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 is there anyway to improve damage rate? 
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just hit someone and i find it stupid that despite the attack and defense difference, the other ship can somehow do equal or more damage than me despite my defense is insane compare to the other player. not asking much but is there any way we can improvised the defense rate so the other ship would do a lot less damage to mine?

i hade 8k attack and over 10k defense whilst the other ship had 1071 defense and 2854 attack power so i dont think me doing 200 damage and the other doing 200-250 damage is practical

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Thu Dec 06, 2012 5:29 pm
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He was probably using a Small Ship Build, and so you were hitting his damage cap due to low decks.

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Thu Dec 06, 2012 5:39 pm
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Toastar wrote:
He was probably using a Small Ship Build, and so you were hitting his damage cap due to low decks.


ok so i know i dont do much damage to him but then shouldnt it make sense though that he dont do much damage at all?

i took him out very easily and he tried taking me out back but failed miserably but i just dont see the sense of the damage on my ship

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Thu Dec 06, 2012 5:51 pm
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Legionaire wrote:
Toastar wrote:
He was probably using a Small Ship Build, and so you were hitting his damage cap due to low decks.


ok so i know i dont do much damage to him but then shouldnt it make sense though that he dont do much damage at all?

i took him out very easily and he tried taking me out back but failed miserably but i just dont see the sense of the damage on my ship

Defense in gl isn't defender in the normal sense. In gl defense is maneuverability/thruster capability. Smaller ships are more agile even with less thrust so alot of your sous miss. And he just had to hit the broadside of a barn.

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Thu Dec 06, 2012 6:04 pm
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KJReed wrote:
Legionaire wrote:
Toastar wrote:
He was probably using a Small Ship Build, and so you were hitting his damage cap due to low decks.


ok so i know i dont do much damage to him but then shouldnt it make sense though that he dont do much damage at all?

i took him out very easily and he tried taking me out back but failed miserably but i just dont see the sense of the damage on my ship

Defense in gl isn't defender in the normal sense. In gl defense is maneuverability/thruster capability. Smaller ships are more agile even with less thrust so alot of your sous miss. And he just had to hit the broadside of a barn.


ah that makes senses but if my defense are waaaaaaay to high then shouldnt they be able to NOT have the firepower to penetrate the defenses? like a fly being able to kill a Rhino for example, the rhino is to big and strong with its tough skin so the fly wouldnt even bother it even if it wanted to.
im just saying its fair enough on my doing to the damage, i am not disputing that since the logic of dodging makes sense but all i am saying is that the other ship shouldnt be able to gaze mine

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Thu Dec 06, 2012 7:28 pm
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Its not like that though. Hes using the same guns you are. Its like a light armored car vs a slow moving tank and both have 88mm cannons.

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Thu Dec 06, 2012 7:45 pm
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Use spy probes. If you're quoting the numbers that show when you click an attack, those do not count TOs and Helmsmen.

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Thu Dec 06, 2012 8:02 pm
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'Nother good analogy would be horsepower - if I have a 400hp engine in a compact car, I'm going fast. If I have it on a semi truck, I'm barely going to move.
And even if I have a big engine that will move my semi truck at great speed, I'm still going to be far less maneuverable. My semi truck isn't going to stop easily.

I do think the analogy has some trouble as far as damage goes though. If you riddle my semi-truck with gunfire, it will honestly take quite a lot of it for me to care, unless you hit very vulnerable places with very high-caliber ammunition. If my compact car takes heavy fire, I'm done for pretty quick if I get hit. The compact car has the same vulnerable spots as the truck (basically, tires, driver), but a lot less meaningless bulk.

I think a reason the analogy breaks is that it's possible to gain limitless hull and shields without adding decks. At high levels, modules provide far fewer stats than passive points and crew, which breaks things a bit. In real life, if I armored my compact car like a truck, the thing couldn't move. In GL, I can keep adding thousands of hull even if my ship is a thimble. If modules contributed more greatly, it'd be a more even choice - sacrifice speed for defense, or be nimble but fragile.

Going for max decks (as I have) basically has no tactical advantage in GL. I'm aware of this, I just didn't want the colossal pain in the ass of switching out and repairing modules all the time. Dan is exactly Great Ninja Master when it comes to easy, low-click interfaces ;)

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Thu Dec 06, 2012 8:07 pm
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Darth Flagitious wrote:
Use spy probes. If you're quoting the numbers that show when you click an attack, those do not count TOs and Helmsmen.



