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How to spend money as a new player?

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#41
JeffMagnum

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Fall damage is probably handled differently in the calculation for fuel than weapon damage like you suggested. I can't imagine the devs would allow FC to function with Shock Coil because that'd just be dumb.

Also I don't know if what I said applies to Comp Armor either. It might though. I'll test all this myself tomorrow since I'm already in bed if no one can definitively answer the questions in the meantime.

Edited by JeffMagnum, 21 December 2016 - 09:39 PM.

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#42
JeffMagnum

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FC/none before and after

 

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FC/Deflectors/Failsafe before and after

 

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Full album with all the damage reducing internals here. I'll put a video up with my tests stitched together if anyone wants it.


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#43
Call_Me_Ishmael

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Cool. This validates my perception.


Did I say Call Me Ishmael?

 

You should call me Luna.


#44
Acguy

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So it seems like the fuel converters operate off of before-defense-damage rather than after-defense-damage? I'll probably double check later by throwing a failsafe and some composite armor and deflectors on my raider and seeing if I gain the same amount of fuel if I shoot myself while dashing vs without any defense parts.

 

Edit; so it does seem to be BDD instead of ADD, but I noticed something weird.

 

So I opted to compare x1 fuel conv, versus x2 fuel conv, versus x2 fuel conv with x1 deflectors and x2 failsafe (10+40%=50%, half damage). If it were ADD, the 3rd option would give half as much as the second since it takes half as much damage, and in turn it would give the same amount of fuel as the first, since that one has half of the fuel converting effect. I took footage and the x2 conv with 50% damage reduction seemed to look far more like the x2 conv without it as opposed to just the x1 conv.

 

What was weird was the actual amount of damage I took. On all of the trials without defense parts, I took 125 damage each time I shot myself in the foot while dashing (not that I needed to dash). So if I've got a failsafe and basic deflectors, I should take half as much; 62.5. Yet I took 67 and 68 damage on my first and second shots respectively, which doesn't really make sense. If the deflectors just didn't affect self-damage and only the failsafe helped me, I'd have taken 75 damage, and obviously if the failsafe failed I'd have just taken more. Only around 57.5 damage was blocked on average, which is 46% rather than 50%.

 

If I had to take a guess, I'd say that stacking defensive bonuses diminishes the return from them. This is a common mechanic in games that allow you to remove a percentage of incoming damage, as it helps prevent players from accessing 100% damage removal, as that would result in you being invulnerable. I'm gonna see if there's a specific point at which this kicks in. Might also be worth seeing how this affects turrets with shielding. Either way, that "heavy armor" console internal with the 5% damage reduction and the 35% movement speed penalty probably isn't even going to reduce 5% more of the incoming damage if it's stacked on top of other things.


Edited by Acguy, 22 December 2016 - 08:49 PM.


#45
DieselCat

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This is all so confusing  :confused: ... just play with no internals.


Just Relax....and take life one game at a time....

Don't run to your death....walk

 

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*+

 


#46
Acguy

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This is all so confusing  :confused: ... just play with no internals.

 

Basically what it means for fuel converters to use BDD instead of ADD is that, if you get hit in the face with a shotgun, you'll always gain the same amount of fuel from your fuel converter even if you have internals which cut off half the damage form the shot.

 

It also seems like having multiple defensive internals active at the same time gives you a penalty, and from further testing it seems pretty hard to have over 50% reduction at any given point in time. I'm just gonna make a new thread about that.






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