Fresh Armor/damage Calculations...

KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
edited November 2002 in NS General Discussion
Okay, my last round of armor observations were done without the knowledge that armor damage is halved in HL. That rather skewed the results of things, so for everyone's fresh perusal, here are the numbers, updated with the new facts.

Total damage before death for:

Humans (normal)/armor upgrades 1/2/3

Marine 143/167/200/250
Hvy Marine 500/560/620/680

Kharaa (normal)/(carapace level 3)

Skulk 90/130
Gorge 143/250
Lerk 86/150
Fade 286/450
Onos 714/900

These numbers do NOT take into account the current Kharaa damage bug, since that's supposed to be fixed in 1.03, so what you see here is the way things should be after the patch. So, with those numbers, here's the percentage benefit that each group is getting for those upgrades:

Marine 75%
Heavy Marine 36%

Skulk 44%
Gorge 75%
Lerk 74%
Fade 57%
Onos 26%

The real winners of the armor game are the light marines, Gorges, and Lerks. All three of them survive a huge deal more punishment than usual with boosted armor. Fades are on the fence; one with defense chambers nearby would benefit nicely from the armor, but one with no support could go for regen instead without hurting too badly for it. Onos don't gain any real benefit from the added armor, and Skulks will die in any event if they catch a shotgun to the face, regardless of any upgrades.

The marines are an odd case. Light marines will always be dead before their armor is gone, so giving medpacks to them will prolong their life signifigantly. Healing fifty points on an armor-3 marine boosts their total damage capacity from 250 to 370 points! Heavy marines, on the other hand, always lose their armor first, and aren't very hurt by the time it's all gone, so welding them benefits them greatly, while healing is less signifigant. So if you want to protect your investments, commanders, drop medpacks on your jetpack marines, and always pair up your HA boys with welders.

[Edit: Fifty points of healing on light marines raises their total damage to 214/250/300/370, approximately a 50% increase in their life expectancy across the board. Not bad for one medpack, huh? Likewise, every point of armor that's welded back onto heavy marines gives two more points of damage, until the marine eventually keels over from the 5% not absorbed by the armor after taking 2,000 total damage. Kharaa similarly benefit richly from being healed, so be liberal with those defense chambers and healing spray, Gorges.]

The armor/health dichotomy isn't really an issue for the Kharaa, since their healing doesn't discriminate between health and armor. For the few where it might be an issue, unupgraded aliens will die before their armor is depleted, and upgraded Lerks still die before their armor is gone, thanks to their pathetic health.

I hope this helps any commanders and aliens who are wondering just how much mileage they'll get from their upgrades. Short version: humans will benefit hugely, Kharaa mileage varies by species.

This is all assuming that the half damage to armor thing isn't a bug, if it is and it gets fixed, just disregard this whole thing and go back in time to get my first message on the topic.

Comments

  • FoggyFoggy Join Date: 2002-11-22 Member: 9620Members
    The big armor makes you bigger.
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    <!--QuoteBegin--Foggy+Nov 26 2002, 01:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Foggy @ Nov 26 2002, 01:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The big armor makes you bigger.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I love Foggy's witty replies!
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    hey can you do the marine's wepon damages too? all the base damages are in the tooltips, or you can check manualy(some of the tips are outdated) then the percent for upgrade is +10% each upgrade.

    I.E. LMG:
    ROF : 10 per second
    Base Damage : 10
    Upgraded (1/2/3) : 11/12/13
    Accuracy(kinda a guess on distance in HL) : 2 ft/ 0.7 meter diameter at 30 ft/10 meters

    Something like that, but for all the wepons, then you might be able to get them to sticky this for newbies that say things never die/die to easily.
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    So, it should take 45 rounds from an un-upgraded LMG to kill a fade? wow, that is a big difference. I am by no means complianing about their current toughness, they just appear to last forever because they hit and run so much. But wow, I emptied three clips on a fully upgraded fade yesterday with a LMG....hehe...he did not even turn to face me till I start hitting him with my pistol. I was at point blank range also. I imagine he was almost dead, but still. And it tooks me four blasts of the shotties to put one down. The four blasts and three clips really aren't that bad though, IMO. As the fade is the heavy shock inf of the kharaa. But either way, I am happy to see how it plays out.
  • tlengtleng Join Date: 2002-11-21 Member: 9503Members
    450 damage to kill a fade is only 1 clip. Dang I swear I must have emptied 2 clips in the fade and then had to whip out the pistol. And he still did not die. I must have terrible aim or is it the bug? The bug gives them more health right?
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    LMG does 10 dammage but with the 20% extra it only does 11 dammage <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> (thats to buildings)
  • BridgerBridger Join Date: 2002-10-30 Member: 1761Members
    what is the kharra dammage bug? where the dammage is still negated when they are out of armor? That's built into the game, weather it's a bug or not, i don't know, but it was balanced that way so why mess with it? Has flayra said it's a bug?
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    yes, <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=26&t=13359' target='_blank'>he has</a>.
  • BridgerBridger Join Date: 2002-10-30 Member: 1761Members
    awww **obscenity**, now they gonna have to rebalance the whole game! why couldn't they just leave it like it was! *cries*
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Yes, the 'Kharaa don't get 30% of damage applied to health or armor with Carapace 3' thing has been officially called a bug. So that 450 Fade total damage would become 643. However, bear in mind that non-carapaced Kharaa were NOT bugged, so you should see no degradation of their staying power with the patch. Only the calculation of the carapace upgrade had problems with it. Pre-1.03, you'd see these numbers for Kharaa, thanks to the damage negation bug:

