Damage bonus from excess energy has no effect in combat. The bonus is applied to the shown DPS of a ship, but it does not affect the actual damage done while in combat. This results in optimal ship design having exactly zero excess energy: something that the bonuses from excess energy were originally created to disincentivise. I do not know if this modifier is taken into account when calculating the military power of a ship. I also do not know if other benefits from excess power, such as increased evasion, are applied correctly.
I used a modded weapon in order to minimise the effects of randomness: before any modifiers, the weapon should do 99 - 101 damage to hull with every shot against any target once every 19.9 - 20.1 days for an average DPS of 5.
The image above shows the expected and observed results of my tests. With no repeatable technologies the actual damage is 104 - 106 and with 20 repeatable technologies the actual damage is 204 - 207. The expected damage with this setup's excess energy damage bonus of roughly +9,79% (and Automated Dreadnought's innate +200% damage bonus and +5% damage bonus from combat computer) is roughly 325 per shot with no repeatable technologies and roughly 635 per shot with 20 repeatable technologies. This is far too huge difference to be explained by rounding. The observed results match a case where combat computer and repeatable technologies do increase the real in-combat damage, but damage bonus from excess energy (and hull type) do nothing.
Weapon damage per shot was expected to obey following formula:
Steps to reproduce:
1. Start Stellaris with my test mod
2. Load the save
3. Go to the two fleets (Test 1 & Test 2) and make them attack each other using console
4. Observe the initial hull value of one of the ships (they are exactly alike, so doesn't matter which one)
5. Observe the hull value of the same ship after each shot and use them to calculate damage per shot (I checked 9 shots total)
6. Load the same save again
7. Research all technologies and 20 repeatable techs using console
8. Repeat steps 3 - 5
9. Compare results to the expected damage per shot
DLC:
- Anniversary Portraits
- Arachnoid Portrait Pack
- Creatures of the Void Portrait Pack
- Horizon Signal
- Leviathans Story Pack
- Paradox Account Sign-up Bonus
- Symbols of Domination
- Utopia
Mods: only the mentioned simple mod for the custom weapon and Automated Dreadnought variant used.
Mod and save (using that mod) used in my tests is attached to another bug report.
All the images from my tests can be found here.
This bug has existed at least since version 1.5.1. The original report included multiple issues (although somewhat related to each other), so I am now re-posting them separately and with (hopefully) clearer descriptions.
I used a modded weapon in order to minimise the effects of randomness: before any modifiers, the weapon should do 99 - 101 damage to hull with every shot against any target once every 19.9 - 20.1 days for an average DPS of 5.
The image above shows the expected and observed results of my tests. With no repeatable technologies the actual damage is 104 - 106 and with 20 repeatable technologies the actual damage is 204 - 207. The expected damage with this setup's excess energy damage bonus of roughly +9,79% (and Automated Dreadnought's innate +200% damage bonus and +5% damage bonus from combat computer) is roughly 325 per shot with no repeatable technologies and roughly 635 per shot with 20 repeatable technologies. This is far too huge difference to be explained by rounding. The observed results match a case where combat computer and repeatable technologies do increase the real in-combat damage, but damage bonus from excess energy (and hull type) do nothing.
Weapon damage per shot was expected to obey following formula:
Steps to reproduce:
1. Start Stellaris with my test mod
2. Load the save
3. Go to the two fleets (Test 1 & Test 2) and make them attack each other using console
4. Observe the initial hull value of one of the ships (they are exactly alike, so doesn't matter which one)
5. Observe the hull value of the same ship after each shot and use them to calculate damage per shot (I checked 9 shots total)
6. Load the same save again
7. Research all technologies and 20 repeatable techs using console
8. Repeat steps 3 - 5
9. Compare results to the expected damage per shot
DLC:
- Anniversary Portraits
- Arachnoid Portrait Pack
- Creatures of the Void Portrait Pack
- Horizon Signal
- Leviathans Story Pack
- Paradox Account Sign-up Bonus
- Symbols of Domination
- Utopia
Mods: only the mentioned simple mod for the custom weapon and Automated Dreadnought variant used.
Mod and save (using that mod) used in my tests is attached to another bug report.
All the images from my tests can be found here.
This bug has existed at least since version 1.5.1. The original report included multiple issues (although somewhat related to each other), so I am now re-posting them separately and with (hopefully) clearer descriptions.
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