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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-11-2011, 06:34 PM
Quote:
Originally Posted by MustrumRidcully View Post
I remember that Cursix had an interesting take on this.

On the risk of remembering it wrong:

If the target has any shields, the torpedo damage is simply reduced to 25 % effectively. If this is still enough to break through shields, the hull will stake only take the remainder of that damage.
Cursix' idea was that any remaining damage should be increased again, as if it didn't suffer from the 75 % damage reduction.

Admittedly, I don't know if this would even be possible to implement, but it could be one take.

That said, I think that will only really help the torps that are already useful, which is typically quantum torps and tri-cobalts (some say they use Photons, maybe they would also notable benefit).

I think one problem across the board might be that the original weapon design was not really build around the idea that weapon energy level could be reliably maintained at 100-125, and the damage of torpedoes is simply scaled too low. On top of that, special abiltiies have been judged badly in their value. Also I think that the designers overestimated the value of "pure" torpedo DPS - torpedoes are basically never a weapon to rely on for DPS. And on top of that - they never really "punished" energy weapon used against hull.
That's pretty much correct. While my suggestion helps mostly photon/quantom, it would still benefit the other types.

For those who don't recall, here's what currently happens when a sliver of shielding is up:

10,000 kinetic hit vs 1 point of shield

For the bleedthrough:

10% bleedthrough is subtracted from the hit:
10,000 * 0.1 = 1,000 Bleedthrough damage
9,000 points of damage left for the next stage
NOTE: Resiliant shields discard 50% of bleedthrough, basically:
1,000 * 0.5 = 500 (Resiliant only)

For the Shield Hit at 75% resistance:

1.0 (100%) - 0.75 (75%) = 0.25 (25%) damage left after resistance.
9,000 * 0.25 = 2,250 points of damage to the shields.
2,250 - 1 points of shield facing = 2,249 damage and no more shield facing.

CURRENTLY that 2,249 is left untouched. If it were restored to pre-resistance values:
2,249/0.25 = 8,996 (Not currently done in game)

And the Hull Hit:

1,000 (Bleedthrough) + 2,249 (Post-Shields) = 3,249
32.49% of the original hit, a reduction of 67.51%
Or:
500 (Bleedthrough) + 2,249 (Post-Shields) = 2,749 (Resiliant Only)
27.49% of the original hit, a reduction of 72.51%

IF we reverse the shield resistance before applying to the hull:

1,000 (Bleedthrough) + 8,996 (Post-Shields) = 9,996
99.96% of the original hit, a reduction of 0.04%
Or:
500 (Bleedthrough) + 8,996 (Post-Shields) = 9,496 (Resiliant Only)
94.96% of the original hit, a reduction of 5.04%

Thus, if we unapplied the mitigation value after the shield failed, torpedoes would be more viable. There would still be a bit of mitigation for those who keep the shields even a sliver up, but no where near insane levels as above.

I should also note, this actually does apply to all damage. If an Emergency Power to Shields III is up (30% resistance), the same thing will happen to energy damage as well.