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Starmade | Piercing effect not applying proper shield damage penalty on missile or pulse
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Description

in blockBehaviorConfig.xml

        <Piercing>
                <BasicValues>
                        <CannonBasePowerConsumption>0</CannonBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
                        <CannonBlockDamageBonus>0.25</CannonBlockDamageBonus>
                        <CannonShieldDamageBonus>-1</CannonShieldDamageBonus>
                        <CannonPowerDamageBonus>0</CannonPowerDamageBonus>
                        <CannonExplosiveRadius>0</CannonExplosiveRadius> <!-- currently capped at 1. may be implemented later-->
                        <CannonArmorEfficiency>-0.5</CannonArmorEfficiency>
                        <CannonPullEffect>0</CannonPullEffect>
                        <CannonPushEffect>0</CannonPushEffect>
                        <CannonGrabEffect>0</CannonGrabEffect>
                        <CannonSystemHPBonus>0</CannonSystemHPBonus>
                        <CannonArmorHPBonus>0.5</CannonArmorHPBonus>
                        
                        
                        <MissileBasePowerConsumption>0</MissileBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
                        <MissileBlockDamageBonus>0</MissileBlockDamageBonus>
                        <MissileShieldDamageBonus>0</MissileShieldDamageBonus>
                        <MissilePowerDamageBonus>0</MissilePowerDamageBonus>
                        <MissileExplosiveRadius>5</MissileExplosiveRadius>
                        <MissileArmorEfficiency>-0.5</MissileArmorEfficiency>
                        <MissilePullEffect>0</MissilePullEffect>
                        <MissilePushEffect>0</MissilePushEffect>
                        <MissileGrabEffect>0</MissileGrabEffect>
                        <MissileSystemHPBonus>0</MissileSystemHPBonus>
                        <MissileArmorHPBonus>0</MissileArmorHPBonus>
                        <MissileTotalDamageBonus>0</MissileTotalDamageBonus> 
                        
                        <PulseBasePowerConsumption>0</PulseBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
                        <PulseBlockDamageBonus>0</PulseBlockDamageBonus>
                        <PulseShieldDamageBonus>0</PulseShieldDamageBonus>
                        <PulsePowerDamageBonus>0</PulsePowerDamageBonus>
                        <PulseExplosiveRadius>5</PulseExplosiveRadius>
                        <PulseArmorEfficiency>-0.5</PulseArmorEfficiency>
                        <PulsePullEffect>0</PulsePullEffect>
                        <PulsePushEffect>0</PulsePushEffect>
                        <PulseGrabEffect>0</PulseGrabEffect>
                        <PulseSystemHPBonus>0</PulseSystemHPBonus>
                        <PulseArmorHPBonus>0</PulseArmorHPBonus>
                        <PulseTotalDamageBonus>0</PulseTotalDamageBonus>
                        
                        <BeamBasePowerConsumption>0</BeamBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
                        <BeamBlockDamageBonus>0.25</BeamBlockDamageBonus>
                        <BeamShieldDamageBonus>-1</BeamShieldDamageBonus>
                        <BeamPowerDamageBonus>0</BeamPowerDamageBonus>
                        <BeamExplosiveRadius>0</BeamExplosiveRadius> <!-- currently capped at 1. may be implemented later-->
                        <BeamArmorEfficiency>-0.5</BeamArmorEfficiency>
                        <BeamPullEffect>0</BeamPullEffect>
                        <BeamPushEffect>0</BeamPushEffect>
                        <BeamGrabEffect>0</BeamGrabEffect>
                        <BeamSystemHPBonus>0</BeamSystemHPBonus>
                        <BeamArmorHPBonus>0.5</BeamArmorHPBonus>
                        
                        
                        <Piercing>false</Piercing>
                        <PunchThrough>false</PunchThrough>
                        <Explosive>false</Explosive>
                        <PiercingDamagePreservedOnImpact>0</PiercingDamagePreservedOnImpact>
                        <PunchThroughDamagePreserved>0.0</PunchThroughDamagePreserved>
                        <DefensiveBasePowerConsumption>10</DefensiveBasePowerConsumption>  <!-- Power cost per block per second, % bonus is based on the system/ship mass size ratio -->
                        <DefensiveBaseMultiplier>45</DefensiveBaseMultiplier> <!-- multiplied with effect block count -->
						<DefensiveEffectType>STATUS_ARMOR_HP_ABSORPTION_BONUS</DefensiveEffectType> 
						<EffectConnectDescription></EffectConnectDescription>
						<EffectIgnoresShields>false</EffectIgnoresShields>
						<DefensiveEffectCapPercent>0.25</DefensiveEffectCapPercent>
                </BasicValues>
        </Piercing>

https://starmadepedia.net/wiki/Piercing_Effect_Computer
Piercing Effect Computers are the controller computer for Piercing Effect systems. This effect system can be slaved to a weapon system cause the weapon to ignore some armor and deal much-improved block damage, at the cost of reduced (or zero) damage to Shields.
Missiles and Pulses get a small explosion radius boost with this weapon (+5 meters). Beams and Cannons deal 25% more block damage, and 50% extra damage to Armor HP.
based on the information at hand, these systems should look like this:

        <Piercing>
                <BasicValues>
                        <CannonBasePowerConsumption>0</CannonBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
                        <CannonBlockDamageBonus>0.25</CannonBlockDamageBonus>
                        <CannonShieldDamageBonus>-1</CannonShieldDamageBonus>
                        <CannonPowerDamageBonus>0</CannonPowerDamageBonus>
                        <CannonExplosiveRadius>0</CannonExplosiveRadius> <!-- currently capped at 1. may be implemented later-->
                        <CannonArmorEfficiency>-0.5</CannonArmorEfficiency>
                        <CannonPullEffect>0</CannonPullEffect>
                        <CannonPushEffect>0</CannonPushEffect>
                        <CannonGrabEffect>0</CannonGrabEffect>
                        <CannonSystemHPBonus>0</CannonSystemHPBonus>
                        <CannonArmorHPBonus>0.5</CannonArmorHPBonus>
                        
