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Stellaris

Discussion in 'Gaming and PC Discussion' started by BioPlague, May 1, 2016.

  1. Anarchy

    Anarchy Half-Blood Prince DLP Supporter

    Joined:
    Dec 12, 2009
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    NJ
    Man, I had a fleet upgrade take 6000 days, and that was only a few hundred ships. That's a good change.
     
  2. Alindrome

    Alindrome A bigger, darker mark DLP Supporter Retired Staff

    Joined:
    Apr 9, 2009
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    England
    Oh, I won't be around Saturday for the game I'm afraid. Blame Vlad. Name a fleet after me. ;__;
     
  3. Hawkin

    Hawkin Chief Warlock

    Joined:
    Apr 20, 2011
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    1,453
    Location:
    QC, Canada
    Same, I think. I got a wedding to attend. Joy...
     
  4. theronin

    theronin Order Member

    Joined:
    Jan 17, 2013
    Messages:
    867
    Sooo on the topic of this game being incredibly buggy, check this out. If you can get past the broken english, according to this guy's testing armor penetration and armor dmg reduction don't work at all like you would expect based on the tooltips (neither does shield pen or bonus shield dmg).
     
  5. Aekiel

    Aekiel Angle of Mispeling ~ Prestige ~ DLP Supporter

    Joined:
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    Location:
    One of the Shires
    High Score:
    9,373
    I'm reading his post but it's just not making sense to me. Could someone translate this into an English I actually speak?
     
  6. theronin

    theronin Order Member

    Joined:
    Jan 17, 2013
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    867
    How it's supposed to work (according to the tooltips and comments in mod-able files):

    base_armor_reduction = armor/(armor+60) // i.e. 50% at 60 armor, then diminishing returns

    effective_armor_reduction = base_armor_reduction * (1-armor_penetration)

    final_damage = base_damage * (1-effective_armor_reduction)


    How it actually works (according to this post):

    effective_damage = effective_damage * (1+armor_penetration/10) // so at 100% armor pen, e_dmg = 1.1*dmg, 1k% aPen = 2x dmg.

    final_damage = effective_damage * (1-effective_armor_reduction)


    Then it gets weird. If your armor_pen is > 100 or < 50, there's also a flat damage reduction involved, so you get

    final_damage = (base_damage - armor) * (1-effective_armor_reduction)


    I am going to do some testing to see if this is true, but I wouldn't be surprised.
     
  7. Nogan

    Nogan First Year

    Joined:
    Sep 17, 2009
    Messages:
    37
    I just tested 10% armor and shield pen. Armor penetration seemed to be working correctly, but shield pen was weird. It only did 90% damage to the shields, as expected, but did no damage to hull at all. It was, however, listed as doing about 1/9 more damage to armor... not sure how that works, since neither of the ships had their shields down, so I dunno why the one with no shield pen was listed as doing damage to armor at all.

    Edit: Okay same thing happened with 50% pen. The ship classes I was using had 99 armor for about 62% penetration (should have paid more attention when making this and had 60 for exactly 50% pen, would have made everything easier), so I tried 63% penetration. A small amount of damage went through to hull - about 1%, can't say for certain what it was exactly due to rounding, but it certainly seems like the damage to hull with shields still up is

    base_damage * shield_pen-base_damage*armor_reduction

    This was with 0% armor pen but presumably armor_reduction is armor/(60+armor)*(1-armor_pen)

    So armor disproportionately affects weapons with higher shield penetration than armor penetration. In vanilla the only weapons with shield pen either have the same armor pen as well, or have 100% shield pen, so this doesn't come up. There doesn't seem to be any flat reduction going on, the reddit guy probably just misinterpreted his tests.

    Haven't tested >100% penetration yet.

    edit2: 200% shield pen followed the above formula as well - 150 base damage did 207 damage against 99 armor/62% reduction, 150*2-150*0.62=300-93=207.

    More interestingly, 200% armor pen also went through shields - it did the expected 150 damage tho shields, but 94 damage to hull as well. The next shot did 93 damage. Which also works with the formula -


    base_damage * shield_pen-base_damage*armor/(60+armor)*(1-armor_pen)
    150*0-150*99/159*(1-2)=-150*0.62264*(-1)=93.396

    Weird shit happening with >100% penetration isn't very surprising, of course. But it seems like there's a very good reason matter disintegrators have the same armor and shield pen.
     
    Last edited: May 26, 2016
  8. Yeagen

    Yeagen First Year

    Joined:
    Oct 10, 2011
    Messages:
    43
    Location:
    A planet in the Milky Way Galaxy
    I never said I could take you out by myself Anarchy, but even before the collective was formed, I believe Palindrome, Merrill and I could have taken you out. I was trying to convince them to do that but they were reluctant. After the collective was formed, I believe we definitely could have taken you out. Yes, you had a strong fleet but you were relatively far from the Federation to help you out, whereas we were grouped right by you and just could have swarmed you with overwhelming numbers.

    Also, you didn't seem like you wanted to attack me in the beginning so if I hadn't been made a vassal I would have colonized to the south of me and expanded more and bode my time, waiting for a good opportunity to strike. Yes, you certainly were powerful but don't write me off as inconsequential, that game could have played out very differently. I'm not sure what your fleet size was but even after ai destroyed my almost 2k fleet before Basilisk attacked me, I rebuilt my fleet to 2k when the game ended. That means I would have had at least a 4k fleet when the game ended if I hadn't lost my inital fleet. That's nothing to snuff at.
     
