Defense Strategy

My question today revolves around the area of ship defense.  Does certain kinds of defense provide defense in areas not of the defense type?  In other words if I have enough armor on my ship, does it start to provide some protection from missile and beam attacks? 

I was under the impression that it would not.

 

However I was playing this morning and I was reading one of the tech descriptions for invulernability fields.  It said that they supplied great protection from all but the most advanced beam attacks and decent protection against other forms of attack.  I also seem to remember seeing something sometime that said enough defense in one area could add defense in another area?  Is this true?

9,626 views 5 replies
Reply #1 Top

First of all, in game flavor text descriptions do not necessarily correspond to game mechanics.  I've seen people make this mistake about 8,000 times in probably a minimum of 30 different games.

Secondly, in this case it is true.

Armor provides the full value of defense against mass drivers, but the square root of that value against beams and missiles.  So for instance if I have 16 armor on my ship, I have 16 defense against mass drivers, OR 4 against beams, OR 4 against missiles.

This is referred to as off-type defense, and it works the same way for shields vs. missiles/mass drivers and point defense vs. beams/mass drivers.

This is somewhat complicated by the fact that defense is not a static value; it rolls from 0 to max, is depleted during each round, and is replenished at the beginning of every round.  There's also the fact that the square root is apparently taken after the roll, so having 16 is not as ideal as it would seem to be given that your average roll would be 8, which is one shy of 9 (which would give you 3), so it will only give you 2.  I have been intending to verify this but haven't done so yet.  Additionally, the off-type defense is depleted from its base value, not its square rooted value.  While this would seem to make off-type defenses too powerful, it's worth noting that even a depletion of 1 from the base value can lead to a reduction in the square root value.  However, in general this means 1-3 attack ships will not fare well even against off-type defense.

One thing to note is that it's not really adding defense-it's an either or thing.  If you're fired on by a beam weapon and you have 16 armor, your armor is treated as 4 shields (for simplicity's sake ignoring the complexities above).  Assuming this is depleted somewhat (let's say by 1) and you are fired on by a mass driver weapon in the same round, you are now rolling from 0 to 15 instead of from 0 to 16 for your defense against mass drivers.

I hope that makes sense.

 

Reply #2 Top

But if he has luck, he rolls from 4-16, or in this case 3.75-15.:grin:

Luck is by far the best ability there is.:grin:

And if your party is at the same time Universalists, you would be able to roll from 8-16, or 7.5-15.}:)

Thanks to the +25% Luck given by said party.}:)

That is by far the only reason to be a Universalist.O:)

Reply #3 Top

Quoting Extant, reply 2
But if he has luck, he rolls from 4-16, or in this case 3.75-15.

Luck is by far the best ability there is.

And if your party is at the same time Universalists, you would be able to roll from 8-16, or 7.5-15.

Thanks to the +25% Luck given by said party.

That is by far the only reason to be a Universalist.

Valid point, but neglected for simplicity's sake.

Considering current DA's maximum customization points for pop growth is 40%, while DL's is 70% and I believe the version you're playing is 70% as well, Universalists shines as well in that it grants an additional 10% pop growth for those who don't play Breeder.  Those who do play Breeder don't even need it.

Reply #4 Top

Hi!

But if he has luck, he rolls from 4-16, or in this case 3.75-15

Sorry, but Luck doesn't work this way for defenses, at least not in DL and DA.

BR,  Iztok

 

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Reply #5 Top

Really.

So it only works for attack.