View Full Version : Proportion mod: combat defence plus
jowe01
September 6th, 2002, 12:41 AM
In proportions, engines give cdp-bonuses. Especially for fighters, these are considerable. My question is, are they also cumulative? If not, are cdp-bonuses from different components/hulls/etc. cumulative or multiplicative? I did a quick search here but did not find anything (though I sure there must be something but maybe I just did not use the right keyords).
Also, are the "to hit" chances which SE4 gives in tactical combat before or after deducting cdp-bonuses of the target. I would guess before because in my Last fight, my fighters always had a 70% chance to hit, while in reality, they only hit in about 25% of all cases.
One more question: Is the "to hit" chance calculated separately for every fighter in a stack or is it one chance for all.
Ed Kolis
September 6th, 2002, 04:35 AM
The engines' defense bonuses are not cumulative with other engines. They are, however, cumulative with bonuses from hull size, ECM, stealth/scattering armor, and just about anything else you can think of.
PvK
September 6th, 2002, 04:44 AM
Originally posted by jowe01:
In proportions, engines give cdp-bonuses. Especially for fighters, these are considerable. My question is, are they also cumulative? If not, are cdp-bonuses from different components/hulls/etc. cumulative or multiplicative? I did a quick search here but did not find anything (though I sure there must be something but maybe I just did not use the right keyords).
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As Ed said, two engines are no better than one - the best modifier from components of the same type is used. However, combat modifiers from multiple sources do add together, and there are quite a few new ones in Proportions. You can observe the way they add by setting the design window to show combat mods for the current design.
Also, are the "to hit" chances which SE4 gives in tactical combat before or after deducting cdp-bonuses of the target. I would guess before because in my Last fight, my fighters always had a 70% chance to hit, while in reality, they only hit in about 25% of all cases.
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I was under the impression that the estimates in tactical combat were accurate. However depending on what you're shooting at, the hits may or may not be visible - planets or units with or without shields might not show as a hit until something is destroyed - I forget the current details.
One more question: Is the "to hit" chance calculated separately for every fighter in a stack or is it one chance for all.<font size="2" face="Verdana, Helvetica, sans-serif">There is a separate to-hit chance for each fighter in a group, but all of the hits are pooled together into one hit for damage purposes (mainly matters for special armor types).
PvK
[ September 06, 2002, 03:46: Message edited by: PvK ]
geoschmo
September 6th, 2002, 05:20 AM
Originally posted by PvK:
However, combat modifiers from multiple sources do add together, and there are quite a few new ones in Proportions. You can observe the way they add by setting the design window to show combat mods for the current design.
<font size="2" face="Verdana, Helvetica, sans-serif">Huh? What are you talking about? I see no such setting avaialable.
Geoschmo
[ September 06, 2002, 04:20: Message edited by: geoschmo ]
PvK
September 6th, 2002, 09:08 AM
Go to design screen, bring up a design, press the "to hit modifiers" toggle button. When activated, the total to-hit mods for the design are shown, including all sources, and letting you see whether they stack or not, etc.
Oh, and thinking about the original observation about to-hit chances shown in tactical - I think they might not take into acount the target's defensive abilities from their race and ship / fleet experience.
PvK
Suicide Junkie
September 6th, 2002, 10:07 PM
The simulator uses your own race's shield animation and death sequence for all simulated ships, it may also use your race's tohit modifiers.
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