C
Crashalot
You can't compare unarmoured thunderbolt damage against armoured explosive damage!
I'm not, nor did I say I was. You said all of that or somehow attributed it to me my friend...
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You can't compare unarmoured thunderbolt damage against armoured explosive damage!
Yes but that damage reduction applies to all kinds of ammo. That's why you need to use all three ammo types on the same type of enemy ship.
Also, I edited my post. I usually do that within a minute of posting, lol
Edit: Also I'd really like a third party to chime in here, we seem to be at a pretty big impasse lol
Never said you actually did that, you just said enemy stage doesn't matter. I was saying it does through example.I'm not, nor did I say I was. You said all of that or somehow attributed it to me my friend...
I never use all ammo types to sink an enemy ship. I only use round shot when on cannons. Thunderbolt is for long distance shooting and explosives are only there for the copperhead.
I don't know why this would need to be so complicated. To figure out which does more damage in what situations/over what periods of time, just do thisNever said you actually did that, you just said enemy stage doesn't matter. I was saying it does through example.
I'm the same way, but for the purposes of this experiment I used the special ammo on cannon for these numbers, as it's the easiest way to get reliable numbers. Broadsides you can't force them to hit the exact spot, or fire in singles.
I don't know why this would need to be so complicated. To figure out which does more damage in what situations/over what periods of time, just do this
- Assume the user has 5 skill points in both
- Take the damage ranges from each ammunition with 5 skill points given
- Multiply by the % chance to fire each ammunition type
Thunderbolt damage (5 skill points) - 949 to 1897
Explosive damage (5 skill points) - 5250 to 10500
949 to 1897 x 45% (.45) - 427.05 to 853.65
5250 to 10500 x 15% (.15) - 787.5 to 1575
These values represent the average damage per each broadside before being multiplied by the number of broadsides. The number of broadsides is irrelevant to the comparison, as the numbers will stay the same given that you're using the same multiplier for each ammunition type. You can say what you want about how sometimes you'll get no explosives shot or whatever, but heck, sometimes you could get no thunderbolt shot either. Or you could get all explosives or all thunderbolt shot. Ultimately, those values will stay true though. It's just the same principle of how when you flip a coin 10 times, you may never get either heads or tails, or may get other results disproportionate to the 50/50 odds for getting either heads or tails. But, the more times you flip the coin, the closer the results will get to 50/50, so after flipping it, say, a thousand times, you'll probably end up within 10% or so of a 50/50 split.
The only other factor to consider here is whether or not the damage ranges per skill point are of the same proportion, and having done the calculations, they're close enough that it probably won't make a significant difference.
Overall, Copperhead seems to be significantly higher in damage from what I can tell. I'm still going with Stormchaser though, because I don't have 5 skill points in Explosive and there's not a Cannon skill I'm willing to take down a few points to get it there.
Ok math professors debating in the teachers' lounge with your coffee mugs. I didn't read every post, but here's a little tidbit that I've observed. It may prove useful. Let's use the damage values of thunderbolt/explosive and convert them to round shot's worth. I'm making round shot a unit of measurement for ease of understanding.
A good piece of information is that - according to the numbers on the skills tab - explosive does exactly 10x the damage of round shot. Thunderbolt is roughly 3x the damage of round shot (as observed from actual testing).
So, let's take a war brig and its 12 broadsides per side.
-With a 15% chance on explosive, you're getting on average 1.8 per volley.
1.8x10+10.2 = 28.2 round shots worth of damage
-with a 45% chance on thunderbolt, you're getting on average 5.4 per volley.
5.4x3+6.6 = 22.8 round shots worth of damage
It isn't very complicated guys. Copperhead outclasses storm chaser in terms of dps.
and secondly, you don't get 1.8 explosives, although that would seem plausible, based on your math. (anyone ever shoot 0.8 worth of cannon shot before? No, no you haven't, and never will)
No, there's not. The math is simple; you get 15 explosives per 100 shots fired. That's all you get.averages start to become noticeable over higher sample sizes, but are reliably calculable from base values. Side note: there's a significant chance for that 1.8 to become 2 out of 12
So, I just experienced something that seems to suggest explosive is more powerful than I originally thought.
Results gathered from a broadside with my copperhead on a Tally-Ho's side with its armor still up. Both of mine are level 5.
Round shots dealt 450 damage
Explosives dealt 5,700 damage
12.7x round shot
There must be some other calculations going on in the game besides what the skill numbers say.
Can you confirm something similar @Sky Kiwi ?
However, I've noticed that the damage ranges given in the stat menu (and to a much greater extent, the wiki) aren't always accurate. That is why I grabbed the numbers myself by actually dealing the damage - to ensure I was using the correct numbers.
4024 / 335 = 12.01
The numbers aren't actually randomized. That range it gives you? It doesn't pick a random number from it. Your cannonballs have a flat power - when you shoot the same kind of ship (eg. any common ship) you'll always hit the same number, the only exception is weak spots (the back of the ship) and the increased damage against spots without armour.Very interesting. Not surprising though. There seems to be so much going on under the hood in this game that isn't listed anywhere.
Here's something else I observed. It's hard to make out individual numbers in that red cloud of digits, but I did notice that all the round shots were around 450. That would suggest that where it falls within the range is decided for the whole broadside upon firing. Could that potentially mean the explosives in that volley fell within the same spot of their range as the round shots did? I'll have to look some more to see if the 12.7x is a recurring thing.
As far as I know, warship/hunter damage reduction seems to heavily rely on notoriety level in much the same way that land enemies function. The bit about armor being more effective against weaker ammo types seems unlikely, but I suppose it is a possibility.
I've been there before haha, I totally understand. Thanks for talking numbers with me though! I love that stuff, and I rarely get to talk to anyone that's anywhere near as interested as I am in it.Yeah, you are right. It's what I get for trying to crack a mystery at 4 a.m. lol...my mind goes off on a tangent and forgets about obvious details
I've been there before haha, I totally understand. Thanks for talking numbers with me though! I love that stuff, and I rarely get to talk to anyone that's anywhere near as interested as I am in it.
Yep, towards 40% sounds about right!I did another test today. This time I used a cannon so I could see the numbers more clearly.
It was done on an En-Garde with broken armor and on the side.
Explosive: 9936
Round Shot: 828
That comes out to be exactly 12x. I think the first time I must've made a mistake 'eyeballing' the broadside numbers.
I'd say explosive = 12 time stronger than round shot. Case closed.
Would it also be reasonable to assume that explosive = 4 times stronger than thunderbolt?
Inserting that number into my version of the formula gives us:
(For War Brigs) (Rs = abbreviation for the round shot unit)
1.8x12+10.2 = 31.8Rs
5.4x3+6.6 = 22.8Rs
Therefore, on average, copperheads deal 39.5% more damage than storm chasers. And I believe that's very close to the percentage you came out with @Sky Kiwi