Weapon fires burst counts and damage per shot

Does anyone know this?   but in some of the ships data on weapons there’s a burst count.  Some ships will mainly fire one shot but some of the smaller frigate will fire burst counts of 3 or 4.  Does anyone know if this counts when it’s a burst counts as damage per shot or is it all combined?  For instance when u select a ship and it says it does 10 dmg. But that ship has a burst count of 3.  So does that mean each shot is worth 10 points of dmg or does that mean the dmg is divided out per shot?  From what I can tell with messing around with it, it seems to be or work on the first shots that hits all other that follow are just eye candy. But I’m not absolutely positive about that either. So I need to get some confirmation on it. 

 

The reason I’m asking is that I have modded up some Ion Cannons for the game, and have been messing around with each races different characteristics of weapon fire and dmg.  Some Ions will fire 2 shots while some fire 4 shots. I have made it so the dmg is the same per cannon no matter how many shots are fired. But after watching the cannons fire I’m not certain that each shot fired in the same burst is actually doing dmg. So I want to make sure there are no unbalanced cannons per side.

 

If anyone knows please let me know or tell me how to make each shot in a burst count as dmg.

 

Thanks all! 

 

6,334 views 8 replies
Reply #1 Top
Burst count is only for visual prettyness, it doesn't actually affect the damage output, from what I've seen.

Essentially, the damage portion of the weapon is separate from the visual effect so that you can tweak visual effects without worrying about messing up damage. The only things that should affect weapon damage display in the infocard (damage/cooldown = dps, which is what the card shows) is the actual number in the FRONT/LEFT/RIGHT/REAR fields, and the prebuffcooldown, which is the weapon's rate of fire.
Reply #2 Top
just to get rid of any confusion thats going to arise: dps = damage per second, not damage per shot.

the damage displayed ingame is the dps rounded to the closest integer for display purposes only, however its not the true dps (e.g. advent fighters do 1.33 dps, the ingame display shows 1 dps).

the thing that directly impacts the dps (before taking into account certain modifiers: weapon type/armour, shield mitigation and amount of armour) is the following in the entity files:
DamagePerBank:FRONT x
DamagePerBank:BACK y
DamagePerBank:LEFT z
DamagePerBank:RIGHT c
PreBuffCooldownTime d

damage per bank/prebuffcooldownTime = dps per arc.

example:
if front damage is 60, left is 30 and right is 30 and prebuffcooldownTime is 10, then targets in the front take 6 dps and a target to its left/right will take 3 dps before taking into account the other modifiers.
Reply #3 Top
Thanks for the info, but I got one wrinkle to put in this. That being the Capital ship super Weapons, I’m using the same approach for the Ion Canons. They are using a modified super weapon. With a set amount of dmg. For instance the shot it fires say like the Marza nuke he fires does 500 dmg. You can set it to do burst shots or single fire. Currently all super weapons only fire one shot. so if I set a Ion Cannon to fire a burst shot using the Super Weapons approach does each shot count as dmg or only take into consideration the first shot as the only one that does dmg?

The super weapons don’t use Banks so this part of what you all told me is not a factor in this type of instance. I do know that Shields, Armor and ship type are factored into the amount of dmg that is done.

How do you guys perceive this with what I have stated?
Reply #4 Top
I'm a little unsure about what you're asking.. for simplicity, let's take the Kol's Guass Blast ability. It fires one projectile, and does I think 300/550/800 or whatever damage.

You're asking if modifying the number of projectiles through burstcount will modify the damage for the ability?

If that's the case, then no it won't. :) The Kol's ability, for example, has the weapon effect in its ability file, AbilityGaussBlast, which calls BuffGaussBlast to apply the actual damage (through buffActionType "DoDamage").

This makes the "buff" application separate from whatever effects you attach to the ability.

Did I understand your concern correctly, and if yes does that help? :P
Reply #5 Top
Not modify the dmg, but does each shot count as added dmg, or does it ignore those other shots in the burst count and only count the first shot fired as dmg. I already know how all of the weapons are linked and to which files. only the one file controls the dmg for the weapon. All I’m trying to figure out is if a burst setting of 2 or even 3 rounds fired are counted as dmg as a whole. Meaning each shot fired say 3 of them are dividing up the dmg for a 500 dmg setting in the script. Or if it’s not using the burst count shot as a factor. Basically ignoring those burst setting and Appling all of the dmg to the first round fired in a burst count.

I know this must sound a little confusing but if you think about it, it’s not.

dmg = 500
3 round burst = shot one = 500 dmg or does it divide each shot and = 166.6 dmg per shot?

I have a feeling it’s only counting the first shot from what I have observed so far.


Reply #6 Top
Double post, sorry...
Reply #7 Top
I know this must sound a little confusing but if you think about it, it’s not.

dmg = 500
3 round burst = shot one = 500 dmg or does it divide each shot and = 166.6 dmg per shot?
End of quote


Neither, really. Don't try to think of it as damage applied to a shot, think of it as damage applied to an ability.

The actual shot particle effect is purely visual, damage is not applied to the shot itself, but the actual ability. You could take out the weapon effect completely, and the ability would still do damage.

So, an ability/weapon will always do the same damage if you change the burst count from 1 to 10000, because you're not changing anything in the mechanics, only the visual representation of the weapon or ability.
Reply #8 Top
...and at a burst count of 10000, your computer would probably kick you in the nuts. :)