View Issue Details

IDProjectCategoryLast Update
0014614The Last FederationBug - OtherMay 7, 2014 2:32 pm
Reporterptarth Assigned ToChris_McElligottPark  
Status closedResolutionnot fixable 
Product Version1.004 (x64 Linux Build) 
Summary0014614: Listed Weapon DPS not matching actual DPS
DescriptionThe weapon DPS readout you get from mousing over ships in combat is not always consistent with the actual damage you are doing. As you can see in the screenshot, my Energy Blaster should be doing 250k DPS, but the last round I was able to deal 750k (it averages about 500k per round). Looking at the ship information using 'i', it shows that the enemy ship takes triple shield and hull damage from energy shots, which would explain the discrepancy. The help text may need to be updated to take into account hull modifiers.
TagsNo tags attached.
Internal WeightNew

Activities

ptarth

Apr 25, 2014 11:41 am

reporter  

GC13

Apr 25, 2014 12:11 pm

reporter   ~0036767

Each turn is 2.5 seconds. With 250k DPS, your average turn should be about 625k damage.

ptarth

Apr 29, 2014 3:40 pm

reporter   ~0037012

Part of the confusion seems to come from the 2.5 second rounds (thanks GC13 for pointing that out). Another part comes from the increase in damage that occurs over the course of long battles (which I don't recall being mentioned in game, nor is their a tooltip to note how big this bonus is at a time). However, there are still some oddities like the following:

Example of how this goes weird.
Energy Blaster Damage (x4 versus shields) against shields of a ship with an energy vulnerable field (+200% energy damage) & concussion-vulnerable Hull (+200% energy damage) yields 400% of base damage.

Energy Blaster Damage (x1 versus hull) against hull of a ship with an energy vulnerable field (+200% energy damage) & concussion-vulnerable Hull (+200% energy damage) yields 300% of base damage.

In the first case, shouldn't damage be 600% of base? ( Unless the x4 versus shield multiplier is wrong.)
In the second shouldn't damage be 100%? (assuming that concussion-vulnerable hull should be increasing concussive damage and not energy damage).

I'm also not sure if the hull characteristics (e.g., energy vulnerable field) affects both hull and shield damage or only one.

Winge

Apr 29, 2014 5:30 pm

reporter   ~0037023

Another one that seems way off to me is the Scattershot. It looks like it is counting every single shot against a single target, even though there is no way that will happen.

Histidine

May 4, 2014 11:39 pm

reporter   ~0037342

As far as I know, hull bonuses don't apply to shields.

ptarth

May 6, 2014 2:21 pm

reporter   ~0037580

Still continuing to be difficult to predict the relationship between expected damage and actual damage.
Uploaded a save from 1.013.
My Energy Blaster should deal 7560 energy damage (with a x4 multiplier to shield). A Pirate Lancer (-85% Concussion Damage, -85% Gravity Damage) take 0001413:0003769 per shot. That's roughly 50% of the expected damage.

ptarth

May 6, 2014 2:22 pm

reporter  

weapon damage.save (126,601 bytes)

Chris_McElligottPark

May 7, 2014 12:07 pm

administrator   ~0037671

The thing I could do something about:

* That old rule about all ships starting to deal more damage after 50 turns of combat has been removed, as that was invisible (some people are probably going "what?"), and was confusing.

As for the other things:

1. The DPS is definitely correct, from a numeric sense.

2. That said, that is NOT the same as how much damage will actually impact a ship, because if the ship is moving away from you then it will take longer for the damage to actually reach it. So, for instance, you might have some of that damage be delayed or even skipped entirely if the ship avoids the shots or outranges it.

3. For something like the spreadshot, it is indeed counting all its bullets. How else would you really count it? Any sort of algorithm for trying to discount it is basically going to lie to you in a lot of situations, and in general be wildly inaccurate. The DPS tells you -- here and in general -- the total damage that will be done assuming ideal conditions: all of your fired shots hit the target instantly. Anything that leads to less ideal conditions will affect the actual numbers.

I don't think there's a way to really help with this programmatically, it's just something you have to mentally adjust for based on the factors in play. It's giving you the rawest form of the data that it can.

ptarth

May 7, 2014 2:32 pm

reporter   ~0037673

The issues are all confused now. The main initial problem was a combination of tooltip error and my confusion. The second (half damage to ships) is unresolved, but mixed up. I'm taking it to the forum to figure out and if necessary creating another ticket later.

Issue History

Date Modified Username Field Change
Apr 25, 2014 11:41 am ptarth New Issue
Apr 25, 2014 11:41 am ptarth File Added: Screenshot_2014_04_25_08_32_10.jpg
Apr 25, 2014 12:11 pm GC13 Note Added: 0036767
Apr 29, 2014 3:40 pm ptarth Note Added: 0037012
Apr 29, 2014 5:30 pm Winge Note Added: 0037023
May 4, 2014 11:39 pm Histidine Note Added: 0037342
May 6, 2014 2:21 pm ptarth Note Added: 0037580
May 6, 2014 2:22 pm ptarth File Added: weapon damage.save
May 7, 2014 12:07 pm Chris_McElligottPark Internal Weight => New
May 7, 2014 12:07 pm Chris_McElligottPark Note Added: 0037671
May 7, 2014 12:07 pm Chris_McElligottPark Status new => closed
May 7, 2014 12:07 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
May 7, 2014 12:07 pm Chris_McElligottPark Resolution open => not fixable
May 7, 2014 2:32 pm ptarth Note Added: 0037673