User:76561198031004412/Sandbox: Difference between revisions

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{{:User:76561198031004412/Sandbox|Griffin MK1MOD1|Burst}}
{{:User:76561198031004412/Sandbox|R14A2 ARC|Salvo}}
{{:User:76561198031004412/Sandbox|Stoneclad CS185|Shoot}}
{{:User:76561198031004412/Sandbox|R14A2 ARC "SOCC"|Salvo}}


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Revision as of 07:38, 13 May 2026

This is to build a proof of concept, which can then be converted into a dedicated module once the kinks are worked out. This can then be used as a point of comparison for the dedicate module to verify numbers etc. Note that this is a brute force approach and can be optimized even in its current configuration. Module:Data/Weapons.json


4 16


Weapon R14A2 ARC Skill Salvo AP 0 ???? Ammo 16 Squad? ???????? Shots per firer 3
Range
(Tiles)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Accuracy 29% 36% 43% 50% 43% 36% 29% 22% 15% 8% 1% -6% -13% -20% -27%
Armor Penetration 20% 18.1% 16.2% 14.3% 12.4% 10.5% 8.6% 6.7% 4.8% 2.9% 1% -0.9% -2.8% -4.7% -6.6%
Base HP Damage per shot 12 11.1 10.2 9.3 8.4 7.5 6.6 5.7 4.8 3.9 3 2.1 1.2 0.3 -0.6
Expected HP Damage per firer 10.44 11.988 13.158 13.95 10.836 8.1 5.742 3.762 2.16 0.936 0.09 -0.378 -0.216 -0.117 0.36
Base Armor Damage per shot 13 12.3 11.6 10.9 10.2 9.5 8.8 8.1 7.4 6.7 6 5.3 4.6 3.9 3.2
Expected Armor Damage per firer 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Note: HP damage has a random element, and each hit can deal between 90% and 110% of its nominal damage. Also note that any overkill on a hit that kills an element is wasted. Note: Armor damage dealt by each hit is proportional to the square of the ratio of the current armor to the maximum armor of the unit. As such, actual armor damage done depends on the units armor, and relative comparison must assume similar number of hits as a large amount of armor damage dealt in one hit will be less affected by this factor than many hits. For more information, see Combat System for more details.


4 16


Weapon R14A2 ARC "SOCC" Skill Salvo AP 0 ???? Ammo 16 Squad? ???????? Shots per firer 3
Range
(Tiles)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Accuracy 39% 46% 53% 60% 53% 46% 39% 32% 25% 18% 11% 4% -3% -10% -17%
Armor Penetration 20% 18% 16% 14% 12% 10% 8% 6% 4% 2% 0% -2% -4% -6% -8%
Base HP Damage per shot 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2
Expected HP Damage per firer 14.04 15.18 15.9 16.2 12.72 9.66 7.02 4.8 3 1.62 0.66 0.12 0 0.09 0.6
Base Armor Damage per shot 13 12.2 11.4 10.6 9.8 9 8.2 7.4 6.6 5.8 5 4.2 3.4 2.6 1.8
Expected Armor Damage per firer 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Note: HP damage has a random element, and each hit can deal between 90% and 110% of its nominal damage. Also note that any overkill on a hit that kills an element is wasted. Note: Armor damage dealt by each hit is proportional to the square of the ratio of the current armor to the maximum armor of the unit. As such, actual armor damage done depends on the units armor, and relative comparison must assume similar number of hits as a large amount of armor damage dealt in one hit will be less affected by this factor than many hits. For more information, see Combat System for more details.