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General Discussion / Re: Is the Hephaestus at a good spot?
« on: March 17, 2024, 10:29:00 PM »There are minor inaccuracies, but never noticed continuous beams being overreported.
Well the bug is not necessarily that frequent, so it may not necessarily show up in a couple of tests in the sim. But it shows up pretty often in full battles. For example, attached is a screenshot of DCR reporting an Eagle with a single Phase Lance doing over 124k hull damage and two IR Autolances doing nearly 53k hull damage in a double Ordos fight. This is a fight where, if there are no player ships using any beams, the total hull damage for the entire double Ordos fleet is usually around 320k or so, but this fight registered 588k of hull damage. Obviously a Phase Lance and two IR Autolances did not do 177k of hull damage during the fight. This is in version 0.97a-RC10. So yeah you can't count on the beam damage as reported by DCR.
I *might* do some testing of IR Autolance damage when I have time, to see if there's any way to get an accurate picture of what its actual in-battle damage output is. But as I mentioned the only way I have for estimating beam damage is statistical; basically, having done the same double Ordos fight multiple times with different fleet compositions (no beams), I know the average armor damage and hull damage that is usually done to the test double Ordos fleet. They appear independent of battle time, whereas shield damage is correlated with battle time (somewhere around 1k more shield damage for every extra second of battle time, when total fleet DPS is around 3000-5000 DPS; basically, the first 1000 DPS just goes toward double Ordos shield regen while the remaining DPS is what actually goes to overcoming their shields and then armor and hull). So in principle I can do a bunch of runs with say mass Eagles using mass IR Autolances, subtract out the damage coming from projectile weapons (which are pretty accurate), and then the remainder is what the IR Autolances did. But every run inherently returns different results so I have to do enough runs to get a good average to draw any conclusions.
I've thought about making a weapon with the same stats as IR Autolance but make it projectile-based so that DCR gives accurate results. However, projectile-based also means hard flux and I'm not sure if that would skew the results.
I think the effect is on shield damage. High range beams will often fire before the enemies they are hitting are able to fire themselves. As a result this will tick up shield damage but that shield damage will be swiftly dissipated away. So there are going to be a lot of instances where a Sunder will be ticking up 450+ shield dmg/second but like… actually doing nothing*.
That's actually a different issue, i.e. how much is a point of hard flux worth compared to a point of soft flux, when the enemy ship can dissipate soft flux easily but hard flux requires lowering shields (unless they have Field Modulation or a couple of other exceptions). The bug I'm talking about affects all damage types though as far as I know.
It’s not dissimilar to a ship that has only kinetics shooting an enemy with good armor that vents in their face and puts the shields up again. The shield damage number will be catastrophically high but the actual effect on the fight will be low.
No, because it's pretty inefficient DPS-wise to wait for the enemy ship to back off, vent, come back again, etc. (even if it's different enemy ships taking turns). It's actually faster to just go ahead and kill them. Sure, you get more total damage done, but your overall damage-per-second rate actually decreases. That's because the rate of enemy ship flux regen, considering that they need to back off to a safe distance (behind other ships if need be), vent, then reenter the front lines, is very low. Your other non-anti-shield weapons can easily do more damage to armor and hull in the same time that it takes for enemy ships to regen their flux.
I never trust damage statistics. Ever since I played Overwatch, realising people who would just gun a tank instead of sniping key targets would be always claiming high damage values as a justification for their skill. In the case of Starsector numbers, weapon's value.
Sure. If you have a better metric for comparing weapons, including a way for someone else to measure it (i.e. not just "I feel weapon A is better than weapon B just because", but a way where you define the "goodness" of the weapon, and someone else can conduct the same testing for that "goodness" and come to the same or similar conclusions), feel free to share it. Until then, not only is it pointless navel-gazing as Draba said, but it's also just an intellectually lazy way of rejecting someone else's evidence without taking the time to put forth a coherent argument.
In some sense, the only number that Detailed Combat Results gives that's actually "important" is the overall battle completion time. Everything else is there to help diagnose the reasons for that time. Sure, there are some situations where the numbers may be skewed in one way or another; for example, if there's a (player-controlled) Doom spewing mines everywhere, it makes the enemy ships point their shields in the wrong direction, leading to less total shield damage (since more of your fleet's damage will go directly toward armor and hull instead of shields).
But that's not at play here. We're just simply looking at comparing different weapons under the same (or similar) circumstances, i.e. just the bog-standard firing at targets. The AI isn't smart enough to snipe targets or whatever to "game" the results. It's not going give the complete picture, because no single metric does. But it reduces weapons down to an easily-understood metric that people can use as a basis for comparison and discussion about different weapons. Nobody claims that a car's miles-per-gallon is all you need to know about the car, nor that it's completely accurate, but it gives an easy basis for people to compare different cars.
Or put it another way: If you don't trust damage statistics of weapons, then on what basis do you form an opinion as to whether weapon A is better than weapon B? How do you determine which weapon to put in a given weapon slot without making any reference to how much damage it does? In Starsector, the only way to win a battle is to do enough damage to destroy opposing ships (or get them to retreat). Measuring the damage your fleet does seems like a natural thing to do in this context.
Oh, you mean in-game. Uhhhhhhhhhh, well it depends. Efficiency. Passive effects like Graviton beam shield increase. Forcing the operating of enemy PD can increase flux spending, reducing their ability to deter enemies with weapon fire.
I don't see how any of these examples have any coherent connection to why you don't trust damage statistics. All of it looks like random stuff that's vaguely battle-related but nothing specific to "this is why damage statistics are misleading", or are things which measuring weapon damage already accounts for. For example, what does projectiles forcing repositioning of the enemy have to do with you using a tactical laser? Poor strategy implementation would come out in -- surprise surprise -- the damage numbers: if your strategy is poor, then your damage numbers will be low. All this looks like random examples of stuff that happens in combat without any connection to your position.