TLTR:
Replacing the quite complicated armor damage reduction formula by a "simple" DR=1-1/(1+(3-ShipSize/5)*ArmorPoints) (numbers not final
) would be a huge step towards a balanced combat system that is actually "paper, scissors, stone" instead of "well, that is the obvious best choice against everything".
If you do not believe me the "simple", check the current formula. Anyway, the player would not need to understand the formula (anymore). He would just see the final DR% and never have to worry about useless extra armor anymore.
Kudos @Frightning for giving me this base formula. It is indeed better than exponential scaling.
The spreadsheets:
I've set them up as read-only. But you can simply create yourself a copy and start editing/selecting ship type, weapon type, tiers. Generally, yellow marked cells are cells to be changed to get the different plots.
Main spreadsheet:
https://docs.google.com/spreadsheets/d/1llltLAZmIHjONjSY6aU2EPJ6twuIUQDBukj5qyPuYAM/edit?usp=sharing
Experimenting with exponential system (discarded as it may again lead to insane damage reduction, especially with a lot of bonus armor percent):
https://docs.google.com/spreadsheets/d/1ZqQdWLsj07qatdi4H7hBeH-yJ0OdAx-WFwsW1Y9M7iQ/edit?usp=sharing
Experimenting with removing base armor (and point-wise armor piercing):
https://docs.google.com/spreadsheets/d/1RruxH3hk5Y_cuocxCE9TwnX3Ts37ZIuhAt_87YNaR3I/edit?usp=sharing
I have completely ignored dps of the weapons. This is a totally different thing to balance and AFAIK there are a lot of changes coming here. Yet, a balanced armor/shield/weapon bonus system, is necessary to even start really balancing the dps...
Disadvantages of the current additive DR system:
- It is very easy to reach 90% DR with Cruisers and especially battleships. 90% DR means increasing the Hullpoints by a factor of 10, which makes armor piercing weapons mandatory in late game. A battleship of an empire with a bit of extra armor % (from repeatable tech or resource) is almost certainly going to have 90% DR.
Plots: Battleship,40% Armor Bonus}. First row: "no bonus weapon", Second row: Missile L, Third Row: Lance.
Result: Lance is better against full shields than Missiles, simply because they are strong in destroying the baser armor of the Battleship. If the battleship has maxed Armor and adds shields, Lance is way better against a mostly shielded ship.
- Early game armor is useless: Due to the nature of the additive DR system, the more armor you have, the more powerful an additional armor point is until you hit the cap. In order to have the cap at least slightly above the base armor of a battleship, they had to scale the whole system in a way that the first ~30% of DR you get are way too low. You get less extra effective hullpoints than you would with shields and shields to regenerate way faster...
Plot: Tier 2 Corvettes
Result: No reason ever to use armor
- Laser are useless: Early game they are useless because nobody uses early game armor. Late game they are useless, because their armor penetration is simpy too small to work against 90% DR
Example: Hey "Laser S" is stronger against Armor than shields, right? Nope:
- Disruptors are useless: TBH, there are many other reasons for this: Too low base dmg and non-working targetting system. But assuming they are fixed: You can destroy shields 3 times as fast but take 10 times as long to destroy the hull. Sounds like a bad deal...
- The DR-cap itself: I have played Stellaris for 222 hours and only while doing the research for this post, I realized that I have gone above cap in every game... The ship designer does not display bonus armor %... If you always go for 90% DR in the ship designer, you will be wasting utility slots as soon as you get your first bonus armor %. This problem is removed as soon as there is no need for a cap anymore.
- Destroyer uselessness: IMHO, one of the reasons why destroyers are so useless is that they are slightly below the region where armor starts to become useful.
T5:
- Try yourself with the Spreadsheets I have provided and find more imbalanced things (I will add suggestions to this post)
Disadvantages of the suggested DR system with linear effective hullpoint growth:
- Late game weapons would probably need a bit of rebalancing. Basically all of them have quite some armor penetration. They probably did this to make them less useless (in which they failed) with the current system. This would probably make late-game armor a bit weak in the current system. But I guess such a rebalance would turn this into an advantage of the new system (since you still have a "paper, scissors, stone" in late-game.
- Try yourself with the Spreadsheets I have provided and find more imbalanced things (I will add suggestions to this post)
Further examples:
-Early game balance:
Plots: First Row: Corvette Tier 1; Second Row: vs Laser S; Third Row: vs MassDriverS; Forth Row: vs Missile S
Current: Shields are better, Shields are better, Shields are better
Suggested: Armor is better, Shields are slightly better, Shields are slightly better
-Destroyer balance:
Generally stronger destroyers with suggested system:
-Cruiser/Battleship balance:
Slightly stronger shielded
Much weaker armored
Replacing the quite complicated armor damage reduction formula by a "simple" DR=1-1/(1+(3-ShipSize/5)*ArmorPoints) (numbers not final
If you do not believe me the "simple", check the current formula. Anyway, the player would not need to understand the formula (anymore). He would just see the final DR% and never have to worry about useless extra armor anymore.
