Combat Status Effects: Difference between revisions

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=== Flak and Shred / Shredding Basics: ===
Updated for v1.106.0.0


* Shredding 5 means the weapon needs to deal 5 hull damage to inflict 1 Shred stack. 10 damage would deal 2 Shred. Most Flak weapons do randomized damage, and the base attacks are really bad at inflicting Shred.
=== Shred and Brittle: ===
** Most weapons will realistically only inflict one shred stack per attack.
 
** Example: Light Barrage is 2-5 damage, Shredding 5, so without any shred stacks applied to the enemy, it only inflicts a Shred stack if it rolls the max damage of 5, which is really bad odds. (only 25% chance at base)
* Shredding system has been changed to Shred / Brittle
* In terms of actual gameplay with the starting Marauder deck, what you're supposed to do is this.
** Many Flak attacks have a Shred value
** Fire Opening Shot, which has guaranteed Shred 1 on hull damage, if the enemy ship has no shred stacks.
** Flak attacks with a Shred value of X will apply up to X shred counters upon Hull damage, 1 shred counter per Hull damage dealt
** Twin Barrel is 2-6, so with Shred 1 the damage range is now 3-6. So firing it is a 50% chance to apply 1 stack of Shred, if you roll either 5 or 6 on the damage.
*** Example: Light Barrage deals 4 Kinetic Damage with Shred 2
** Light Barrage would still only be a 33% chance to Shred, since a damage roll of 3 or 4 would still fail to Shred, only 5's work. So when available, always fire Twin Barrel first, as it has a higher chance to Shred than Light Barrage.
*** If hitting an unshielded enemy, the enemy will receive 4 hull damage and gain 2 Shred counters. (Shred added is capped by the attacks Shred value)
* Ideally you want to grab some other good Flak cards .
*** If the enemy has shields 3, the enemy will be dealt only 1 Hull damage, and will only gain 1 Shred counter.
** Flak Barrage is a staple card, 3R1B for 3-7 damage.
*** If the enemy has 6 shield, no hull damage is dealt, and thus no Shred counters will be added.
*** At Shred 0, rolls of 3-4 will fail to Shred, while a 5, 6, or 7 will Shred. This results in a 3/5 => 60% chance to Shred.
** For every 10 Shred counters added, 10 will be removed and 1 Brittle counter added instead
*** With Shred 1 already applied, it's 4-7 damage. So only a 1/4 chance to roll a 4 and not shred. 3/4 => 75%  of the time, it'll Shred.
** Brittle adds 1 damage to kinetic (non-precision) attacks.
*** At Shred 2, the damage range is 5-7 which means it's guaranteed to Shred. Once you've got Shred 2, your odds that every attack is going to Shred is quite high, and it just snowballs from there.
*** Besides Flak, Kinetic also includes damage from most missiles, attacks from Beam Lasers that don't target enemy systems, etc.
* Keep in mind you can also use crew powers to help. The Marauder Gunner Crew power +25% Flak damage this turn turns 4 damage into 5. So with Shred 1 applied, that would push Twin Barrel to 75% chance to Shred, or Flak Barrage is guaranteed Shred.
*** While Shred requires Hull damage to be dealt, currently the Brittle damage bonus applies even if the attack will not do enough damage to breach enemy shields.
* As of the current patch, there are also some weapon augments that help with this by effectively improving Flak minimum damage. +1 damage to attacks is like having an extra stack of Shred applied.
**** This is useful for cards like Charged Barrage+, which deals double damage if the enemy is shielded. Thus an enemy that has Brittle applied to it and shields up, will still have the Brittle bonus damage multiplied by Charged Barrage+'s doubling effect, resulting in some very large attacks.
**** This also matters for regular Flak attacks, as the base damage from most Flak attacks is slightly under par, to compensate for Flak's ability to scale via Brittle
** Besides Flak, Beam lasers can also apply Shred via the Drilling Beam card, and consume Shred Counters with the Cutting Beam card.
** Railguns also have an augment that grants +2 damage if the enemy has brittle counters.
** Specific equipment and cards can remove Shred/Brittle counters
*** The Shred/Brittle counters are otherwise persistent for the duration of combat. This is unlike the previous design of Shred, where it naturally decreased by one every turn.
 
== Ignite: ==
 
* Ignite functions similarly to Shred, but without applying a secondary counter like Shred or Brittle
* Attacks with Ignite X apply up to X heat, 1 per hull damage dealt, to the target
** Example: Beam Sweep deals 6 Kinetic Damage with Ignite 2
*** If hitting an unshielded enemy, the enemy will receive 6 hull damage and gain 2 heat. (Heat gained is capped by the Ignite value of 2)
*** If the enemy has shields 5, the enemy will be dealt only 1 Hull damage, and will only gain 1 Heat.
*** If the enemy has 7 shield, no hull damage is dealt, and thus no heat is added to the target.

Latest revision as of 07:43, 31 October 2025

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Updated for v1.106.0.0

Shred and Brittle:

  • Shredding system has been changed to Shred / Brittle
    • Many Flak attacks have a Shred value
    • Flak attacks with a Shred value of X will apply up to X shred counters upon Hull damage, 1 shred counter per Hull damage dealt
      • Example: Light Barrage deals 4 Kinetic Damage with Shred 2
      • If hitting an unshielded enemy, the enemy will receive 4 hull damage and gain 2 Shred counters. (Shred added is capped by the attacks Shred value)
      • If the enemy has shields 3, the enemy will be dealt only 1 Hull damage, and will only gain 1 Shred counter.
      • If the enemy has 6 shield, no hull damage is dealt, and thus no Shred counters will be added.
    • For every 10 Shred counters added, 10 will be removed and 1 Brittle counter added instead
    • Brittle adds 1 damage to kinetic (non-precision) attacks.
      • Besides Flak, Kinetic also includes damage from most missiles, attacks from Beam Lasers that don't target enemy systems, etc.
      • While Shred requires Hull damage to be dealt, currently the Brittle damage bonus applies even if the attack will not do enough damage to breach enemy shields.
        • This is useful for cards like Charged Barrage+, which deals double damage if the enemy is shielded. Thus an enemy that has Brittle applied to it and shields up, will still have the Brittle bonus damage multiplied by Charged Barrage+'s doubling effect, resulting in some very large attacks.
        • This also matters for regular Flak attacks, as the base damage from most Flak attacks is slightly under par, to compensate for Flak's ability to scale via Brittle
    • Besides Flak, Beam lasers can also apply Shred via the Drilling Beam card, and consume Shred Counters with the Cutting Beam card.
    • Railguns also have an augment that grants +2 damage if the enemy has brittle counters.
    • Specific equipment and cards can remove Shred/Brittle counters
      • The Shred/Brittle counters are otherwise persistent for the duration of combat. This is unlike the previous design of Shred, where it naturally decreased by one every turn.

Ignite:

  • Ignite functions similarly to Shred, but without applying a secondary counter like Shred or Brittle
  • Attacks with Ignite X apply up to X heat, 1 per hull damage dealt, to the target
    • Example: Beam Sweep deals 6 Kinetic Damage with Ignite 2
      • If hitting an unshielded enemy, the enemy will receive 6 hull damage and gain 2 heat. (Heat gained is capped by the Ignite value of 2)
      • If the enemy has shields 5, the enemy will be dealt only 1 Hull damage, and will only gain 1 Heat.
      • If the enemy has 7 shield, no hull damage is dealt, and thus no heat is added to the target.