within this radius take damage as described by George above.