[1.8.0](3943) Mechanic - Modifier "ship_weapon_damage" has no effect when in "ship_size" entry

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Torakka

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Modifier "ship_weapon_damage" has no effect in combat when placed into "ship_size" entry, such as "npc_warship_01" or "military_station_small". 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 some ships, such as Automated Dreadnought (both player controlled and Guardian versions) and all military stations, being weaker in combat than they should. I do not know if this modifier is taken into account when calculating the military power of a ship.

SNvmH0G.jpg


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.

wQw3H3P.png


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 Automated Dreadnought's innate +200% damage bonus (and this setup's excess energy damage bonus of roughly +9,79% 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 hull type (and excess energy) do nothing.

Weapon damage per shot was expected to obey following formula:

9pjnz7E.png


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

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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 this post.
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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Torakka

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@grekulf pinging you since I'm under the impression that you might be one of the people more knowledgeable about the combat system in Stellaris (and hopefully you're not already swamped by forum mentions). I've already reported this and other somewhat related issues back in May, so you or someone else has probably already seen them. I hope they were deemed low-prio and not fixed because of my rather lousy original report, so here are better attempts:

- Innate damage bonuses have no effect (this thread)
- Innate rate of fire bonuses have no effect
- Excess energy gives no extra damage
- Repeatable technologies affect shown DPS value differently than the actual in-combat DPS

None of those are exactly game-breaking, but especially the innate damage and RoF bonuses (i.e. from hull type) not working have more pronounced effect now that all military stations were buffed using them.

Also, as I lack the access for your internal specifications, I'm of course not sure if the formulas for expected damage, attack delay or DPS I've used are correct. They are just the best guess based on the actual damage done in combat under various bonuses, the shown DPS value of a ship under various bonuses and combing those into a logical looking whole.
 

grekulf

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Thank you for investigating!

I've made sure to report this internally now, and with some quick testing I also managed to repro some of these issues.
 

Torakka

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Feel free to ask, if there's any more information you need regarding these. Although I suppose from this point on, additional information might be easier to acquire by checking the relevant parts of the code, rather than manual testing...
 

Defiler99

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Thank you for this excellent investigation.