    Skulk: 90/186/106%
    Gorge: 143/357/150%
    Lerk: 86/214/149%
    Fade: 286/643/125%
    Onos: 714/1286/80%

    ...so you'd be insane to take anything other than Carapace with such a huge boost in overall health. In order for the other two defense options to be worthwhile at all, that bug needed fixing. But don't worry, alien-lovers, I've played on a 1.03 beta server and while I did notice that my Skulks were dropping more easily than before, we still put the smackdown on the humans once we got that second hive. Skulks can still munch their way through marines, Fades are still bad news, only now the Skulks actually have to use a semblance of tactics instead of just running straight at the guy down a hallway, and the Fades aren't quite so monstrously unkillable compared to the humans.
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    Sounds good to me, I can't wait for this next patch. I kinda like(in an odd way, and only sometimes) getting mowed down by concetrated marine fire. Its a neat rush. THough I still perfer to munch entire squads.
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Okay, looks like 1.03 is going with the half-damage armor model above, so these numbers are all accurate. A lot of help for marines that way; Fades can't eat an entire point-blank clip of LMG ammo anymore. So good luck, grunts, and be more careful, buggies.
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    edited November 2002
    Okay, upon some more testing, scrap those numbers above for the Kharaa. They are still negating damage, but now only for as long as they actually have armor rather than throughout their entire life. Dunno for sure if that's intentional, but it sounds like it from Flayra's patch message. So without further ado, here are the <b>fresh</b> fresh armor calculations for Kharaa...

    Skulk 90/173/92%
    Gorge 143/357/150%
    Lerk 86/214/149%
    Fade 285/714/150%
    Onos 714/1185/66%

    Since the armor on the Kharaa lasts through most of (or all of, in the case of Gorges and Lerks) their lifespan, removing the 30% negation on the remaining health when the armor is gone has a minimal effect on their total durability. That puts carapace right back into the throne of the indisputably best defense upgrade in my book.

    [Edit: Whoops, just found out the manual was wrong about Fade armor and that it was 150 instead of 125. Wow, lookit those numbers rise!]
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Actual test-shooting shows your numbers to be low.

    I think the path is as follows:

    100 pts of damage:

    30% carapace negation: 70 hits
    60% applied to armor: 42 hits
    50% armor negation: 21 hits
    Total armor loss: 21
    40% applied to health: 28 hits

    So, you need to apply 100* 150/ 21 hits or 714 pts of damage to get the armor to zero.
    At that point, the Fade would have exactly .. eh .. zero hits! left.

    Now, testing shows that the Fade still have some life left when armor runs out. It seems very probably that damage to health and armor is rounded down - from experience, a pistol does 5/4 damage per shot against a Fade. That would probably mean an LMG vs a Fade does 2/2 damage - ie, 75 shots to get the armor down to zero, and then 5 more shots to get the next 50 health, for a total of 80. Pre-patch, those 50 health would take 50/7=8 shots, for a total of 83 shots.

    Do compare this to a regen Fade. Regen returns about 5 hits per second. A non-carap Fade will take 7 hits to health and 1 hit to armor from every LMG hit. Not only is that twice as much damage in total, but the health runs out in only 200/7=29 LMG shots - at which time it would have 91+ armor left.

    Is five hits per second worth the 510 pts less damage it can take? IMHO, no way. In my experience, Fades with regen is only good for shoot-n-scoot acid rocketing.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is five hits per second worth the 510 pts less damage it can take? IMHO, no way. In my experience, Fades with regen is only good for shoot-n-scoot acid rocketing.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Which happens to be how I play Fade. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    I love options, and despite the overwhelming evidence that carapace is better, I still choose regen more for Fade because of my playstyle. Often I don't find those defensive chambers close enough to the line of fire.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Thing is, a carap fade is almost as good as a regen fade when it comes to shoot-n-scoot. The one advantage of the regen fade is that it can operate a long distance away from the nearest repair center.

    The carap fade is much more versatile. If a GL guy escorted by a HMG guy comes up, the carap fade can blink in, swipe the GL guy (using him as a shield against the HMG guy), then blink out. As a regen fade, chances are you would be dead if you tried.

    The carap fade can just move up to a TF, crouch and ignore the turret fireing on him while he chops down the TF in a fifth of the time a regen fade could do the same job.

    A group of carap fades can take out the dreaded quad of HA/HMG/Welder by combining acid rockets with close combat (and preferably umbra from a lerk).

    I do know that whenever I as a marine hear the splashing sound of regen coming from a fade, I know I have an easy battle on my hands.
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members
    A group of regen fades can unleash all their Acid Rockets, then pull back for a second and be ready to dish out more <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
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