Q's about Upgrades and their effects

=LIFT=

Member!
Joined
Oct 10, 2003
Messages
81
Reaction score
0
Website
Visit site
ok...

anyone have the EXACT idea of how armor upgrades suppresses the damage
from attacks received??

let's say 1 ghost attack 1 marine and the marine doesn't shoot back.

so.. initial damage for ghost is 100 and upgrade is level 2 at factor 25.
therefore, he is pounding out 150 points of damage... right?

now... marine is initial armor 3 and has upgrade level 3 and let's say the
marine has 250 hit points.

how many hits will it take for the ghost to kill the marine?
if someone knows this... can someone also please break it down for me?

also...
i know some units in the game has "light armor", "medium armor",
and "heavy armor"... are these just like base 1, base2, and base3
respectively???

(i've been asking a lot o Q's... pardon the ignorance)
=LIFT=
 

-Azrael666-

BattleForums Senior Member
Joined
Jan 19, 2005
Messages
2,986
Reaction score
3
I don't know the exact game mechanics for this, this is the kinda thing I would figure out with a function map. Make a map where you have the upgrades set to what you want them to be in your scenario, and then place the units which would be involved. You can place numerous sets to determine it for different unit vs unit attacks. That's how I would figure it out anyways (it's how I figured out your 'kill value' problem :)).

As for being ignorant, no sir, you are not. Ignorance is a negative thing, you are just new to the scene and inquisitive, which is good. That's how the best of us started :) I can remember those days. Definitely don't apologize for it though, most of us appreciate it :D
 

=LIFT=

Member!
Joined
Oct 10, 2003
Messages
81
Reaction score
0
Website
Visit site
well... yup.. i did make a function map to
show me the scores for each kill.

i guess... if anyone needs it... they can get it from me.

as for the damage and damage suppression....
well.... im sure someone knows out there??
is there an FAQ somewhere i can go that's
"comprehensive"???

the damage thingy is gonna be a real pain in the arse.

gonna have to make a power unit... beacons for heal.
enough space to not get raped by all the units at once....
etc, etc... (sounds like a day at the zoo!)...

although... i might be able to just figure it out with experimenting
with a few units.... hmmmm....
(i'll do this project soon)

Nothin' like gettin' spoon fed insteada killin' the cow myself! hah.

=LIFT=
 

Lwek

Member!
Joined
May 18, 2003
Messages
4,487
Reaction score
0
Website
www.Battleforums.com
Since I'm too lazy to explain it myself, I'll just c&p from:
staredit.net said:
Start with the damage.
Subtract shield upgrades from the damage.
Apply damage to shields.
Carry over the remaining damage to regular HP.
Subtract the unit's armor.
Multiply the damage by the percentage of the damage type and armor type of the target. (100%, 75%, 50%, 25%)

If the damage at any point is zero, it will take two attacks to do one point of damage.

Example...
Seiged Tank (70 damage) attacks a Zealot (60sh, 100hp) with 1 Armor Upgrades.
70 - 0 Shields, 70 Dmg to shields.
70 - 60, takes out shields with 10 left over.
10 - 2 factors in the base Armor plus the upgrade, bringing the damage to 8.
Zealot is a light armored unit, whereas Tank does explosive damage, cutting the damage in half.
8 / 2 = 4 damage to HP.
The Zealot has no shields left and 96 HP left.
 

Renzokuken

Saved
Joined
Oct 11, 2002
Messages
8,812
Reaction score
12
Location
Zanarkand
1000th post in UMS forum and i got it. GG.

BOT - Isn't it just basic maths, adding and subracting? But then you gotta add in different damage types. Ack! Hard!
 

NewPosts

New threads

Top