108 lines
3.6 KiB
Perl
108 lines
3.6 KiB
Perl
.TH Concept Damage
|
|
.NA Damage "How much damage stuff does"
|
|
.LV Expert
|
|
.nf
|
|
It is possible to be damaged by shells, bombs, land mines, sea mines,
|
|
and nuclear blasts. This info page shows you how much damage each of
|
|
these things does. In the following formulas, 1dN means a random
|
|
number from 1 to N (rolling n-sided die). Once the damage has been
|
|
calculated, then it is applied. Damage applies to different kinds of
|
|
things in different ways (see below).
|
|
|
|
|
|
1. Calculating the damage
|
|
|
|
Shelling
|
|
You can be shelled by a fort, artillery unit, ship, depth-charge, or torpedo:
|
|
fort damage = guns * eff * (1d30 + 19) / 7
|
|
unit damage = guns * eff * (4 + 1d6)
|
|
ship damage = guns * eff * (9 + 1d6)
|
|
depth damage = 3 * eff * (9 + 1d6)
|
|
torp damage = 38 + 1d40 + 1d40
|
|
Note that for forts, a maximum of 7 guns may be fired.
|
|
|
|
Bombs
|
|
A plane drops a number of bombs equal to the "load" the plane can carry.
|
|
Each bomb does the following damage:
|
|
blam: 1 + 1d6
|
|
Blam: 5 + 1d6
|
|
BLAM: 8 + 1d6
|
|
When pin-bombing a ship, plane, or land unit, damage is doubled.
|
|
Whether you get a blam, Blam, or a BLAM depends on the accuracy of the
|
|
plane and the difficulty of the target (see info bomb).
|
|
|
|
Land mines
|
|
Land mines damage commodities by 1d20 and land units by 10 + 1d20.
|
|
If the land unit is an engineer, then the damags is cut in half.
|
|
|
|
Sea mines
|
|
Sea mines damage ships 21 + 1d21. If the ship can sweep, then
|
|
the damage is cut in half.
|
|
|
|
Nuclear Detonation
|
|
Damage from nuclear detonation uses the following formula. From
|
|
"show nuke stats", you see that each nuke has a certain blast radius
|
|
and %damage. If you are groundbursting, then multiply the radius by
|
|
2/3. If you are airbursting, then multiply the radius by 3/2. Now
|
|
based on the distance from gound zero, the nuke does the following
|
|
amount of damage:
|
|
|
|
Groundburst: dam / (dist + 1)
|
|
Airburst: 0.75 * dam - 20 * dist
|
|
|
|
For the small, medium, and large nukes currently in the game
|
|
(damage 80, 90, 101 and radius 1, 2, 3) the following damage is obtained:
|
|
|
|
Groundburst Airburst
|
|
0 1 0 1 2 3
|
|
small 80 60 40
|
|
med 90 45 68 48 28
|
|
large / 50 76 56 36 16
|
|
|
|
|
|
2. Applying the damage
|
|
|
|
Once you know how much damage the bombs or whatever have done, then
|
|
you apply the damage to what was hit. In the calculations below,
|
|
%damage will never be larger than 100%. If it is, then we just say
|
|
that the %damage was 100%. Once we have the %damage, then we apply it
|
|
as follows:
|
|
|
|
new efficiency = (old efficiency) * (1 - %damage / 100)
|
|
|
|
For example a 50% ship hit for 10% damage would go down to 45%.
|
|
|
|
The following formulas show you how to get %damage from damage. Note
|
|
that these formulas are used in all cases _except_ nuclear damage. In
|
|
the case of nuclear damage, %damage is always equal to damage (except
|
|
for planes hardened in silos which subtract their "hardened" value
|
|
directly from the damage).
|
|
|
|
Ship
|
|
%damage = damage / (1 + def / 100)
|
|
|
|
Land unit
|
|
%damage = damage * (vul / 100) * (127 / fortification + 127)
|
|
|
|
Plane
|
|
%damage = damage
|
|
|
|
Nuke
|
|
can't be damaged by conventional weapons
|
|
nuclear damage may destroy it (chance in percent equal to damage)
|
|
|
|
Sector
|
|
sectdamage = damage / ((sectdef - 2) * eff + 2)
|
|
%damage = (100 * sectdamage / (sectdamage + 100))
|
|
commodities take %damage
|
|
land units take 0.3 * %damage
|
|
planes take 1/7 of the damage done to land units
|
|
|
|
Commodity
|
|
%damage = (100 * damage / (damage + 50))
|
|
|
|
Note: when a ship, plane, land unit or bridge is destroyed, its
|
|
contents is lost. This includes nukes.
|
|
|
|
.fi
|
|
.SA "fire, launch, torpedo, lmine, bomb, Hitchance, Attacking, Combat"
|