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Author Topic: Is the Hephaestus at a good spot?  (Read 4048 times)

Killer of Fate

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Re: Is the Hephaestus at a good spot?
« Reply #60 on: March 12, 2024, 01:10:15 PM »

But yes, i agree. The Heph is currently one of the best armor killers in the game.

Let's make it 700 range and give it 600 dps, so that no matter the situation, it will never ever be the worst weapon or best weapon in the game, and will always exist in some stupid differentiation zone.
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Princess_of_Evil

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Re: Is the Hephaestus at a good spot?
« Reply #61 on: March 13, 2024, 04:22:42 AM »

HB can't kill armor faster than Heph, Heph always has higher armor DPS with 50% extra range and only ~60% flux cost.
Heph has same range and costs almost double flux.
Your graph doesn't show true armor TTK based off the armor actually getting reduced every hit. HepHag actually gains a lot more through armor stripping than Hellbore does; HB is barely affected by it (and, frankly, isn't that concerned by exact armor value in the first place).
Polarized Armor is also something that hurts HAG against bigger targets, although the effect isn't really all that noticeable due to how much HepHag throws at the target, it only adds 4.25 seconds of fire against 3k armor (out of 21).

I threw together a quick program that simulates armor mechanics, since they're simple and Hellbore is such a thresholdy weapon that you basically kind of have to.
This is what the armor TTK comparison looks for full fire cycle.
(Red is HB and blue is HepHag. This is TTK, so smaller is better.)
Spoiler
[close]
If you base your opinion just off that graph, you'd think HepHag is the better weapon of the two, since HB only starts winning against the extreme end, where you kind of are just better off using torpedoes anyway.

However, that graph doesn't tell the whole story. Hellbore is not Gauss; it has no chargeup, so there's a zeroth shot that doesn't actually take any reload time. And you can just start shooting the hull with anti-hull weapons right after it hits.
Spoiler
[close]

Of course, none of this talks about HepHag being a lot easier to use, or Hellbore being a lot cheaper both in OP and flux, or even the fact that neither of the weapons are even remotely likely to hit the same armor cell.
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Siffrin

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Re: Is the Hephaestus at a good spot?
« Reply #62 on: March 13, 2024, 04:40:15 AM »

My bad, HB means Heavy Blaster to me. The comparison certainly seemed a bit random, but looked on brand after thumper and ACG :)
Draba is talking about the Heavy Blaster, not the Hellbore.
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Vanshilar

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Re: Is the Hephaestus at a good spot?
« Reply #63 on: March 13, 2024, 04:58:05 AM »

I threw together a quick program that simulates armor mechanics, since they're simple and Hellbore is such a thresholdy weapon that you basically kind of have to.
This is what the armor TTK comparison looks for full fire cycle.

Real briefly, no. That's not how armor works. You need to account for how armor works with inner/outer cells. Inner cells take full damage and contribute the full amount toward the armor value, outer cells take half damage and contribute half their amount toward the armor value. The seminal post about how armor works can be found here, though others have extended that work later, such as one of my posts about it here. I'm pretty sure I've covered it more thoroughly later on, that's just what I could find real quick. There's an Excel file that I attached which simulates it accurately for assuming hitting the same spot, but looks like it's been removed since (probably due to how long ago it was or because the forum doesn't accept that file type now? not sure the reason), so I'll have to look on my computer for it.

Even if you're assuming the simple case of shots always hitting the same spot, what happens is that the inner armor cells will get depleted first, so there will be a number of shots where the outer cells are still providing some protection, while the shots are already hitting hull in the middle. Armor basically takes a bit longer to deplete than would be predicted by neglecting inner/outer cells.
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FooF

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Re: Is the Hephaestus at a good spot?
« Reply #64 on: March 13, 2024, 07:55:50 AM »

Regarding the inner/outer cells, Vanshilar is 100% correct. However, it’s hard to eyeball a weapon’s performance when you have residual outer cells contributing fractions of the total armor well past the failure of the inner cells. All that to say, even though armor doesn’t work in way that I outlined in the guide or how it’s being presented above, it’s useful to estimate a weapon’s damage over time using the simplification and comparing it against other simplified examples.

