#Scarlet bug
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I can't be sure because the progressive damage to the room doesn't appear, but apparently yes, the damage is reduced, I couldn't confirm
not the first damage, but the progressive damage, seems to be being reduced
I will continue testing, if anyone else wants to test to be sure, welcome
and another thing that is also happening, this time I say for sure. if there is a crew member in the room and the scarlet missile hits, it will not cause full progressive damage, apparently the room does not catch fire on the first attack, but on the next ones it does, it seems like a bug
increasingly certain, I was in a battle and the scarlet missile hit the room, the progressive damage was slow, I destroyed the shield and hit another room, the crew went to fix it and immediately the damage got bigger
I can confirm that if a scarlet missile hits a room that has crew already in it, there is an extra attack frame before the fire activates, whereas if there is no crew in the room when hit it gets set on fire right away.
However in regards to the damage being reduced, it could be that there is a sprinkler module in the room that reduces the damage, and also crew repairing might also put out the fire as they repair. I haven't seen the damage increase at all, only stay slowly degrading or it gets put out by crew. I can test a bit more.
Interestingly enough I found out that fires consume o2 a lot faster in the room to the point that it's around 6%/s, and if the doors to the rooms around it are closed o2 runs out and the fire gets extinguished with no more o2 available. I don't know if this means fires are stronger when there is more o2 available or not as it seemed to be doing roughly the same damage, little less until it went out.
looks more like a bug
^ it's intentional. but first step we'll add the damage labels when fire damage is dealt that will make things clearer hopefully
Is there any part that explains the mechanics of the game? Or any place to see how the damage affects the rooms based on the circumstances?
So, this new mechanic of oxygen, the fire makes the oxygen run out faster, that makes sense, but will this information be more explicit?
And if I understood correctly, does armor penetration also cause damage? I don't think all weapons should have armor penetration equal to damage; this makes the armors around the room useless, you know? Like, if weapons bypass defense in their total damage, what's the point of having defenses?
I'm saying this but I'm not even sure, I'm just speaking based on what is written in the game.
AP 2.0 damage 2.0. Does this not mean that the total damage will be inflicted? If so, do the room armors really help? And if they do, then this armor penetration is false, isn't it?
And one more question, let's assume that the crew increases the damage by 0.5 damage points, and the weapon causes 1.0 damage, resulting in a total of 1.5 damage. With armor point 1.0, does the defense of the rooms only apply to the 0.5? Or will the damage be 1.5 regardless? Can you understand me? I’m very curious and confused at the same time.
I used the GPC with a 46% damage bonus, it dealt 3.03 damage to a reactor with 3 level 7 armors, how was this calculation made? damage 2.0, AP 2.0
Can you understand my confusion?
@lone tartan in regards to AP damage and armor defense bonus, AP damage stands for armor penetration and the damage from it ignores armor defense value, so it'll do the full AP damage stated to a room, however AP damage cannot inflict any hull damage, so once a room is destroyed AP damage is useless, you can think of it that it helps destroy a room quick no matter the armor around it.
As for armor defense value, it tells you the percent damage reduction after you put armor blocks around it on the room, in the screenshot you can see this room has 48% damage reduction from any source of damage that isn't AP damage
Improving the bonus stat display and function this patch