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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Topics - dis astranagant

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Bug Reports & Support / Paladin PD does very inconsistent damage
« on: October 30, 2019, 11:50:24 PM »
I was testing out the Paladin PD in the simulator after some discussion about it on the discord and got some strange numbers.  It was doing 20 damage per shot vs excessive armor, which is quite a bit below the listed 200 damage * .15.  So I rigged up a target without armor and this was the result:

I do anywhere between 110 and 175 damage per shot, most often around 150.

Suggestions / Frag damage vs ships with stripped armor behaves strangely
« on: September 13, 2019, 06:32:20 AM »
I just did some testing in which I fired 3 reapers at test dummy with onslaught stats then followed it up with a thumper burst.   Instead of the expected ~1060 damage I did ~440. The only way I can figure out to make that result is if it's calculating the damage reduction based on doing 25 hit strength vs the residual armor on the bare hull and then multiplying that by the actual 100 damage.  (25/(25+87.5))*100 = 22.3 * 20 = 446

Gigantic stack trace:

not quite as gigantic enabled_mods.json

General Discussion / My new hobby
« on: December 03, 2015, 06:14:16 PM »

The most Kerbal of Starsector sporting events.

General Discussion / Why are heavily shielded ships so terrified of Pilums?
« on: December 02, 2015, 10:43:22 PM »
I've been doing some tests with a big dumb max skills SO Sunder with a Plasma Cannon.  It's easily a match for an unskilled Dominator, but the stock Dominator with 3 pilums will zone it out for ages.  The AI lets the Pilums build up in ridiculous numbers rather than taking them on the shields for negligible damage (<200 per missile, on a ship with over 10k capacity and 1600 dissipation), finally getting confused and taking a dozen to the engines.  If I give it any point defenses it will hang back until every missile is destroyed before doing anything productive.

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