9/20/2023 0 Comments Starsector ships dps meter![]() ![]() Was that just because of the 1/15th armor tile health thing, or what? Not something it can do in vanilla.Īlso, I wish it was 1/16th for outer armor instead of 1/15th because then the math resolves so much easier in my head. The Thumper can murder above average frigates in seconds with their shields down, which is. Honestly, I think that fragmentation damage needs pulled back, to 1/4th penetration, and only 2x damage. So kinetic is best if you have no other option, or can't get big enough weapons, but you really want to use bigger guns if you can.Įxplosives need to be twice as strong, and fragmentation 6x as strong (as kinetic, or 3x explosive) for effect.Įven minor fragmentation damage is no joke, because fragmentation tends to be 2-3x the dps of kinetic/explosive. In terms of how many times more armor the target has than weapon damage, and best damage type. Full kinetic penetration is comparable to partial frag penetration, and given the sheer damage frag has, roughly double that of other weapons, along with the magnitude required to actually breach a citadel means that a fragmentation hit of that magnitude is probably going to one-shot the target. Also, they need twice the damage to penetrate, but get thrice the effect of kinetic at 15% and 150% damage.įrag struggles massively, with 3.75x and 0.25x penetration modifiers, but the 40% and 400% is massive. So explosives have to be very strong for full effect. Dealing 5% and 50% damage means that although kinetic weapons will usually eventually wear a target down, it isn't going to happen fast, even for full penetration.Įxplosive gains purchase at 11.25x, and full damage at 0.75x. Kinetic deals damage to 22.5x armor, but doesn't get its full half-damage until armor drops to 1.5x. (Ignoring Compartment damage bonus, for simplicity here) ![]() It is actually kinda interesting the different damage-armor range bands you end up with, and it cycles Kinetic, Explosive, Fragmentation, then repeats. ![]()
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