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Old July 12th, 2002, 09:40 PM
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Default Re: Starting a new MOD ...

"If a colony component that has 200 kt in damage resistance is hit with 10 points of damage, it will continue to be hit until it's destroyed. No other components will be damaged until it dies. (not sure what affect "only X" weapons have on this)"

IIRC, "only X" weapons "pull out" the partial damage and add it to the current weapon's damage. I.e., if you hit a colony comp with 30 points of normal damage and then hit with 10 points of shield-generator-only damage, you'll destroy one shield generator (40kt).

It gets more exciting. If you hit an OAIII (150kt) with a WMG III (140 damage), followed by a Shard Cannon X (35 damage, and range 8 btw), you suddenly have 175 points of armor-skipping damage (voila!). What could be better?

There's a lengthy thread (Armor, Shields, and Damage FAQ) on this subject, as well as a much smaller addendum(Armor, Shields, and Damage FAQ--Correction)--this is a very brief summary of it.

(edits--get URLs, fix URLs, fix UBBcode, fix fixes...)

[ July 12, 2002, 21:20: Message edited by: Krsqk ]
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