Thoughts about defense mechanism

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Acheron

Field Marshal
54 Badges
Mar 13, 2006
3.148
11.831
  • Stellaris - Path to Destruction bundle
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Teleglitch: Die More Edition
  • Crusader Kings Complete
  • Stellaris: Synthetic Dawn
  • Age of Wonders
  • Age of Wonders II
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • Hearts of Iron III Collection
  • Arsenal of Democracy
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Ancient Space
  • Heir to the Throne
  • King Arthur II
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
Would just like to share to share some thoughts about defense mechanism in space combat, curious about your thoughts. IMHO, the basic defense mechanism are:

Multiple ships, having the same amount of firepower split over several ships has two effects. On the one hand, as you loose smaller ships (to destruction or retreat), the output firepower suffers. Conversely, if it were all concentrated in one ship and we have no damage mechanics (so a ship is either fighting or it is not), it will pump out the same amount of damage until it is destroyed in its entirety. Conversely, there is the well known Overkill effect. You have a gun that deals 100 damage per shot. However, each target only has 10 hitpoints. So, every hit wastes 90 damage through overkill. This is countered by having weapons that do smaller amount faster (so the same DPS, damage per attack is reduced, but so is cooldown).

Absolute damage reduction works directly in the opposite direction. Let us say a defensive system subtracts 9 points of damage flat per attack. 10 guns doing 10 damage would inflict only 10 points of damage [(10-9)*10]. Conversely, 1 gun doing 100 damage would inflict 91 points of damage (100-9). So here you are better off using weapons that do large amounts of damage slower (for the same DPS).

Evasion is an all-or-nothing defense. With a certain percentile change, you either evade the damage completely or you suffer it in full.

Percentile damage reduction conversely is more like an always-the-same defense. You always subtract a certain percentile amount of damage. Since it is a percentile amount, only the pure DPS matters, not whether it comes by way of a weak quick-firing or a strong slow-firing gun.

As explained, the first two make a difference by whether the weapon deals its DPS in quickly-repeating weak shots or slowly repeating powerful blasts. The later two only make a difference if a weapon has a specified mechanic relating to it, for example one weapon giving a malus to evasion, so it deals more damage to evasive defense, or a weapon ignoring parts of the percentile damage reductor. Without weapons that have such special abilities, these two defensive systems are quite pointless and on average identical to just raising hit points.
 

OrigamiPhoenix

Sergeant
11 Badges
Dec 8, 2018
60
0
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
While this is an interesting analysis on game mechanics, I don't rightly know where you're going with this.

Stellaris doesn't have a % DAM reduction. It doesn't even have flat DAM reduction.
It does have % chance-to-ignore, which is already hard-countered by the high fire-rate and high tracking small guns.
 

sortulv

Player Character
96 Badges
Jul 28, 2009
1.778
59
  • Victoria 2: A House Divided
  • Pillars of Eternity
  • Crusader Kings II
  • Majesty 2
  • Europa Universalis III
  • Sword of the Stars II
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Golden Century
  • Prison Architect
  • Stellaris: Lithoids
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Monks and Mystics
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
I have always favored the absolute damage reduction mechanic for armour - but I doubt we will see it in Stellaris now, too much work implementing it well.

In Stellaris today we have:
- % reduction based on shield/armour/hull
- Chance to negate (evasion)
- Chance to flee (countered by high damage).
 

Blurb

Major
36 Badges
Feb 22, 2018
700
70
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Impire
  • Leviathan: Warships
  • Stellaris - Path to Destruction bundle
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II
OP conveniently forgets the most important defense mechanism in Stellaris: Combat Disengage Chance.
Every ship that is NOT overkilled is effectively a ship that will return to home, where it will repair and shore up the next chokepoint.

While this is an interesting analysis on game mechanics, I don't rightly know where you're going with this.

Stellaris doesn't have a % DAM reduction. It doesn't even have flat DAM reduction.
It does have % chance-to-ignore, which is already hard-countered by the high fire-rate and high tracking small guns.
How do you reach the conclusion that fire rate counters evasion?
If your weapon has a net accuracy of 0%, it'll never hit the target no matter how many rounds are fired.
High rate of fire is a workaround to prevent overkills, it doesn't interact with evasion in any way.
 

