Beam: Unterschied zwischen den Versionen
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(Beam damage and stated values in BotE - thanks to Darkness) |
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====Max. Angle (Max. Feuerwinkel)==== | ====Max. Angle (Max. Feuerwinkel)==== | ||
+ | |||
+ | == Beam damage and stated values in BotE == | ||
+ | |||
+ | also avaible as [http://birth-of-the-empires.de/wiki_files/Downloads/Beam-Calculation.xls Beam-Calculation.xls] | ||
+ | |||
+ | {| class="wikitable" <hiddentext>generated with [[:de:Wikipedia:Helferlein/VBA-Macro for EXCEL tableconversion]] V1.8<\hiddentext> | ||
+ | |- valign="bottom" | ||
+ | | align="right" | | ||
+ | |style="text-decoration:underline" | Beam damage calculation and stated values in BotE | ||
+ | |||
+ | |- valign="bottom" | ||
+ | |style="text-decoration:none" align="right" height="15" | | ||
+ | | align="right" | | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | 2 | ||
+ | | Number (of beams) at ship | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | 1 | ||
+ | | Number on shoot | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | 15 | ||
+ | | Beamtime | ||
+ | |||
+ | |- style="color:#000080" valign="bottom" | ||
+ | | align="right" height="15" | 100 | ||
+ | | (seconds - beam damage values in BotE are stated for 100 seconds!!!) | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | 35 | ||
+ | | Rechargetime | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | | Bonus from System is not relevant for this calculation | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | 400 | ||
+ | | Damage of one beam | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | | align="right" | | ||
+ | |||
+ | |- valign="bottom" | ||
+ | |style="background-color:#FFFF00" align="right" height="15" | 24000 | ||
+ | | formula is: 2 x 1 x 15 x (100 / (15+35)) x 400 | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | | align="right" | | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | |style="text-decoration:underline" | Formula: | ||
+ | |||
+ | |- valign="bottom" | ||
+ | |style="text-decoration:none" align="right" height="15" | | ||
+ | | align="right" | | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | | At last x damage of one beam (400) | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | | align="right" | | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | | Before: 100 sec. / time. Time = one beamtime + rechargetime | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | | When beamtime+rechargetime > 50 (would mean, only one shoot is possible in 100 sec.), there is | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | | a tolerance. From 71 upon damage is reduced in steps (here until 12000 is reached. 12000 is | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | | minimum for 1 beam out of each of the 2 beam weapons). | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | | Thanks to Darkness for his explanatory notes | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | | align="right" | | ||
+ | |||
+ | |- valign="bottom" | ||
+ | | align="right" height="15" | | ||
+ | | First (of course): Number of beam weapons x shoots x number of shoot in 100 seconds | ||
+ | |||
+ | |} | ||
+ | |||
+ | |||
== Beam-Arten == | == Beam-Arten == |
Version vom 11. September 2011, 09:38 Uhr
for English just click here
Beam-Waffen sind gerichtete Strahlenwaffen. Raumschiffe haben Beam-Waffen und auch Torpedos als Waffen. Übersicht: Beams.xls
Beamwaffen-Eigenschaften
Beamtype (Beam-Typ)
Ein Typ 10 Laser kann Ziele angreifen, die 10mal weiter entfernt sind, als es ein Typ 1 Laser könnte. Es wird also die Reichweite erhöht. Am Schaden oder an der Schußfrequenz ändert sich nichts.
Number on Shoot (Zahl der Strahlen pro Schuss)
Beamtime (Dauer der Strahlen)
Rechargetime (Aufladezeit)
Bonus from System (?)
Piercing (schliddurchbrechende Beams)
Strahlenwaffen mit dieser Eigenschaft durchbrechen gegnerische Schilde und verursachen Hüllenschaden. Dies gilt nicht für Multiphasenschilde; diese können nicht durchbrochen werden.
Modulating (modulierende Beams)
Strahlenwaffen mit dieser Eigenschaft modulieren ihre Strahlen ständig neu, wodurch 50% ihrer Wirkung immer direkt auf die gegnerische Hülle fällt.
