Shield:8 <-- how does this work
- Arisaya
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How does the Shield:# system work now? I thought they used to only be able to go 1-7
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I recently wrote a post on the Wiki documenting it: http://wiki.neurohack.com/transcendence ... descriptor
Here is an excerpt:
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shield This modifier multiplies the damage done when hitting shields. The amount of damage done to shields is increased by a certain percent depending on the difference between the damage modifier and the shield level. For example, if “shield5” damage hits a level 3 shield the difference is +2 levels. Conversely, if “shield3” hits a level 5 shield, the difference is -2 levels. Consult the following table to determine the damage increase:
⇐ -4 levels = no extra damage
-3 levels = 50% extra damage
-2 levels = 100% extra damage (damage is doubled)
-1 level = 150% extra damage
same level = 200% extra damage (damage is trebled)
+1 level = 250% extra damage
+2 levels = 300% extra damage (damage is quadrupled)
+3 levels = 350% extra damage
+4 levels = 400% extra damage
Note: In versions prior to 1.07 the calculation of extra damage was different. It used a formula of 1+((n*n)/2) to compute the effective level of the damage modifier. In 1.07 and above the damage modifier corresponds directly to a shield level. Any extension marked as 1.1 or above will use the new method; older extensions will use the backward-compatible calculation.
Here is an excerpt:
---------------------------
shield This modifier multiplies the damage done when hitting shields. The amount of damage done to shields is increased by a certain percent depending on the difference between the damage modifier and the shield level. For example, if “shield5” damage hits a level 3 shield the difference is +2 levels. Conversely, if “shield3” hits a level 5 shield, the difference is -2 levels. Consult the following table to determine the damage increase:
⇐ -4 levels = no extra damage
-3 levels = 50% extra damage
-2 levels = 100% extra damage (damage is doubled)
-1 level = 150% extra damage
same level = 200% extra damage (damage is trebled)
+1 level = 250% extra damage
+2 levels = 300% extra damage (damage is quadrupled)
+3 levels = 350% extra damage
+4 levels = 400% extra damage
Note: In versions prior to 1.07 the calculation of extra damage was different. It used a formula of 1+((n*n)/2) to compute the effective level of the damage modifier. In 1.07 and above the damage modifier corresponds directly to a shield level. Any extension marked as 1.1 or above will use the new method; older extensions will use the backward-compatible calculation.
Can we have the old shield method back (in addition to the new) for extensions marked 1.1+? I had beam weapons that did double damage to shields regardless of shield level (as a workaround for shields blocking beams with 100% passthough).
What is the difference between shield8 and shield:8?
What is the difference between shield8 and shield:8?
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'needBetterShip
this is from the School of Exploration mission :
I was actually expecting that the Arcology would offer to switch out my ship .
*******
I think it might be planned that such ships as the Ronin or IAV series would be playable and I might be hitting on a spark of the future :
but I thought the game was hiding the feature of extra playerships that would only come up if you took the mission offer and then you would be given a reward or offered to get a different ship .
I DID go after the Sphere
Dwarg Raiders???? by the time you reach the Arcology you took on at least one Frigate......I was expecting a little bit tougher...I took them out with dual lasers on my Corporate Transport.....a big half a Wolfen with a coffee pot.
this is from the School of Exploration mission :
I was actually expecting that the Arcology would offer to switch out my ship .
*******
I think it might be planned that such ships as the Ronin or IAV series would be playable and I might be hitting on a spark of the future :
but I thought the game was hiding the feature of extra playerships that would only come up if you took the mission offer and then you would be given a reward or offered to get a different ship .
I DID go after the Sphere

Last edited by shanejfilomena on Sat Apr 09, 2016 10:45 am, edited 1 time in total.
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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I added a ticket for it: http://wiki.neurohack.com/transcendence/trac/ticket/718PM wrote:Can we have the old shield method back (in addition to the new) for extensions marked 1.1+? I had beam weapons that did double damage to shields regardless of shield level (as a workaround for shields blocking beams with 100% passthough).
What is the difference between shield8 and shield:8?
Just to be clear, though, the old method was not independent of shield level. It simply crammed 25 shield levels into 7 values. Maybe I should create a new method that is independent of shield level? I can do that instead.
Or I can add a new damage modifier that always passes through shields. Or both.
Ah, I did not know the old method depended on shield level too. In that case, I will happily use the new method.
Having missiles, beams, and the like passthrough and damage shields is a nice feature, but I can live without it.
Having missiles, beams, and the like passthrough and damage shields is a nice feature, but I can live without it.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
- digdug
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passthrough can be done with a simple shield event, so I'm against it.george moromisato wrote:
Or I can add a new damage modifier that always passes through shields. Or both.
I also didn't know that the shield(x) modifiers were level dependent. Eventually a fixed multiplier for shields could be interesting. Something like a plain triple damage to shields.
- Arisaya
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a fixed multiplier can be done with a simple onShield hit event as well
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