                        
                        <MissileBasePowerConsumption>0</MissileBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
                        <MissileBlockDamageBonus>0</MissileBlockDamageBonus>
                        <MissileShieldDamageBonus>-1</MissileShieldDamageBonus>
                        <MissilePowerDamageBonus>0</MissilePowerDamageBonus>
                        <MissileExplosiveRadius>5</MissileExplosiveRadius>
                        <MissileArmorEfficiency>-0.5</MissileArmorEfficiency>
                        <MissilePullEffect>0</MissilePullEffect>
                        <MissilePushEffect>0</MissilePushEffect>
                        <MissileGrabEffect>0</MissileGrabEffect>
                        <MissileSystemHPBonus>0</MissileSystemHPBonus>
                        <MissileArmorHPBonus>0</MissileArmorHPBonus>
                        <MissileTotalDamageBonus>0</MissileTotalDamageBonus> 
                        
                        <PulseBasePowerConsumption>0</PulseBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
                        <PulseBlockDamageBonus>0</PulseBlockDamageBonus>
                        <PulseShieldDamageBonus>-1</PulseShieldDamageBonus>
                        <PulsePowerDamageBonus>0</PulsePowerDamageBonus>
                        <PulseExplosiveRadius>5</PulseExplosiveRadius>
                        <PulseArmorEfficiency>-0.5</PulseArmorEfficiency>
                        <PulsePullEffect>0</PulsePullEffect>
                        <PulsePushEffect>0</PulsePushEffect>
                        <PulseGrabEffect>0</PulseGrabEffect>
                        <PulseSystemHPBonus>0</PulseSystemHPBonus>
                        <PulseArmorHPBonus>0</PulseArmorHPBonus>
                        <PulseTotalDamageBonus>0</PulseTotalDamageBonus>
                        
                        <BeamBasePowerConsumption>0</BeamBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
                        <BeamBlockDamageBonus>0.25</BeamBlockDamageBonus>
                        <BeamShieldDamageBonus>-1</BeamShieldDamageBonus>
                        <BeamPowerDamageBonus>0</BeamPowerDamageBonus>
                        <BeamExplosiveRadius>0</BeamExplosiveRadius> <!-- currently capped at 1. may be implemented later-->
                        <BeamArmorEfficiency>-0.5</BeamArmorEfficiency>
                        <BeamPullEffect>0</BeamPullEffect>
                        <BeamPushEffect>0</BeamPushEffect>
                        <BeamGrabEffect>0</BeamGrabEffect>
                        <BeamSystemHPBonus>0</BeamSystemHPBonus>
                        <BeamArmorHPBonus>0.5</BeamArmorHPBonus>
                        
                        
                        <Piercing>false</Piercing>
                        <PunchThrough>false</PunchThrough>
                        <Explosive>false</Explosive>
                        <PiercingDamagePreservedOnImpact>0</PiercingDamagePreservedOnImpact>
                        <PunchThroughDamagePreserved>0.0</PunchThroughDamagePreserved>
                        <DefensiveBasePowerConsumption>10</DefensiveBasePowerConsumption>  <!-- Power cost per block per second, % bonus is based on the system/ship mass size ratio -->
                        <DefensiveBaseMultiplier>45</DefensiveBaseMultiplier> <!-- multiplied with effect block count -->
						<DefensiveEffectType>STATUS_ARMOR_HP_ABSORPTION_BONUS</DefensiveEffectType> 
						<EffectConnectDescription></EffectConnectDescription>
						<EffectIgnoresShields>false</EffectIgnoresShields>
						<DefensiveEffectCapPercent>0.25</DefensiveEffectCapPercent>
                </BasicValues>
        </Piercing>

with the -1 shield damage bonus like cannons and beams
it should definitely receive the shield damage penalty like it's supposed to, in exchange for the 50% armor ignoring effect
I'm not sure if cannons innate punch-through already applies 0.25 on top of the 0.25 that piercing is supposed to add to it, if not, the above number should be 0.5 instead of 0.25
also not sure if beams innate piercing already applies -0.25 armor efficiency bonus, if not, the above number should be -0.75 instead of -0.5

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.199.535#20170427_155818
Category
Blockconfig
First occurrence (version)
Unknown
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
User/Reporter/Contact
Username on Registry
DistantLifeform

Event Timeline

lancake closed this task as Rejected.
lancake claimed this task.

-rejected-

This was done on purpose, Block damage bonus and shield damage bonus don't scale properly with explosive damage (pulse/missiles).
Because those 2 can't be used (without unbalancing it completely) for explosive type weapons, piercing and punch-through effect give different bonuses.

Restricted Application removed a project: Issue Navigation. · View Herald TranscriptJul 10 2017, 11:51 AM
lancake shifted this object from the S1 Public space to the S3 Starmade space.Jul 10 2017, 11:53 AM
lancake updated the task description. (Show Details)
lancake changed the visibility from "Custom Policy" to "Public (No Login Required)".
lancake changed the edit policy from "Task Author" to "Starmade (Project)".
Restricted Application added a project: Blockconfig. · View Herald TranscriptJul 10 2017, 11:53 AM
AndyP moved this task from Unclassed to Archived on the Starmade board.Jul 20 2017, 10:38 PM