any post-la resistance mp strat guides?

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sekelsenmat

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sterrius

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@ecpgieicg
the naval armor piercing formula can be found in the defines inside the part where the file deal with naval mechanics.

I can´t assure you what was posted here is 100% accurate, 1 year+ since i last looked, made guides, etc.
but yes. Armor for Naval works on a different formula from land armor.
 
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ecpgieicg

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@ecpgieicg
the naval armor piercing formula can be found in the defines inside the part where the file deal with naval mechanics.

I can´t assure you what was posted here is 100% accurate, 1 year+ since i last looked, made guides, etc.
but yes. Armor for Naval works on a different formula from land armor.

Where in defines do you see the formula?

The only relevant sentence I know of is the comment for the variable I quoted earlier.

Code:
COMBAT_ARMOR_PIERCING_DAMAGE_REDUCTION = -0.9,                    -- All damage reduction % when target armor is >= then shooter armor piercing.
 

sterrius

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Where in defines do you see the formula?

The only relevant sentence I know of is the comment for the variable I quoted earlier.

Code:
COMBAT_ARMOR_PIERCING_DAMAGE_REDUCTION = -0.9,                    -- All damage reduction % when target armor is >= then shooter armor piercing.

Yeah, looks like my mind is playing with me. If it pierces its 100% dmg. If does not piece its 10% dmg.
Sorry for any problem.

I did looked for a few minutes on my 1.2 ship guide to see if the formula was different before but i remember it was pretty deep into the topic and they have 26 pages that im not gonna look. ( its 100% outdated today so there is no point ^^).


but damage does have a 30% Random factor. So if a ship says 10dmg. It actually does 7-13 dmg/hit.
A critical hit = +500% dmg and it scales down with ship reliability. I remember i was able to figure out the exact formula when mtg released, but i can´t remember right now ^^.
 

sterrius

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Hope your memory comes back :D;)

The wiki got the answer for that.

Reliability reduce the critical hit chance by the %.

Base critical hit chance = 10% vs reliability of 70% = 3% real hit chance. (6% if the ship can be pierced) .
at 100% reliability the ship is immune to critical hits.

Damage Control tech basically reduce total critical chance after calculations.
it also reduce critical damage after calculations.
 
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ecpgieicg

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The wiki got the answer for that.

Reliability reduce the critical hit chance by the %.

Base critical hit chance = 10% vs reliability of 70% = 3% real hit chance. (6% if the ship can be pierced) .
at 100% reliability the ship is immune to critical hits.

I use MtG plus Black ICE mod. So reliability is based on modules -- can't change much there. But I'll keep that in mind for sure.

Btw, do you happen to know the crit hit formula? To be precise, how is the modifier critical_receive_chance applied? Multiplicative or additive?
 

sterrius

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I use MtG plus Black ICE mod. So reliability is based on modules -- can't change much there. But I'll keep that in mind for sure.

Btw, do you happen to know the crit hit formula? To be precise, how is the modifier critical_receive_chance applied? Multiplicative or additive?


ok lets go all dmg phase by phase from a CL that does 10 light dmg.

Lets say it hits a DD. Its 7-13 dmg.

Now its gonna check if its a critical.
10% + ( 10% pierced armor? YES) - Reliability of 68% - any damage control bonus.**
20 - 68% = 13,6% chance of critical hit.

Lets say it was a critical.

7-13dmg x 500% (total x5) = 35-65 Total Dmg.
With 40HP a DDII would likely sink from a single shot ^^.

Lets say the enemy have DAmage Control 1. (-10% critical chance and -10% critical dmg).

Critical chance = 13.6% - 10% = 12.24
Damage = 35-65 - 10% = 31.5 to 58.5 dmg


** = On Mtg release damage control increase reliability directly.
I think they changed that to stop ships from being immune to critical hits. AS it made no sense to add a firecontrol on the ship and just stack reliability.

This way fire control is mostly worth it. (But you still don´t want fire control III and IV on your big ships, just the smaller ones).


PS: If you're wondeing the hit chance formula its.

Ship visibility x 100/speed = X

after getting X go to the formula below.

X / Gun profile (30 light gun / 50 Heavy gun / 180 Torpedo) . 1.0 = 10%.

Ex: Ship with 30 knots and ship visibility of 22.

22 x 100/30 = 2200/30 = 73.3

73.3/ 30 (light gun) = 2.4 (24%)
73.3/50 (heavy gun) = 1.46 (14.6%)
73.3/180 (torpedo) = 0.4 (4%).


About naval AA.
( ( ship AA + fleet AA * 0.2 )0.2 ) * 0.15 =
So a fleet with 5 ships having 5AA

d6mVmMx.png


Source:

i think this kind resume pretty much what you need to know to build a ship regarding damage and avoiding dmg ^^

PS: I know you did not asked for all that information but 90%+ players of HOi4 just don´t know or can´t find it anywhere.
im luck to have saved most of it on my favorites after MTG released ^^.
 
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ecpgieicg

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ok lets go all dmg phase by phase from a CL that does 10 light dmg.