In other words, it’s in the ballpark even if it’s not technically correct. The caveat is that as armor values increase, the more the simplification will deviate from reality. The partial fractions of outer armor cells will provide significantly more damage mitigation at higher base values than lower. So, something like an Invictus will not follow the estimate/simplification. Like, at all. I’d love to work out the the delta on that just as an example.

All that to say, the HAG is still doing the Lord’s work and doing it well, despite other options being equally good or better. I don’t compare the Hellbore and HAG against each other but I do make comparisons against the Mjolnir. They share some of the same space. Likewise, I don’t think the HIL or Plasma Cannons are direct competitors.
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Brainwright

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Re: Is the Hephaestus at a good spot?
« Reply #65 on: March 13, 2024, 09:15:58 PM »

The thing about the Devastator that generally leaves it less appealing to me than the HAG is that it is obviously a gun meant to be used as a component of a volley.  Dominator with a Mark IX and a devastator, that sort of thing.  If you aren't firing a fair amount of other weapons, even Champions will be fairly adept at dodging it at max range.

The HAG doesn't have this consideration.  You just shoot.  If you get other weapons in range, that's good too.
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Thaago

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Re: Is the Hephaestus at a good spot?
« Reply #66 on: March 14, 2024, 05:03:54 PM »

Since this has turned kind of into a weapon balance thread, I'm going to throw out a hot take: I think the IR autolance is actually slightly overtuned right now! Gravitons are in a good place for what they are, but that hull melting, intelligent AI, instant hit blamo is just really good.
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BigBrainEnergy

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Re: Is the Hephaestus at a good spot?
« Reply #67 on: March 14, 2024, 05:21:27 PM »

Since this has turned kind of into a weapon balance thread, I'm going to throw out a hot take: I think the IR autolance is actually slightly overtuned right now! Gravitons are in a good place for what they are, but that hull melting, intelligent AI, instant hit blamo is just really good.

Hotter take: the irautolance is fine in and of itself, the actual reason it's so strong is because the expanded mags s-mod bonus is too good. Autolance without s-mags does a solid burst of hull damage but lacks the hull melting dps people expect. S-mags coming down from 50% to 33% is what we really need.
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eert5rty7u8i9i7u6yrewqdef

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Re: Is the Hephaestus at a good spot?
« Reply #68 on: March 14, 2024, 05:32:53 PM »

Since this has turned kind of into a weapon balance thread, I'm going to throw out a hot take: I think the IR autolance is actually slightly overtuned right now! Gravitons are in a good place for what they are, but that hull melting, intelligent AI, instant hit blamo is just really good.
If you have 4 of them, or High Energy Focus. Otherwise, they're not great and Gravitons tend to be better in general.
Ion is used to dissipate flux while forcing the enemy to keep shields up. Graviton is for shield breaking. Both are almost always useful.
IR requires that the enemy has lost their armor, is at max flux or overloaded, and has not wasted its charges shooting at something irrelevant.

While it has situations where it melts through armor, those are its niche, and everywhere else it is just a worse medium laser energy.
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Vanshilar

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Re: Is the Hephaestus at a good spot?
« Reply #69 on: March 17, 2024, 12:03:35 AM »

I am not sure I would say that. It’s not exactly a “fast” armor stripper for very high armor compared to the best options in the game. But even if it’s doing minimum armor damage of 10%(skilled) the entire time it’s still doing 96 armor damage per second.

Oh I'm not saying Heph's not good at armor, I just mean that I think of it as anti-hull first, and anti-armor second. So it's more like "great anti-hull with pretty good anti-armor" as opposed to something that you get for the armor-breaking ability.