+1


Thu Dec 06, 2012 8:29 pm
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Toastar wrote:
'Nother good analogy would be horsepower - if I have a 400hp engine in a compact car, I'm going fast. If I have it on a semi truck, I'm barely going to move.
And even if I have a big engine that will move my semi truck at great speed, I'm still going to be far less maneuverable. My semi truck isn't going to stop easily.

I do think the analogy has some trouble as far as damage goes though. If you riddle my semi-truck with gunfire, it will honestly take quite a lot of it for me to care, unless you hit very vulnerable places with very high-caliber ammunition. If my compact car takes heavy fire, I'm done for pretty quick if I get hit. The compact car has the same vulnerable spots as the truck (basically, tires, driver), but a lot less meaningless bulk.

I think a reason the analogy breaks is that it's possible to gain limitless hull and shields without adding decks. At high levels, modules provide far fewer stats than passive points and crew, which breaks things a bit. In real life, if I armored my compact car like a truck, the thing couldn't move. In GL, I can keep adding thousands of hull even if my ship is a thimble. If modules contributed more greatly, it'd be a more even choice - sacrifice speed for defense, or be nimble but fragile.

Going for max decks (as I have) basically has no tactical advantage in GL. I'm aware of this, I just didn't want the colossal pain in the ass of switching out and repairing modules all the time. Dan is exactly Great Ninja Master when it comes to easy, low-click interfaces ;)


big size doesn't mean thick armor. The thing that governs armor is hull. If the semi and the compact have the same hull, that implies a decently armored compact car and a frail semi such that same total damage will disable both.
as for armored compact that can't move... that's why you can't really make armored compact--hull require deck to build which will increase the size(weight) of the compact, which will increase the damage cap which implies that at same defense will take more damage. Perfect analogy.

remember, damage per shot and shots-to-kill are related but not the same concept.

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Thu Dec 06, 2012 10:27 pm
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Hmm... could someone post how.damage is calculated in the wiki, i cant find it. I havent seen the problem yet, except on bases where i do 100 and the base has less atk and def and ir does 200. Doesnt make sence

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Thu Dec 06, 2012 10:31 pm
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asdfgr wrote:
Hmm... could someone post how.damage is calculated in the wiki, i cant find it. I havent seen the problem yet, except on bases where i do 100 and the base has less atk and def and ir does 200. Doesnt make sence


bases have damage cap and yes where is the attack and defense formula?

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Thu Dec 06, 2012 11:01 pm
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did you check the equations page?

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Thu Dec 06, 2012 11:35 pm
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Obviously they did not...

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Fri Dec 07, 2012 1:00 am
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Yeah, i do more damage to raptor s than corsoirs. It is real wierd, shield should be more useful, look at the second death stars shield nothing could get past it, fast regen rate or what?

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Fri Dec 07, 2012 2:38 am
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asdfgr wrote:
Yeah, i do more damage to raptor s than corsoirs. It is real wierd, shield should be more useful, look at the second death stars shield nothing could get past it, fast regen rate or what?



That's because the damage cap on NPCs is equal to 2.5x their rank. Raptor has a cap of 350 while Corsairs have a cap of 187/188. Because of the way the damage formula is constructed, the damage cap of a target be it NPC, PvP, Planet or Base is the prime determiner of how much damage you will do to them.

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Fri Dec 07, 2012 2:48 am
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Hmm... comparing to star wars, so the death star has to hit a ship/planet more than once, so if it was like this the death star would be like fire! And then would be like, reporting a hit, ship still there! (The laser beam is bigger than the ship)

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Fri Dec 07, 2012 5:16 am
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asdfgr wrote:
Hmm... comparing to star wars, so the death star has to hit a ship/planet more than once, so if it was like this the death star would be like fire! And then would be like, reporting a hit, ship still there! (The laser beam is bigger than the ship)


This ain't Star Wars, JarJar... :roll:

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Fri Dec 07, 2012 4:15 pm
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okay, compare it to u steping on a bug, the bug has 1 deck rank 1 and 2 hull, u have 99999999999999999 hull 99999999999999999999999999999 atk and 999999999999999999999999def, u atk (step on the bug) the bug loses 1 hull so any bug needs to be steped on twice to die?

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Fri Dec 07, 2012 5:00 pm
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asdfgr wrote:
Hmm... could someone post how.damage is calculated in the wiki, i cant find it. I havent seen the problem yet, except on bases where i do 100 and the base has less atk and def and ir does 200. Doesnt make sence

If you're ever wondering, there's a damage calculator (among other things) here:
viewtopic.php?f=7&t=30522&hilit=+calculator

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