Kudos @Frightning for giving me this base formula. It is indeed better than exponential scaling.
The spreadsheets:
I've set them up as read-only. But you can simply create yourself a copy and start editing/selecting ship type, weapon type, tiers. Generally, yellow marked cells are cells to be changed to get the different plots.
Main spreadsheet:
https://docs.google.com/spreadsheets/d/1llltLAZmIHjONjSY6aU2EPJ6twuIUQDBukj5qyPuYAM/edit?usp=sharing
Experimenting with exponential system (discarded as it may again lead to insane damage reduction, especially with a lot of bonus armor percent):
https://docs.google.com/spreadsheets/d/1ZqQdWLsj07qatdi4H7hBeH-yJ0OdAx-WFwsW1Y9M7iQ/edit?usp=sharing
Experimenting with removing base armor (and point-wise armor piercing):
https://docs.google.com/spreadsheets/d/1RruxH3hk5Y_cuocxCE9TwnX3Ts37ZIuhAt_87YNaR3I/edit?usp=sharing
I have completely ignored dps of the weapons. This is a totally different thing to balance and AFAIK there are a lot of changes coming here. Yet, a balanced armor/shield/weapon bonus system, is necessary to even start really balancing the dps...
Disadvantages of the current additive DR system:
- It is very easy to reach 90% DR with Cruisers and especially battleships. 90% DR means increasing the Hullpoints by a factor of 10, which makes armor piercing weapons mandatory in late game. A battleship of an empire with a bit of extra armor % (from repeatable tech or resource) is almost certainly going to have 90% DR.
Plots: Battleship,40% Armor Bonus}. First row: "no bonus weapon", Second row: Missile L, Third Row: Lance.
Result: Lance is better against full shields than Missiles, simply because they are strong in destroying the baser armor of the Battleship. If the battleship has maxed Armor and adds shields, Lance is way better against a mostly shielded ship.
- Early game armor is useless: Due to the nature of the additive DR system, the more armor you have, the more powerful an additional armor point is until you hit the cap. In order to have the cap at least slightly above the base armor of a battleship, they had to scale the whole system in a way that the first ~30% of DR you get are way too low. You get less extra effective hullpoints than you would with shields and shields to regenerate way faster...
Plot: Tier 2 Corvettes
Result: No reason ever to use armor
- Laser are useless: Early game they are useless because nobody uses early game armor. Late game they are useless, because their armor penetration is simpy too small to work against 90% DR
Example: Hey "Laser S" is stronger against Armor than shields, right? Nope:
- Disruptors are useless: TBH, there are many other reasons for this: Too low base dmg and non-working targetting system. But assuming they are fixed: You can destroy shields 3 times as fast but take 10 times as long to destroy the hull. Sounds like a bad deal...
- The DR-cap itself: I have played Stellaris for 222 hours and only while doing the research for this post, I realized that I have gone above cap in every game... The ship designer does not display bonus armor %... If you always go for 90% DR in the ship designer, you will be wasting utility slots as soon as you get your first bonus armor %. This problem is removed as soon as there is no need for a cap anymore.
- Destroyer uselessness: IMHO, one of the reasons why destroyers are so useless is that they are slightly below the region where armor starts to become useful.
T5:
- Try yourself with the Spreadsheets I have provided and find more imbalanced things (I will add suggestions to this post)
Disadvantages of the suggested DR system with linear effective hullpoint growth:
- Late game weapons would probably need a bit of rebalancing. Basically all of them have quite some armor penetration. They probably did this to make them less useless (in which they failed) with the current system. This would probably make late-game armor a bit weak in the current system. But I guess such a rebalance would turn this into an advantage of the new system (since you still have a "paper, scissors, stone" in late-game.
- Try yourself with the Spreadsheets I have provided and find more imbalanced things (I will add suggestions to this post)
Further examples:
-Early game balance:
Plots: First Row: Corvette Tier 1; Second Row: vs Laser S; Third Row: vs MassDriverS; Forth Row: vs Missile S
Current: Shields are better, Shields are better, Shields are better
Suggested: Armor is better, Shields are slightly better, Shields are slightly better
-Destroyer balance:
Generally stronger destroyers with suggested system:
-Cruiser/Battleship balance:
Slightly stronger shielded
Much weaker armored
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