I am not sure why I cannot write this calculus (line intergrals was a long time ago) to get a theoretical armor kill time but like. Killing 2000 armor with one of these will take less than 20 seconds clearly. 10 seconds seems like a high estimate.

Well I did a derivation of it in the past (see here), assuming that each shot hits the same armor cell, and taking account the inner/outer cell dynamic. Attached is a graph of the time to fully strip armor for 1) Mjolnir, Heph, and Hellbore, using the approximate assumption of beam-like continuous DPS (as opposed to discrete shots), 2) Mjolnir and Heph plotting the number of discrete shots it takes for each armor rating in increments of 50 armor rating, and 3) Hellbore plotting the number of discrete shots it takes for each armor rating in increments of 1 (easy to find since it's just the breakpoints between 1 and 2, 2 and 3, etc.). You can see that continuous damage vs discrete shots doesn't really affect the solution that much, except in extreme cases like the Hellbore, so approximating it as continuous damage is usually a pretty good approximation (and makes it much easier to work with).

For certain values of armor, Heph actually beats Hellbore in time to fully strip armor. Of course, Heph also uses up more flux, but at this point, raw damage is going to be more important. You can also see that even at higher values of target armor, Heph takes only around 25% longer than Hellbore to fully strip armor. Plus this doesn't account for Target Analysis, (elite) Ballistic Mastery, etc.

The fatal flaw in this analysis is the assumption that all shots will hit the same armor cell. That's never going to happen, and different weapons will have a different spread. Mjolnir has a very high hit rate due to its faster projectile speed, with Heph not far behind, while the Hellbore's slower projectile speed and its wider spread means that a lot of shots will hit all over the target ship or simply miss. CapnHector's "probability wave" approach (in the threads here and here) accounts for different projectile hit distributions, and I think represents the most sophisticated analytical model of Starsector combat to date.

However, I've been going more toward analyzing the results from the Detailed Combat Results mod, since it represents actual, experimental data on how each weapon performs. That's where it comes out that the Hellbore's higher hit strength relative to the Heph is pretty much canceled out by its lower hit rate, so in practice they end up doing about the same damage per point of flux spent (this was in 0.96a, Heph is probably actually better now). And Heph's much higher DPS is what kills enemy ships faster, which is what you're looking for (the weapon set which maximizes the ship's kill rate of other ships, or alternately, minimizes the time-to-kill). Hence why I say, in practice, it's always been Mjolnir or Heph that ends up being the best in the large ballistic slot, at least thus far for the ships I've tested. Their high DPS is simply better than anything else you can put into that slot. Maybe the new Storm Needler is good, but then you'll have to find some good anti-armor and anti-hull weapons to complement it, and I'm not sure what you'd put in the other slots to make that work.

My bad, HB means Heavy Blaster to me. The comparison certainly seemed a bit random, but looked on brand after thumper and ACG :)

Oh, fair enough, however in the post you were replying to, "HB" was referring to Hellbore, heh. Another example where OoA (overuse of acronyms) leads to more confusion, not less.

Regarding the inner/outer cells, Vanshilar is 100% correct. However, it’s hard to eyeball a weapon’s performance when you have residual outer cells contributing fractions of the total armor well past the failure of the inner cells. All that to say, even though armor doesn’t work in way that I outlined in the guide or how it’s being presented above, it’s useful to estimate a weapon’s damage over time using the simplification and comparing it against other simplified examples.

Oh, I think the way you outlined it is correct, it's just that it didn't account for the inner/outer cell in some of the analysis. For 100% to 20% of the base armor, the results end up being the same (if multiplying the DPS by 80%). It's going from 20% to 0% armor (when the damage to inner cells are passing through to hull, while the damage to outer cells are continuing to hit armor) where it's different.

All that to say, the HAG is still doing the Lord’s work and doing it well, despite other options being equally good or better. I don’t compare the Hellbore and HAG against each other but I do make comparisons against the Mjolnir. They share some of the same space. Likewise, I don’t think the HIL or Plasma Cannons are direct competitors.

