Quoting Seleuceia, reply 50For the record Bilun, I genuinely appreciate the tests you are doing....I just was extremely skeptical because I have never seen this explanation of phase missiles/shield mitigation ever until now...
Out of principle I will probably do some tests of my own...
Hes confused:
No, I'm certain that I am correct, you either misunderstand my point or are mistaken. In anycase lets see if we can work out specifically where your stance differs from my own
Mitigation increases the more damage a ship recieves regardless of the shield points.
Agreed
Hes point about a ship that has more shields is more affected by phase missiles is wrong. The only thing he could say is a ships design that sacrifices hull points for shields will die faster from phase missiles.
I'll present an example later as to why this is not the case
Having more shield points has no relation to shield mitigation because the emergency generators story is just a backbone trying to put shield mitigation in a realistic context.
In general, Agreed. There is no intrinsic connection between shield points and mitigation.
My point is there is an interaction between phase missiles and shiled mitigation which is triggered by lack of shields. more on this later
Shield mitigation does not kick in when shields are depleted. In the story the generators kick in once the primary shields have failed but if you read it carefully else where you would see shield mitigation was always on during the first dps recieved.
Again, agreed. I am completely aware shield mitigation is always present.
What he's saying is if a unit has 2000 shields and 2000 hull points then shield mitigation when shields are assaulted is 15% and shields are eaten away receiving more damage up to the point emergency generators kick in when there 0 shield points where mitigation is around 65%+.
This is absolutely not what I'm saying. Shield mitigation growth has nothing to do with my point. If shield mitigation were permanently fixed at it's maximum the phenomenon I've observed would still occur.
The truth is the first shot from an assailant for example is mitigated at 15% , the second is mitigated at 50+.. because of the dps a ship receives. Massed phase missiles will have ships using the highest possible mitigation value like any other assault. Hes shield story is false. Hes trying to tell us a ship recieves more damage when theres shields as it waits for shields to drop to get higher mitigation values.
Shield mitigation is never just 15% and then 65%. It rises depending on the attack by a percentage so at some times you could see it at 30%+. It varies by the incoming damage.
Yes, but with an y reasonable about of focusfire DPS it will pretty much stay at cap. And the amount of damage it takes to cap shield mitigation is trivial compared to the amount of total damage it takes to destroy a capitalship. As such you can basically assume capitalships getting focusfired are at cap mitigation for basically all of the damage it takes to kill them.
Anyway it seems you misunderstand the entire reason that phase missiles deal more damage to ships with shields still up. I reccomend you forget I ever used the term back-up shield generators- they are not central to this issue and it was my error to introduce the term in the first place as it has caused needless confusion. I'm going to give a step by step example of this phenomenon at work:
ASSUMPTION 1: Phase missiles that bypass shields are not affected by shield mitigation. it's well documented that this is the case.
ASSUMPTION 2: a focusfired capitalship can be assumed to be at max shield mitigation for the entire battle as long as it is focused. The damage it takes to hit shield mitigatio cap is not particularly significant as compared to the total damage it takes to destroy the ship. Yes this is a slight estimattion, but the relative error introduced isn't very statistically significant.
ASSUMPTION 3: Once shields are at 0, phase missile bypass chance nolonger occurs. This is what my test earlier in the thread confirmed.
So suppose we have a Ship firing 100 damage phase missiles on a capitalship with 75% shield mitigation. Assume max phase missiles tech(30% bypass)
Case 1, The capitalship has 2000 shields left & 75% shield Mitigation:
-each shot has a 70% of not bypassing shields, which is then reduced by shield mitigation. In this case the shot deals 25 damage to the capitalship's shields base damage is 100 and 75% shield mitigation is present
-each shot has a 30% chance of bypassing shields, ignoring shield mitigation. In this case 100 damage is dealt to hull
result: on average each shot deals .7*25=17.5 damage to shields and .3*100=30 damage to hull
Case 1, The capitalship has 0 shields left& 75% shield Mitigation:
-each shot has a 100% chance of not bypassing shields, and thus is affected by shield mitigation. In this case 25 damage is dealt to hull since the base damage is 100 and 75% shield mitigation is present
result: on average each shot deals .7*25=17.5 damage to shields and .3*100=30 damage to hull
Overall Result:
On average phase Missile weapon deals 25 hull damage per shot when shields are down, and 30 hull damage per shot when shields are still up. That is a 20% increase in hull damage per shot.
As shield mitigation gets higher, this gap grows further. Higher bypass chance via the Subverter's Shield disruption also increases the gap further.
So here's what it comes down to: against high mitigation targets, Phase missiles deal more DPS after mitigation to hull when shields are up then they do when shields are down.
That means their damage output gets lower when shields run out.
Ships with low shield totals have their shields run out sooner(from the 70% of phase missiles that don't bypass) and as a result will have longer lifespans against phase missiles.
Now there's certainly a point to be made about how dropping shields unquestionably increases your vulnerability to any incoming non-phase missile weapon, but in a focus fire scenario where all incoming damage is from phase missiles, lower shield totals do as a result translate into longer survival times.
All that said Riddle, now that I've led my underlying reasoning out sequentially, would you mind telling me which specific assumption or point about how phase missiles & shield mitigation you disagree with?
My test confirmed this result. Frankly being that I have presented evidence, the burden of proof now lies with you. Once tangible evidence is on the table, the way you think the game works does not really constitute a valid counterargument.
That's not to say you have to agree with me- but if you want to really present a valid counterargument you need to either run some tests yourself or point out a flaw in my tests that could account for the results.
Of course that said, Whether the phenomena I have described is a problem for game balance is entirely open to discussion- I'm merely argueing at this point that this situation is occurring. The impact on game balance is another issue entirely.
To summarize if you've forgotten the results of my test in game were the following:
I modified a ship to fire a 10000 damage phase missile with 100% bypass chance. I then fired on two high-hull dummy ships(after using other weapons to build up shield mitigation).
The first ship had 0 armor, 3000-5000 shield points at the time of firing the phase missile. This ship took 9,999-10,000 every time it got hit with a phase missile as long as it's shields lasted.(this proves ASSUMPTION 1)
The second ship had 0 armor and 0 shield points left(it only had 10 mas shield points so dropping it to 0 shield points was simple). This ship was observed to take 4000-8000 damage from the phase missile dependign on it's current level of shield mitigation. (This proves ASSUMPTION 3 as even with 100% bypass chance the missile was affected by shield mitigation)
There you have it: as per my tests The phase missile was shown tod eal more damage per shot to a target that has shield poitns left then one that doesn't. If you want to test it yourself my original test post had a link to the modified reference files to run the test.