Lets say it hits a DD. Its 7-13 dmg.

Now its gonna check if its a critical.
10% + ( 10% pierced armor? YES) - Reliability of 68% - any damage control bonus.**
20 - 68% = 13,6% chance of critical hit.

Lets say it was a critical.

7-13dmg x 500% (total x5) = 35-65 Total Dmg.
With 40HP a DDII would likely sink from a single shot ^^.

Lets say the enemy have DAmage Control 1. (-10% critical chance and -10% critical dmg).

Critical chance = 13.6% - 10% = 12.24
Damage = 35-65 - 10% = 31.5 to 58.5 dmg


** = On Mtg release damage control increase reliability directly.
I think they changed that to stop ships from being immune to critical hits. AS it made no sense to add a firecontrol on the ship and just stack reliability.

This way fire control is mostly worth it. (But you still don´t want fire control III and IV on your big ships, just the smaller ones).


PS: If you're wondeing the hit chance formula its.

Ship visibility x 100/speed = X

after getting X go to the formula below.

X / Gun profile (30 light gun / 50 Heavy gun / 180 Torpedo) . 1.0 = 10%.

Ex: Ship with 30 knots and ship visibility of 22.

22 x 100/30 = 2200/30 = 73.3

73.3/ 30 (light gun) = 2.4 (24%)
73.3/50 (heavy gun) = 1.46 (14.6%)
73.3/180 (torpedo) = 0.4 (4%).


About naval AA.
( ( ship AA + fleet AA * 0.2 )0.2 ) * 0.15 =
So a fleet with 5 ships having 5AA

d6mVmMx.png


Source:

i think this kind resume pretty much what you need to know to build a ship regarding damage and avoiding dmg ^^

PS: I know you did not asked for all that information but 90%+ players of HOi4 just don´t know or can´t find it anywhere.
im luck to have saved most of it on my favorites after MTG released ^^.

Thanks for the great info!

I am still curious about critical_receive_chance ><

When you say 10 light dmg, is that the same as light attack?
 
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ecpgieicg

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can you link the full line of the defines?
Maybe its a line linked to mines or airdamage.

In
Code:
    damage_control_1 = {
       
        research_cost = 2.5
        path = {
            leads_to_tech = damage_control_2
            research_cost_coeff = 1
        }
critical_receive_chance = -0.1
Code:
        naval_critical_effect_factor = -0.1
        xp_research_type = navy
        xp_research_cost = 50
        xp_research_bonus = 1.50
        folder = {
            name = mtgnavalfolder
            position = { x = 0 y = 1 }
        }
        
        ai_will_do = {
            factor = 3
            modifier = {
                is_historical_focus_on = yes
                tag = JAP
                factor = 0.25
            }
            modifier = {
                tag = USA
                factor = 3
            }
            modifier = {
                has_war = yes
                factor = 2
            }
        }
        
        categories = {
            naval_equipment
        }
    }

In
Code:
    safety_first = {
        type = navy
        modifier = {
            critical_receive_chance = -0.25
        }
                
        ai_will_do = {
            factor = 0
        }
        
        trait_type = assignable_trait
        parent = ironside
        
        gui_row = 13
        gui_column = 1
    }

In
Code:
pride_of_the_fleet = {
    experience_gain_navy_unit_factor = 0.25
    critical_receive_chance = -0.5
}
 

sterrius

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In
Code:
    damage_control_1 = {
     
        research_cost = 2.5
        path = {
            leads_to_tech = damage_control_2
            research_cost_coeff = 1
        }
critical_receive_chance = -0.1
Code:
        naval_critical_effect_factor = -0.1
        xp_research_type = navy
        xp_research_cost = 50
        xp_research_bonus = 1.50
        folder = {
            name = mtgnavalfolder
            position = { x = 0 y = 1 }
        }
      
        ai_will_do = {
            factor = 3
            modifier = {
                is_historical_focus_on = yes
                tag = JAP
                factor = 0.25
            }
            modifier = {
                tag = USA
                factor = 3
            }
            modifier = {
                has_war = yes
                factor = 2
            }
        }
      
        categories = {
            naval_equipment
        }
    }

In
Code:
    safety_first = {
        type = navy
        modifier = {
            critical_receive_chance = -0.25
        }
              
        ai_will_do = {
            factor = 0
        }
      
        trait_type = assignable_trait
        parent = ironside
      
        gui_row = 13
        gui_column = 1
    }

In
Code:
pride_of_the_fleet = {
    experience_gain_navy_unit_factor = 0.25
    critical_receive_chance = -0.5
}


First one is damage control tech. I explained that one above :). -10% critical chance to the attacker.
Second one (Traits) works just like damage control, but gives -25% critical chance to the attacker. Likely linked to a admiral Skill.
Third one is pride of the fleet bonus. -50% critical hit. Make sense as you lose a ton of War Support if you lose the pride of the fleet.

All those bonuses likely stack in a additive manner being placed After the critical hit chance is calculated.

In theory it can make a pride of the fleet immune to critical hits ^^. (Not gonna help much having a single ship with this but its possible :p).
 
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