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				November 16th, 2002, 11:39 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Damage Calculation 
 Mines are not weapons. |  
	
		
	
	
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				November 17th, 2002, 12:06 AM
			
			
			
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 Lieutenant General |  | 
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				 Re: Damage Calculation 
 Hmm, an error is supposed to be in the list?  I like puzzles...How about:
 
 Ripper beams don't get a 10% bonus.  Incinerator beams do.
 You didn't include the hit percentage dropping with distance.
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				November 17th, 2002, 12:55 AM
			
			
			
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				 Re: Damage Calculation 
 Weapon attack bonusMental singularity generator 20%
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				November 17th, 2002, 01:34 AM
			
			
			
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				 Re: Damage Calculation 
 I think I got the error:
 The space between death shrines.
 
 Edit: Also, I thought the British spelling (also canadian) was Armour?
 
 and HE Magnifier is spelled magifire.
 
 Another Edit: I thought drones also had bonus offensive?
 
 [ November 16, 2002, 23:40: Message edited by: TerranC ]
 
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				November 17th, 2002, 02:08 AM
			
			
			
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				 Re: Damage Calculation 
 
	Looks like Armor in the game to me.Quote: 
	
		| Also, I thought the British spelling (also canadian) was Armour? |   |  
	
		
	
	
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				November 17th, 2002, 02:27 AM
			
			
			
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				 Re: Damage Calculation 
 
	Give the man a ceegar!Quote: 
	
		| Originally posted by dumbluck: Temporal Events Predictor gives a system-wide tohit bonus (I don't remember how much, though...)  And I thought that Religious had a tohit/ecm bonus shrine, as well as the death shrine...
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 The War Shrine gives a combat bonus from 5 to 15% to in system battles and the Events Predictor (temporal) gives 10 to 30 percent combat bonus to in system battles.
 
 However, my mistake is still there, undiscovered
. Who will find it.
   
 Heres the new up to date Attack/Defense bonus listing
 
 =============================================
 
 Factors which affect the probability of a hit:
 
 ATTACK BONUSES:
 Racial characteristic (aggressiveness)
 ..race creation points. 75% - 125% (Negative if below 100%)
 ..Berzerkers 10%
 ..Warriors 5%
 ..Politicians 2%
 ..Zealots 5%
 ..Engineers 5%
 ..Merchants -2%
 ..Renegades 2%
 Combat Sensors
 ..lvl 1 25%
 ..lvl 2 45%
 ..lvl 3 65%
 Weapon attack bonus
 ..PDC's 70%
 ..Ripper Beam 10%
 ..Wave-Motion Gun 30%
 ..High Energy Magifier 30% (crystalline)
 ..Tachyon Cannon 10% (temporal)
 Cultral trait: space combat
 Ship Experience level
 ..0 to 50%
 ....obtained by actual experience
 ....can be trained by Ship Training Facility (including temporal) to maximum of:
 ......lvl 1 10%
 ......lvl 2 15%
 ......lvl 3 20%
 Fleet Experience level
 ..0 to 50%
 ....obtained by actual experience
 ....can be trained by Fleet Training Facility (including temporal) to maximum of:
 ......lvl 1 10%
 ......lvl 2 15%
 ......lvl 3 20%
 Chassis bonus
 ..fighters 50%
 Facilitities
 ..War Shrine (religious)
 .lvl 1 5% to in-system ships and units
 .lvl 2 10% to in-system ships and units
 .lvl 3 15% to in-system ships and units
 ..Events Predictor (temporal)
 .lvl 1 10% to in-system ships and units
 .lvl 2 20% to in-system ships and units
 .lvl 3 30% to in-system ships and units
 
 DEFENCE BONUSES:
 Racial characteristic (defensiveness)
 ..race creation points. 75% - 125% (Negative if below 100%)
 ..Berzerkers 10%
 ..Warriors 5%
 ..Politicians 2%
 ..Zealots 5%
 ..Engineers 5%
 ..Merchants -2%
 ..Renegades 2%
 ECM
 ..lvl 1 20%
 ..lvl 2 40%
 ..lvl 3 60%
 Ship Experience level
 ..0 to 50%
 ....obtained by actual experience
 ....can be trained by Ship Training Facility (including temporal) to maximum of:
 ......lvl 1 10%
 ......lvl 2 15%
 ......lvl 3 20%
 Fleet Experience level
 ..0 to 50%
 ....obtained by actual experience
 ....can be trained by Fleet Training Facility (including temporal) to maximum of:
 ......lvl 1 10%
 ......lvl 2 15%
 ......lvl 3 20%
 Scattering Armor
 ..lvl 1 5%
 ..lvl 2 10%
 ..lvl 3 15%
 Stealth Armor
 ..lvl 1 5%
 ..lvl 2 10%
 ..lvl 3 15%
 Chassis bonus
 ..drones 50%
 ..fighters, small 80%
 ..fighters, medium 70%
 ..fighters, large 60%
 ..escort 40%
 ..frigate 30%
 ..destroyer 20%
 ..light cruiser 10%
 ..baseship 40%
 ..space station 20%
 ..battle station 40%
 ..starbase 60%
 Facilitities
 ..War Shrine (religious)
 .lvl 1 5% to in-system ships and units
 .lvl 2 10% to in-system ships and units
 .lvl 3 15% to in-system ships and units
 ..Events Predictor (temporal)
 .lvl 1 10% to in-system ships and units
 .lvl 2 20% to in-system ships and units
 .lvl 3 30% to in-system ships and units
 
 SPECIAL CASE
 Religious talisman sets the probability of a hit at 100% (cannot be modified by the attack/defense bonuses or changed by the 1% reduction rule to 99%)
 ================================================
 
 DAMAGE BONUS
 ..Death Shrine 1 (Religious) 5% damage bonus to all weapons used in system
 
 ..Death Shrine 2 (Religious) 10% damage bonus to all weapons used in system
 ..Death Shrine 3 (Religious) 15% damage bonus to all weapons used in system
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				November 17th, 2002, 02:34 AM
			
			
			
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				 Re: Damage Calculation 
 
	You discovered it, you fix it.  No sense duplicating workQuote: 
	
		| However, my mistake is still there, undiscovered…. Who will find it. |    
 Especially when we've got a game like SE4 installed
  
 [ November 16, 2002, 12:36: Message edited by: Suicide Junkie ]
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				November 17th, 2002, 02:58 AM
			
			
			
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				 Re: Damage Calculation 
 
				__________________Know thyself.
 
 Inscription at the Delphic Oracle.
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				November 17th, 2002, 03:16 AM
			
			
			
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				 Re: Damage Calculation 
 
				__________________Know thyself.
 
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				November 17th, 2002, 03:20 AM
			
			
			
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				 Re: Damage Calculation 
 
	Kamog. Quite right.Quote: 
	
		| Originally posted by Kamog: Hmm, an error is supposed to be in the list?  I like puzzles...
 How about:
 
 Ripper beams don't get a 10% bonus.  Incinerator beams do.
 You didn't include the hit percentage dropping with distance.
 |    
 Sigh, I must have been having a bad day.
 
 Thanks for catching it.
 
 But sorry, it's not the "puzzle" error.
   
 EDIT: Does anyone know the "percentage dropping with distance"?
 
 [ November 17, 2002, 01:21: Message edited by: tbontob ]
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