OrigamiPhoenix

Sergeant
11 Badges
Dec 8, 2018
60
0
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
How do you reach the conclusion that fire rate counters evasion?
If your weapon has a net accuracy of 0%, it'll never hit the target no matter how many rounds are fired.
High rate of fire is a workaround to prevent overkills, it doesn't interact with evasion in any way.

It's pretty simple: the more rolls you have to attack, the more consistently you can roll a hit. Imagine playing Pokemon, trying to land a low-accuracy, high-power, low-pp move on a high-initiative pokemon that's been spamming evasion buffs. You might need only one hit, but that one hit is unlikely to happen, so you should instead use your high-accuracy, low-power, high-pp move.

Assuming a unit has 90% chance-to-ignore and you have two units attacking it with the same DPS:
The unit that can make 100 rolls to attack will most likely hit 10 times.
The unit that can make 5 rolls to attack will be lucky to land one hit.

Assuming that said defending unit has 10 health and said DPS of attacking units is 100:
The 100-rolls unit will most likely kill the opposing unit within 1 second.
The 5-rolls unit will most likely kill the opposing unit within 2 seconds.

It's less a question of overkill, and more a question of consistency.
 
Last edited:

Acheron

Field Marshal
54 Badges
Mar 13, 2006
3.148
11.831
  • Stellaris - Path to Destruction bundle
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Teleglitch: Die More Edition
  • Crusader Kings Complete
  • Stellaris: Synthetic Dawn
  • Age of Wonders
  • Age of Wonders II
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • Hearts of Iron III Collection
  • Arsenal of Democracy
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Ancient Space
  • Heir to the Throne
  • King Arthur II
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
While this is an interesting analysis on game mechanics, I don't rightly know where you're going with this.
I find myself sometimes musing about Stellaris combat system and thought it might be a good idea to talk some basics first so I get the fundamentals right.
OP conveniently forgets the most important defense mechanism in Stellaris: Combat Disengage Chance.
Every ship that is NOT overkilled is effectively a ship that will return to home, where it will repair and shore up the next chokepoint.
Admittedly, combat disengagement is very important, though in my defense, whether a ship is destroyed or disengaged does not matter for current battle, right? But it is an important mechanic of course as it makes defeat more temporary.
 

Blurb

Major
36 Badges
Feb 22, 2018
700
70
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Impire
  • Leviathan: Warships
  • Stellaris - Path to Destruction bundle
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II
Imagine playing Pokemon, trying to land a low-accuracy, high-power, low-pp move on a high-initiative pokemon that's been spamming evasion buffs. You might need only one hit, but that one hit is unlikely to happen, so you should instead use your high-accuracy, low-power, high-pp move.
It's less a question of overkill, and more a question of consistency.
Far as I know "combat" in pokemon games is a series of 1v1 duels with very limited number of attacks from each combatant.
Combat in stellaris typically features dozens if not hundreds of combatants on each side, each combatant at times making dozens of attacks.
Any alleged advantage of consistency is washed out by the sheer number of shots fired(*), and even if it wasn't, then it would be just as easy to claim that inconsistency is an advantage: An unusually bad result is just as likely as an unusually good result.
Fire rate is not an inherently relevant parameter when picking a weapon to counter high-evasion targets.

*If you doubt me, then I suggest you save a game right before a fleet battle. Let the battle finish, then check the fleet report for weapon accuracy.
Write down accuracy, then repeat the procedure. You will likely find that weapon accuracy does not vary a lot across individual tests.

Admittedly, combat disengagement is very important, though in my defense, whether a ship is destroyed or disengaged does not matter for current battle, right? But it is an important mechanic of course as it makes defeat more temporary.
You could argue that a high combat disengage chance is detrimental to the outcome of an individual battle, as it means ships effectively have lower hull points and "die" sooner - effectively making it a harmful "defense" mechanism.
Alternatively, Instead of considering it as an inherent defense mechanism, you could instead interpret it as a modifier to ship build cost which interacts with the enemy's weapon damage.