2 .NA Damage "How much damage stuff does"
5 It is possible to be damaged by shells, bombs, land mines, sea mines,
6 and nuclear blasts. This info page shows you how much damage each of
7 these things does. In the following formulas, random(x) means a
8 random number from 1 to x. Once the damage has been calculated, then
9 it is applied. Damage applies to different kinds of things in
10 different ways (see below).
13 1. Calculating the damage
16 You can be shelled by a fort, artillery unit, ship, depth-charge, or torpedo:
17 fort damage = guns * eff * (random(30) + 19) / 7
18 unit damage = guns * eff * (4 + random(6))
19 ship damage = guns * eff * (9 + random(6))
20 depth damage = 3 * eff * (9 + random(6))
21 torp damage = 38 + random(40) + random(40)
22 Note that for forts, a maximum of 7 guns may be fired.
25 A plane drops a number of bombs equal to the "load" the plane can carry.
26 Each bomb does the following damage:
30 When pinbombing a ship, plane, or land unit, damage is doubled.
31 Whether you get a blam, Blam, or a BLAM depends on the accuracy of the
32 plane and the difficulty of the target (see info bomb).
35 Land mines damage commodities by random(20) and land units by 10 + random(20).
36 If the land unit is an engineer, then the damags is cut in half.
39 Sea mines damage ships 21 + random(21). If the ship can sweep, then
40 the damage is cut in half.
43 Damage from nuclear detonation uses the following formula. From
44 "show nuke stats", you see that each nuke has a certain blast radius
45 and %damage. If you are groundbursting, then multiply the radius by
46 2/3. If you are airbursting, then multiply the radius by 3/2. Now
47 based on the distance from gound zero, the nuke does the following
50 Groundburst: dam / (dist + 1)
51 Airburst: 0.75 * dam - 20 * dist
53 For the small, medium, and large nukes currently in the game
54 (damage 80, 90, 101 and radius 1, 2, 3) the following damage is obtained:
60 large / 50 76 56 36 16
63 2. Applying the damage
65 Once you know how much damage the bombs or whatever have done, then
66 you apply the damage to what was hit. In the calculations below,
67 %damage will never be larger than 100%. If it is, then we just say
68 that the %damage was 100%. Once we have the %damage, then we apply it
71 new efficiency = (old efficiency) * (1 - %damage / 100)
73 For example a 50% ship hit for 10% damage would go down to 45%.
75 The following formulas show you how to get %damage from damage. Note
76 that these formulas are used in all cases _except_ nuclear damage. In
77 the case of nuclear damage, %damage is always equal to damage (except
78 for planes hardened in silos which subtract their "hardened" value
79 directly from the damage).
82 %damage = damage / (1 + def / 100)
85 %damage = damage * (vul / 100) * (127 / fortification + 127)
91 can't be damaged by conventional weapons
92 nuclear damage may destroy it (chance in percent equal to damage)
95 sectdamage = damage / ((sectdef - 2) * eff + 2)
96 %damage = (100 * sectdamage / (sectdamage + 100))
97 commodities take %damage
98 land units take 0.3 * %damage
99 planes take 1/7 of the damage done to land units
102 %damage = (100 * damage / (damage + 50))
104 Note: when a ship, plane, land unit or bridge is destroyed, its
105 contents is lost. This includes nukes.
108 .SA "fire, launch, torpedo, lmine, bomb, Hitchance, Attacking, Combat"