Damage multipliers

The Universal Game of Starship Combat
storeylf
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Damage multipliers

Postby storeylf » Sat Sep 06, 2014 10:29 pm

Is it intended that you can combine these. If so is that x6 or x5.
What about cts, how does that interact with Dx2 and Dx3.

I was assuming that all 3 were mutually exclusive as each turns a rolled hit into 2, 3 or D6 hits implying (to me anyway) only 1 would actually be the final result, but I saw at least one post where some one had a ship with 2 of the above on the same weapon.

storeylf
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Re: Damage multipliers

Postby storeylf » Sun Sep 07, 2014 8:44 am

If you can combine cts with x2 or x3 how does it work.

Do you convert each rolled hit and sum, so x2 = 2 and cts = +D6. So D6+2 per rolled hit.
Do you x2 then roll a D6 per hit. So 2D6 per rolled hit.
Do you roll a D6 then double the result. So 2D6 per rolled hit.

Note the 2D6 options are different to each other, one produces a bell curve per hit centered around 7, the other a flat distribution where 2 is as likely 6, 8 or 12.

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Re: Damage multipliers

Postby BeowulfJB » Sun Sep 07, 2014 5:00 pm

Some of my Heavier DNs have four "Heavy Plasma Cannon" with Dx2 & Dx3. Each hit does 6 points of damage. It becomes like a Dx6. All of my DNs & BBs hips have several "Heavy Mass Drivers" which have Dx3 & Cts. For each hit, I roll a die & triple the number, yeilding 3,6,9,12,15,or18 points of damage per hit. 8-)
My friends and I here in Jacksonvillee limit weapons to two weapon traits, Acr not counting against this limit. Maximum range for a ship-weapon is 18. So we don't have any weapons witn Dx2,Dx3,Cts. But if we did, we would roll a die for each hit and multiply the results by six. Thus this powerful & costly weapon could do 6,12,18,24,30,or36 pts of damage depending on the die roll.
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storeylf
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Re: Damage multipliers

Postby storeylf » Sun Sep 07, 2014 6:32 pm

That seems rather potent to me. Looks like the game ends up a crap shoot of who gets the uber lucky roll. I think we'd just ban any combo if that was the case.

Reading the rules as written I'd say that a 'rolled' hit goes through each attribute.

x2 = 2 hits
x3 = 3 hts
cts = D6 hits

So overall D6 +5, or 6-11 for cts, Dx2, Dx3.

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Re: Damage multipliers

Postby BeowulfJB » Sun Sep 07, 2014 7:11 pm

Math Teacher here. Any number multiplied by 2, then by three is increased by a factor of six.
If you design two weapons, one that gets two shots and does Dx3 a weapon with Dx2+Dx2, the first weapon, with the two Dx3 shots costs only slightly more than the weapon with a single shot and Dx2+Dx3. This slightly higher cost way may refletct the difference of 8 possible shots against fighters vs only 4 shots. This gives evidance to the idea that Dx2+Dx3 = Dx6
Mathematically, Nx2= 2N, 2Nx3=6N, not 5N. Thus I conclude that a weapon with Dx2+Dx3 does six points of damage per hit.
Cheers
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storeylf
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Re: Damage multipliers

Postby storeylf » Sun Sep 07, 2014 8:38 pm

Math Teacher here. Any number multiplied by 2, then by three is increased by a factor of six.


Wow, 46 years old and I never realised that! Good job you are a Math teacher.


Can you point me at any rules or errata that confirms what you are saying. In particular which end the CTS gets multiplied, before or after the Dx2 or 3.

storeylf
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Re: Damage multipliers

Postby storeylf » Sun Sep 07, 2014 8:50 pm

As it stands it is better for damage/cost efficiency to have Dx2 than BAS=2 or 2 weapons.
It better to have Dx3 than Dx2.
It is better to have CTS than Dx3.
It is better to have Dx2,Dx3,CTS than anything else. That is 21 damage per hit on average for a *15.5 cost. The fact you have only a few weapons looks like it may be a bonus as well, as you end with a few dice rapidly becoming X-X-1-1-1-1 which makes any penalties moot after a couple, unless you can make it an extreme penalty. I need to play test that last bit though.

So is it a general aspect of starmada that you tend to fewer heavy hitting weapons, as either BAS or extra weapons is so much less efficient?

I can see that more weapons and dice has some bonus, rolling against large number of seekers/fighters etc.

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Re: Damage multipliers

Postby mj12games » Tue Sep 09, 2014 2:48 pm

FWIW, I have long considered adding Dx2 and Dx3, or either with Cts, to be abusive, but I have never officially outlawed the practice.

The cost vs. impact debate is ongoing. For now, there is a slight discount due to the fact that extra damage potential can often be wasted against smaller targets.
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