Ok just thought a series of threads comparing different weapons on each level.
For my test shield I made a shield with no resistances (so type doesn't matter to it) 1000 hp and with a regenTime of 20 and a regenHp of 1. I am using it to see how well a weapon damages over time.
for level one we have (the ticks are averages)
laser cannon took 2500 ticks to take it down
light recoilless cannon took 3333.3 ticks to take it down
recoilless cannon took 2162.16 ticks to take it down
With laser and kinetic being nearly the same resistances just on damage you would always want to take the recoilless cannon.
They are all single shot weapons so that does change things. One thing that is different is the weapon speed. All beam weapons go at the same speed and nothing is faster than that (other than accelerating weapons) but when you look at the recoilless vs light recoilless you will see that the recoilless has a faster weapon speed. So that takes the light recoilless cannon even down more. Another thing that makes them different is weapon shape. Beam weapons have a much greater hit zone (you can run into the side of it easier) so that bumps up laser cannon some.
Yes I know no one uses level one weapons but if you must recoilless cannon is your obvious choice. With laser cannon being next and light recoilless cannon being far behind.
any points that I missed? any comments?
edit: anyone have any ideas on how to weight the damage types? first thoughts are like this
1 laser
1 kinetic
2.5 particle
2.5 blast
6.25 ion
6.25 thermo
15.63 positron
15.63 plasma
39.6 antimatter
39.6 nano
97.66 graviton
97.66 singularity
244.14 dark acid
244.14 dark steel
610.35 dark lightning
610.35 dark fire
level one weapons
- Betelgeuse
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- Aury
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Seeing as you start with level 2 stuff, i've always assumed the level one stuff was for the Eridani enemies...
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- Aury
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I thought that was a dual recoiless...Yugi wrote:The Sapphire starts with a recoilless.Wolfy wrote:Seeing as you start with level 2 stuff, i've always assumed the level one stuff was for the Eridani enemies...
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- Periculi
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How many times did you run the tests?
The weapons use a dice simulation, so how many 4s in 1d4 did you get for lasers, for instance?
Have you tried any other damage tests to see the difference between a 1d4 and a 1d4+1, or similar, by any chance?
The weapons use a dice simulation, so how many 4s in 1d4 did you get for lasers, for instance?
Have you tried any other damage tests to see the difference between a 1d4 and a 1d4+1, or similar, by any chance?
- Betelgeuse
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I didn't run physical tests I ran simulations based on them being dice. So the average damage for a 1d4+1 weapon would be
1*((1+4)/2)+1
and that is 3.5
how long it would take to take down a shield is also simple
M = the max hp of the shield
t = time in ticks (this is the thing that varies)
a = average weapon damage
b = weapon fire delay in ticks (how long it takes before a weapon can fire again)
c = amount of hp the shield regens each time it regens
d = shied regen delay in ticks (how long it takes before a shield can regen again
so the formula is (well at least the most understandable form to read it in not the most useful form but that is easy to change)
M = at/b - ct/d
It doesn't take into account damage type but all that does is change a. I do like the idea of resistances changing over time like adaptive armor but this formula can't handle that. If t comes out to be negative you have an ineffective weapon.
I have run some tests where I simulated fast fire or full enhancement (200% for laser and kinetic, 100% for particle,blast,ion, and thermo) but that didn't matter for level one weapons
1*((1+4)/2)+1
and that is 3.5

how long it would take to take down a shield is also simple
M = the max hp of the shield
t = time in ticks (this is the thing that varies)
a = average weapon damage
b = weapon fire delay in ticks (how long it takes before a weapon can fire again)
c = amount of hp the shield regens each time it regens
d = shied regen delay in ticks (how long it takes before a shield can regen again
so the formula is (well at least the most understandable form to read it in not the most useful form but that is easy to change)
M = at/b - ct/d
It doesn't take into account damage type but all that does is change a. I do like the idea of resistances changing over time like adaptive armor but this formula can't handle that. If t comes out to be negative you have an ineffective weapon.
I have run some tests where I simulated fast fire or full enhancement (200% for laser and kinetic, 100% for particle,blast,ion, and thermo) but that didn't matter for level one weapons

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- digdug
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so, is this correct ?
t=M*(bd)/(da-bc)
this could be easily implemented probably in a small program to do the calculations. or in excel.
or in the game console directly (with something like dbgDamageShieldTime weaponUNID shieldUNID)
t=M*(bd)/(da-bc)
this could be easily implemented probably in a small program to do the calculations. or in excel.
or in the game console directly (with something like dbgDamageShieldTime weaponUNID shieldUNID)

- Ttech
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digdug wrote:so, is this correct ?
t=M*(bd)/(da-bc)
this could be easily implemented probably in a small program to do the calculations. or in excel.
or in the game console directly (with something like dbgDamageShieldTime weaponUNID shieldUNID)
I have a php script
Just have to complile it
However excell would be nice I'd tin.