Cross-post from the bug reports forum.
I ran some tests with 50 corvettes of one weapon type against 50 with another at different evasion and sensor levels. All ships were as barebones as possible (3 weapons of the same type and reactors only in addition to the thrusters, etc). I cheated to get all technologies, enough minerals and credits, instant build, then set fleets to attack each other. Here are the results
Frankly, I don't see a scenario where these numbers make sense, so there is clearly something very wrong with the calculation somewhere. In the base scenario, there is no significant difference between mass driver and lasers, even though the latter is 10% more accurate. Point defense, which is half accurate, only has a small difference of 7%pt when compared to lasers.
Adding evasion and looking at the point defense numbers indicates that chance to hit is proportional to (accuracy - evasion), however it seems that actual chance to hit is now (acc - evasion)/acc, which is even worse than before. At least the bug where to hit chance modifiers set accuracy to 100% appears to be fixed.
Predicted by (acc - evasion)/acc:
As you can see, the model fits the observed data almost perfectly (with some small deviations that are to be expected in a random experiment), as such, we can conclude that the formula is very likely correct. This new formula is terrible, however, as it almost eliminates any difference between weapon types until you get close to the evasion threshold. This makes evasion the only relevant number and even more overpowered.
Edit: It appears that the above formula is not actually the one used for damage calculation. According to grekulf (a PDX dev), the formula hasn't changed in the 1.1 patch, i.e. it is still given by accuracy - evasion. This seems to agree with tests of actual damage dealt by ships in controlled set-ups other posters have reported on. I did not look at actual damage, only at what the game displays as "hit ratio" and "evasion ratio".
I had interpreted the former as "hit ratio" = hits/shots, and the latter as "evasion ratio" = enemy misses/total shots, which is what the game displays in v1.0.3. However, in 1.1.0b it appears that these displayed ratios only pertain to shots that would have hit, had the opposing ship not evaded, rather than to all shots, or "hit ratio" = (actual hits - evaded) / potential hits, and "evasion ratio" = evaded / potential hits. Nothing changed in the actual damage calculation, however. Running a test with equal ship setups in 1.0.3 and 1.1.0b (3 small lasers vs 3 point defense against 10% evasion), I could verify that, indeed, the damage levels are very close, despite completely different "hit ratios"
Therefore, you can safely ignore this post as it pertains to changes in 1.1 that are, in fact, only in re-interpreting what the UI displays.
I ran some tests with 50 corvettes of one weapon type against 50 with another at different evasion and sensor levels. All ships were as barebones as possible (3 weapons of the same type and reactors only in addition to the thrusters, etc). I cheated to get all technologies, enough minerals and credits, instant build, then set fleets to attack each other. Here are the results
Code:
Test # Weapon 1 Weapon 2 To Hit Mod Evasion To Hit W1 To Hit W2 Comments
1 Laser (82%) Mass Driver (76%) 0 5% 94% 93% Base scenario
2 Laser (82%) Point Defense (40%) 0 5% 94% 87% Base scenario
3 Laser (82%) Mass Driver (76%) 0 20% 74% 74% Thrusters lvl 4
4 Laser (82%) Point Defense (40%) 0 20% 75% 48% Thrusters lvl 4
5 Laser (82%) Mass Driver (76%) 0 40% 50% 47% + Precog Interface
6 Laser (82%) Point Defense (40%) 0 40% 51% 0% + Precog Interface
7 Laser (82%) Mass Driver (76%) 6 40% 54% 51% + Sensor lvl 4
8 Laser (82%) Point Defense (40%) 6 40% 55% 14% + Sensor lvl 4
Frankly, I don't see a scenario where these numbers make sense, so there is clearly something very wrong with the calculation somewhere. In the base scenario, there is no significant difference between mass driver and lasers, even though the latter is 10% more accurate. Point defense, which is half accurate, only has a small difference of 7%pt when compared to lasers.
Adding evasion and looking at the point defense numbers indicates that chance to hit is proportional to (accuracy - evasion), however it seems that actual chance to hit is now (acc - evasion)/acc, which is even worse than before. At least the bug where to hit chance modifiers set accuracy to 100% appears to be fixed.
Predicted by (acc - evasion)/acc:
Code:
Test # Weapon 1 Weapon 2 To Hit Mod Evasion To Hit W1 To Hit W2 Comments
1 Laser (82%) Mass Driver (76%) 0 5% 93.9% 93.4% Base scenario
2 Laser (82%) Point Defense (40%) 0 5% 93.9% 87.5% Base scenario
3 Laser (82%) Mass Driver (76%) 0 20% 75.6% 73.7% Thrusters lvl 4
4 Laser (82%) Point Defense (40%) 0 20% 75.6% 50.0% Thrusters lvl 4
5 Laser (82%) Mass Driver (76%) 0 40% 51.2% 47.4% + Precog Interface
6 Laser (82%) Point Defense (40%) 0 40% 51.2% 0.0% + Precog Interface
7 Laser (82%) Mass Driver (76%) 6 40% 54.5% 51.2% + Sensor lvl 4
8 Laser (82%) Point Defense (40%) 6 40% 54.5% 13.0% + Sensor lvl 4
As you can see, the model fits the observed data almost perfectly (with some small deviations that are to be expected in a random experiment), as such, we can conclude that the formula is very likely correct. This new formula is terrible, however, as it almost eliminates any difference between weapon types until you get close to the evasion threshold. This makes evasion the only relevant number and even more overpowered.
Edit: It appears that the above formula is not actually the one used for damage calculation. According to grekulf (a PDX dev), the formula hasn't changed in the 1.1 patch, i.e. it is still given by accuracy - evasion. This seems to agree with tests of actual damage dealt by ships in controlled set-ups other posters have reported on. I did not look at actual damage, only at what the game displays as "hit ratio" and "evasion ratio".
I had interpreted the former as "hit ratio" = hits/shots, and the latter as "evasion ratio" = enemy misses/total shots, which is what the game displays in v1.0.3. However, in 1.1.0b it appears that these displayed ratios only pertain to shots that would have hit, had the opposing ship not evaded, rather than to all shots, or "hit ratio" = (actual hits - evaded) / potential hits, and "evasion ratio" = evaded / potential hits. Nothing changed in the actual damage calculation, however. Running a test with equal ship setups in 1.0.3 and 1.1.0b (3 small lasers vs 3 point defense against 10% evasion), I could verify that, indeed, the damage levels are very close, despite completely different "hit ratios"
Therefore, you can safely ignore this post as it pertains to changes in 1.1 that are, in fact, only in re-interpreting what the UI displays.
Last edited:
- 66
- 6