    Last edited: May 26, 2016
  9. Sauce Bauss

    Sauce Bauss Second Year ~ Prestige ~ DLP Supporter

    Joined:
    Apr 4, 2008
    Messages:
    61
    High Score:
    1411
    I was playing an MP game with a friend, and had the best starting position I've gotten in 110 hours of playing the game.

    In my starting territory, with zero territorial expansion I have
    *20 tile Gaia world
    *24 tile Continental world
    *20 tile Continental world
    *20 tile Tropical world
    *20 tile desert world
    *25 tile arctic world
    *Batharian stone
    *Home solar system is 6 energy, 5 minerals, 1/1/2 research

    My scientists are all 4 stars and under 60 years old with Enduring, and my science ship's captain is 5 stars and 47 years old.

    Income is already at +20, +45, +6 at 20 years in, along with a fleet of 500 and tier 3 missiles.

    I don't even know what to do with all of this, it's like everything that could possibly go right did. Maybe if all those worlds had the anomalies for the precursors or something, but other than that it's perfect. I was actually salty when my friend went to bed because of how excited I was for the rest of this game. I've even snagged a research agreement off my neighbor, and my research options have been on point.
     
  10. Fenraellis

    Fenraellis Chief Warlock

    Joined:
    Dec 29, 2007
    Messages:
    1,593
    Location:
    In the Comfy Chair
    Clarke 1.1 Beta Patch is now available(in "Properties" -> "Betas" tab after right clicking on the game in the Steam list), and here are the Patch Notes.
     
  11. Aekiel

    Aekiel Angle of Mispeling ~ Prestige ~ DLP Supporter

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    Looks good to me, time to go test it out.
     
  12. Fenraellis

    Fenraellis Chief Warlock

    Joined:
    Dec 29, 2007
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    1,593
    Location:
    In the Comfy Chair
    [EDIT]
    Nevermind, the Sensor Accuracy bug has been confirmed as fixed with the patch, but was previously undocumented.
    [/EDIT]

    Now for Offensive Combat computers to actually apply their Damage and Fire Rate bonuses... (they currently don't, despite similar bonuses, such as from Admirals, working fine)
    Note, this has also been mentioned in the patch thread several times, and is likely to be fixed with the release patch.

    On a side note, Sensors having an unlisted accuracy bonus made me really undervalue sensor upgrades(the first research giving +25% survey speed is at least something I've often but not always picked up, compared to the later smaller amounts), until I noticed via the wiki that there are quite a few Strategic Resources locked behind the Sensor techs.
     
    Last edited: May 26, 2016
  13. Teyrn

    Teyrn Order Member

    Joined:
    May 23, 2014
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    875
    Gender:
    Male
    Location:
    Frozen North
  14. KGB

    KGB Headmaster

    Joined:
    Jan 18, 2011
    Messages:
    1,067
    Well I'm going to be pulling an all nighter because of this stupid game.

    GG Paradox

    Sent from my Redmi Note 3 using Tapatalk
     
  15. Nogan

    Nogan First Year

    Joined:
    Sep 17, 2009
    Messages:
    37
    So the chance to hit formula is apparently now (accuracy-evasion)/accuracy. Source

    The OP contains all the information you need. I think this is an undocumented change in the 1.1 beta? I think 1.0x was just accuracy-evasion, though it might have always been this way.

    Biggest consequence here is that the damage/day figure the game calculates for you is pretty much garbage.
     
    Last edited: May 27, 2016
  16. Aekiel

    Aekiel Angle of Mispeling ~ Prestige ~ DLP Supporter

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    It's looking more and more like they had two developers working on the combat system and they each had their own interpretation of how it all fit together, which is why we're seeing so many problems with it.
     
  17. theronin

    theronin Order Member

    Joined:
    Jan 17, 2013
    Messages:
    867
    Their naming conventions are a complete clusterfuck too. There's so much stuff that doesn't work like you expect it to because both the naming and the documentation are misleading.
     
  18. Aekiel

    Aekiel Angle of Mispeling ~ Prestige ~ DLP Supporter

    Joined:
    Mar 16, 2006
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    1,511
    Location:
    One of the Shires
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    9,373
    Getting a lot of CTDs in this beta. Hope they fix that before release.

    EDIT: The hotfix patch has just been rolled back so all of those nice bug fixes to ethic divergence and the evasion nerf no longer work. Looks like we may be waiting til Monday for a working hotfix.
     
    Last edited: May 27, 2016
  19. Nogan

    Nogan First Year

    Joined:
    Sep 17, 2009
    Messages:
    37
    The hotfix that was rolled back was a hotfix to the 1.10 beta patch, the original 1.10/Clarke beta is still in with the thruster nerf/ethos divergence stuff. I dunno what the hotfix did other than make the game crash for some people.

    e:Actually it seems the ethos divergence bug was what was fixed in the hotfix.
     
    Last edited: May 27, 2016
  20. Tutorial Boss

    Tutorial Boss Seventh Year

    Joined:
    Apr 10, 2012
    Messages:
    247
    So this game, I think we should actually consider roleplaying. If we do decide to, I won't take a Salt race :3