Hellbore Damage Dip...
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- SylvrDragon
- Lieutenant Commander
- Posts: 203
- Joined: Sat Feb 23, 2008 8:06 am
- Location: Euless, Texas
Hellbore Damage Dip...
What's with the dip in damage for Hellbores at range 3-4?
"...You're going to burn in a very special level of hell. A level they reserve for child molesters and people who talk at the theater." — Shepherd Book
It is the result of forcing the damage the weapon does into a fixed format. Note that while the amount of damage applied to the weakest shield does dip at range 3-4, the total damage done is greater at range 3-4 than it is at range 5-8.
Range 3-4: 5 + (2 * 5) = 15 points of damage
Range 5-8: 7 + (1 * 5) = 12 points of damage
It is what it is.
Range 3-4: 5 + (2 * 5) = 15 points of damage
Range 5-8: 7 + (1 * 5) = 12 points of damage
It is what it is.

Federation Commander Answer Guy
- SylvrDragon
- Lieutenant Commander
- Posts: 203
- Joined: Sat Feb 23, 2008 8:06 am
- Location: Euless, Texas
The original solution for resolving Hellbore damage was to...
1.) Figure out how many "weakest shields" there were on the ship
2.) Divide the total hellbore damage by the number of weakest shields + 1 (up to a maximum of 6)
3.) Apply the resulting number to each of the weakest shields on the ship.
4.) Split the resulting number evenly between the remaining shields, with any remainder allocated starting in clockwise order
So the chart with the sometimes odd numbers is a much simpler method to apply the damage. The new method makes things to a little faster. The only hang-up that you get is when the Lyran player decides to gum things up a bit by using his ESGs defensively.
1.) Figure out how many "weakest shields" there were on the ship
2.) Divide the total hellbore damage by the number of weakest shields + 1 (up to a maximum of 6)
3.) Apply the resulting number to each of the weakest shields on the ship.
4.) Split the resulting number evenly between the remaining shields, with any remainder allocated starting in clockwise order
So the chart with the sometimes odd numbers is a much simpler method to apply the damage. The new method makes things to a little faster. The only hang-up that you get is when the Lyran player decides to gum things up a bit by using his ESGs defensively.
- SylvrDragon
- Lieutenant Commander
- Posts: 203
- Joined: Sat Feb 23, 2008 8:06 am
- Location: Euless, Texas