Max. Angle (Max. Feuerwinkel)
Beam damage and stated values in BotE
also avaible as Beam-Calculation.xls
Beam damage calculation and stated values in BotE | |
2 | Number (of beams) at ship |
1 | Number on shoot |
15 | Beamtime |
100 | (seconds - beam damage values in BotE are stated for 100 seconds!!!) |
35 | Rechargetime |
Bonus from System is not relevant for this calculation | |
400 | Damage of one beam |
24000 | formula is: 2 x 1 x 15 x (100 / (15+35)) x 400 |
Formula: | |
At last x damage of one beam (400) | |
Before: 100 sec. / time. Time = one beamtime + rechargetime | |
When beamtime+rechargetime > 50 (would mean, only one shoot is possible in 100 sec.), there is | |
a tolerance. From 71 upon damage is reduced in steps (here until 12000 is reached. 12000 is | |
minimum for 1 beam out of each of the 2 beam weapons). | |
Thanks to Darkness for his explanatory notes | |
First (of course): Number of beam weapons x shoots x number of shoot in 100 seconds |
Beam-Arten
Waffe | Anzahl Strahlen je Schuss | Strahldauer | Aufladezeit | Schaden eines Strahls | Bonus durch System | Max. Feuerwinkel | Bemerkung |
---|---|---|---|---|---|---|---|
Antiproton Cannon | 1 | 15 | 35 | 400 | 5% | 90° | |
Bosean Phase Shifter | 1 | 2 | 3 | 30 | 30% | 60° | Modulation |
Continuum Ripples | 12 | 15 | 10 | 10 | 200% | 360° | Modulation |
Disruptor Array | 1 | 8 | 12 | 7 | 30% | 75° | |
Disruptor Bank | 1 | 5 | 10 | 7 | 15% | 60° | |
Disruptor Beam Turret | 1 | 2 | 3 | 8 | 20% | 360° | |
Disruptor Cannon | 2 | 1 | 11 | 12 | 5% | 45° | |
Disruptor Cannon Turre | 4 | 1 | 17 | 14 | 15% | 360° | |
Disruptor Emitter | 1 | 3 | 7 | 6 | 10% | 45° | |
Forced Plasma Bank | 1 | 5 | 10 | 7 | 15% | 110° | |
Forced Plasma Emitter | 1 | 3 | 5 | 7 | 10% | 70° | |
Heavy Disruptor Cannon | 1 | 1 | 24 | 85 | 10% | 90° | |
Heavy Plasma Cannon | 1 | 1 | 24 | 85 | 10% | 75° | |
Heavy Polaron Cannon | 1 | 1 | 24 | 90 | 10% | 5° | Piercing |
Heavy Pulse Disruptor Cannon | 3 | 1 | 15 | 26 | 10% | 40° | |
Heavy Pulse Polaron Cannon | 3 | 1 | 15 | 26 | 10% | 15° | Piercing |
Ion Beam | 1 | 4 | 12 | 5 | 20% | 180° | |
Ion Cluster Beam | 5 | 3 | 25 | 40 | 25% | 180° | Piercing |
Isokinetic Cannon | 10 | 1 | 1 | 1 | 5% | 45° | Piercing |
Isolytic Cannon | 3 | 1 | 11 | 22 | 5% | 35° | |
Isolytic Pulse Cannon | 2 | 1 | 18 | 39 | 10% | 55° | |
Kryonit Suprabeam | 1 | 10 | 50 | 100 | 50% | 180° | Modulation |
Laser Array | 1 | 8 | 12 | 7 | 30% | 90° | |
Laser Bank | 1 | 5 | 10 | 6 | 15 | 80° | |
Laser Beam Turret | 1 | 2 | 3 | 8 | 20% | 360° | |
Laser Cannon | 2 | 1 | 12 | 16 | 5% | 55° | |
Laser Cannon Turret | 4 | 1 | 17 | 5 | 15% | 360° | |
Laser Emitter | 1 | 3 | 7 | 5 | 10% | 55° | |
Magneton Emitter | 1 | 3 | 7 | 6 | 10% | 70° | Piercing |
Particle Cannon | 2 | 1 | 11 | 36 | 5% | 45° | |
Phased Polaron Array | 1 | 8 | 12 | 7 | 30% | 50° | Piercing |
Phased Polaron Bank | 1 | 5 | 10 | 6 | 15% | 40° | Piercing |
Phased Polaron Emitter | 1 | 3 | 7 | 5 | 10% | 15° | Piercing |
Plasma Cannon | 2 | 1 | 11 | 12 | 5% | 80° | |
Polaron Cannon | 2 | 1 | 11 | 12 | 5% | 80° | Piercing |
Pulse Disruptor Cannon | 3 | 1 | 14 | 13 | 10% | 60° | |
Pulse Laser Cannon | 3 | 1 | 14 | 13 | 10% | 75° | |
Pulse Laser Gun | 4 | 1 | 8 | 9 | 10% | 75° | |
Pulse Particle Cannon | 3 | 1 | 14 | 16 | 10% | 60° | |
Pulse Plasma Cannon | 3 | 1 | 14 | 13 | 10% | 90° | |
Pulse Polaron Cannon | 3 | 1 | 14 | 13 | 10% | 30° | Piercing |
Pulse Proton Cannon | 3 | 1 | 14 | 95 | 10% | 30° | |
Ultraphasic Beam | 6 | 10 | 35 | 20 | 35% | 360° | Piercing |