Yeah I feel like it depends on what the ship needs. Mjolnir is better than Heph at anti-shield and anti-hull, but Heph is better at anti-armor. Against [REDACTED], Mjolnir does something like 20% more DPS to hull, but Heph is something like 25% more flux efficient spreadsheet-wise. But in practice, high DPS leads to flux efficiency on its own, since the enemy ship has less time to generate flux and thus does less damage to you, plus has less of an opportunity to retreat and regen. So it's always a bit of a toss-up. On my flagship Onslaught I use center Mjolnir with Heph on the sides to get the best of both worlds in a sense; if I'm focusing on finishing off ships and flux is an issue, I can turn off my anti-shield weapons and the Mjolnir usually does enough shield damage to keep their shields down, while Heph is more flux efficient. But either one is usually pretty good.

Eh based on the discussion above I'll also include a graph using the continuous DPS assumption for time-to-kill, hitting same armor cell, for the Mjolnir (533 DPS, 400 energy hit strength), Heph (480 DPS, 120 HE hit strength), Plasma Cannon (750 DPS, 500 energy hit strength), Hellbore (250 DPS, 750 HE hit strength), and HIL (500 DPS, 250 HE hit strength). No bonuses of any kind. It's noticeable that up to around 1000 armor or so, the Heph, Plasma Cannon, and Hellbore all have similar times. HIL is best but it doesn't do much to shields since it's a beam (soft flux). In theory, the ballistics will actually do a bit better by comparison since they can have (elite) Ballistic Mastery.

Tachyon is more difficult to analyze due to the scripted damage. For what it's worth though, I took an Executor, used a practice target that's 1750 armor, 100k hull, stuck a Tach and a HIL on it, so there were 3 distinct damage areas: the Tach hit area, the HIL hit area, and the Tach's scripted damage which hit at the center of the practice target. None of them overlapped so they were totally separate. No bonuses of any kind. Firing both weapons simultaneously and continuously, when the practice target blew up the HIL had done about 52k hull damage. So the Tachyon's main beam (hitting its armor area then hull underneath) and the Tachyon's scripted damage (hitting its own armor area in the center and then hull underneath) combined did around 48k hull damage. So pretty close to the HIL in overall damage output. However, on an actual target, that scripted damage hits all over the place so it's hard to account for it analytically (it'll waste a lot of its damage on hitting armor all over the place, but it'll also disable weapons and engines which help quite a bit), and unfortunately, Detailed Combat Results does not report beam damage accurately, so it's hard to know if it's better or not.

Since this has turned kind of into a weapon balance thread, I'm going to throw out a hot take: I think the IR autolance is actually slightly overtuned right now! Gravitons are in a good place for what they are, but that hull melting, intelligent AI, instant hit blamo is just really good.

Even hotter take: The IR Autolance + smodded Expanded Magazines is in a pretty decent spot, but Detailed Combat Results' buggy reporting of beam damage (usually inflating beam damage) makes people think it's better than it actually is. Oh I use it all the time, I think usually I use it more than Graviton, but I sort of ballpark it as being roughly 1-2 times the armor/hull damage of an HVD (since I use HVD pretty frequently, this lets me ballpark what the actual damage likely was from DCR), and pretty-close-to-zero shield damage since it's soft flux. It's hard to tell though since DCR results are inaccurate for beams; I haven't found a good way to test it. In theory I can gather it statistically (compare battle results of no-beam runs with battle results of many IRAL) and infer the hull damage dealt, but that takes a lot of work.

