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Hellbore Damage Dip...

Posted: Sat Apr 05, 2008 5:05 pm
by SylvrDragon
What's with the dip in damage for Hellbores at range 3-4?

Posted: Mon Apr 07, 2008 12:16 am
by mjwest
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.

Posted: Mon Apr 07, 2008 3:12 pm
by SylvrDragon
Ah, I see...Still don't like it though. lol

Posted: Mon Apr 07, 2008 4:43 pm
by mjwest
Oh, I agree that it looks a little, uh, odd. However, given the constraints of what it needs to look like, I can't think of a better solution.

So, it is what it is.

Posted: Mon Apr 07, 2008 6:15 pm
by junior
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.

Posted: Thu Apr 10, 2008 4:15 am
by SylvrDragon
Agreed.

I suppose, in the end, it just makes hellbore tactics more unique.