In 0.96a my Conquests used s-modded Expanded Magazines just for the one IRAL on their medium energy slot, to help kill off smaller targets more quickly. That's a good complement to their projectile weapons.
« Last Edit: March 17, 2024, 12:06:55 AM by Vanshilar »
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Draba

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Re: Is the Hephaestus at a good spot?
« Reply #70 on: March 17, 2024, 09:18:00 AM »

Since this has turned kind of into a weapon balance thread, I'm going to throw out a hot take: I think the IR autolance is actually slightly overtuned right now! Gravitons are in a good place for what they are, but that hull melting, intelligent AI, instant hit blamo is just really good.
They do feel to be on the very strong side, but I think this is the good kind of weapon to give slightly more power to.
Does nothing by itself, needs other weapons to do lots of the heavy lifting but it's also strong enough to be worth trading generalists for.
Low OP/very low flux use means it can fit into many different loadouts.
It's also unique in that it acts as a decent missile substitute (low flux, high burst damage), really shakes up what you can do with M energies.

It is noticeably stronger when the ammo/beam hullmod cost can be spread over multiple mounts, specialist beam artillery feels very strong.
As before though: specialist beam artillery by itself isn't very good, needing to combine ships with different roles is an interesting part of the game IMO.
(and I just enjoy that the AI can finally use something exactly as it should be used)

Even hotter take: The IR Autolance + smodded Expanded Magazines is in a pretty decent spot, but Detailed Combat Results' buggy reporting of beam damage (usually inflating beam damage) makes people think it's better than it actually is.
There are minor inaccuracies, but never noticed continuous beams being overreported.
(Tach and Dragonfire do have noticeable swings)

3 alpha Radiant kills with HIL/autolance, 19947, 20364 and 18868 hull damage reported:
Spoiler


[close]
Gigacannon/pulse, 21861, 20031 and 20327:
Spoiler


[close]
That's 20K hull at 100%, if anything beams seem to be underreported after a few very limited tests.
« Last Edit: March 17, 2024, 09:20:37 AM by Draba »
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Goumindong

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Re: Is the Hephaestus at a good spot?
« Reply #71 on: March 17, 2024, 12:14:49 PM »

Quote
There are minor inaccuracies, but never noticed continuous beams being overreported.
(Tach and Dragonfire do have noticeable swings)

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*.

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.



*this may be valuable in a fight in preventing a ship from engaging or it might even drive flux up and kill the ship but it’s not actually doing 500 shield DPS is doing 50 effective
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Killer of Fate

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Re: Is the Hephaestus at a good spot?
« Reply #72 on: March 17, 2024, 12:20:12 PM »

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.

Just because something does a lot of damage, doesn't mean it's effective. After all, weapons that deal less damage could be doing less damage, cause they actually kill their target. Or maybe they do less damage, cause they target enemies that aren't focused on tanking damage. Like sniping Fulgents, but bleh...
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Grievous69

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Re: Is the Hephaestus at a good spot?
« Reply #73 on: March 17, 2024, 12:37:45 PM »

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.

Just because something does a lot of damage, doesn't mean it's effective. After all, weapons that deal less damage could be doing less damage, cause they actually kill their target. Or maybe they do less damage, cause they target enemies that aren't focused on tanking damage. Like sniping Fulgents, but bleh...
Same, in any game where a part of your defenses gets regenerated (shields, hp) or mitigated in an effective way, looking at pure numbers can be very misleading. Reaper doing all its damage to a capital ship is much more valuable than obliterating a destroyer that would die all the same in a quick manner.

So any time someone posts Detailed Combat Results, I take it with a grain of salt.
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Draba

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Re: Is the Hephaestus at a good spot?
« Reply #74 on: March 17, 2024, 01:23:59 PM »

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*.
Yeah, but for Sunder with HIL/autolance you literally don't even look at shield damage.
It doesn't matter, the job is to kill hull fast with whatever armor is protecting it.

After all, weapons that deal less damage could be doing less damage, cause they actually kill their target.
So any time someone posts Detailed Combat Results, I take it with a grain of salt.
Ok, what's the best way to actually kill a target quickly? :)
The underlying assumption here is people understanding that for a high burst, hull-only weapon the hull damage done stats are a pretty good indicator of usefulness.
"stats aren't the full story" is pointless navel-gazing in this context. Stats are just reinforcing what anybody with eyes should see in battles anyway.
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