- Core analyzer damage transfer percentage [0.5, 1.0].
There's X% chance to transfer half the damage; there are no ranges involved here. (And note that half of the damage is not applied multiple times, it is instead redirected to the core.)
This explanation conflicts with the in-game part description "Enables X% chance to automatically transfer at least 50% of attack damage to target core". Why is the "at least" qualifier there if it's exactly 50%?
That was a bit of a dilemma with the wording, because what it does is split the damage in half and force half to hit the core, while the other half is
still free to choose its own target and possible still hit the core. So you can end up doing 100% of damage to the core. The "at least" in this case refers to the weapon damage as a whole, not really what this part "enables," so it's a bit easy to misinterpret. I'll just remove "at least" to prevent confusion--hadn't realized the other interpretation. It's exactly 50% that transfers (assuming the chance test passes).
- Number of parts hit with launcher [1, 3].
True, except for EM launchers which don't spread at all--always one part.
Good to know! I never realized that.
They do such low damage already (more akin to guns) that splitting it would imply the only use is corrupting a target (which would be kind limiting), so we want at least a chance of outright destroying especially smaller robots weak against it (e.g. Swarmers, Watchers...).
The splitting quality is determined by damage type, not weapon type, thus the manual only discusses this feature with respect to EX damage.
"Enables 50% chance to bypass target armor." What does this mean exactly? I interpreted that as "roll a X% dice, if the test passes, then ignore all parts having the 'armor' flag when finding the part to damage with a projectile". In other words, armor is bypassed/unaffected when this effect triggers.
Yep, that's exactly what it means. ("bypass" sounds more interesting and in-theme
than the very mechanical "ignore"
)
I'm hoping to use the simulator to show that many combat utitilies have a negligible effect overall.
Haha, I hope you're wrong
. It would be difficult to prove that, since you can use various intentional combinations of weapons + utilities to gain some impressive benefits, most especially when you start stacking those benefits. Some of my best runs have been doing things like that. Plus this can depend highly on your intended targets and the environment.
Of course I'm very interested to see the results!
Also, I formally file a complaint against this prototype. A +400 delay on this is like putting mustard on a chocolate bar.
I 100% agree
. Honestly it's a surprisingly terrible weapon to begin with; appearances are deceptive in this case, something I believe should be changed. In Alpha 5 it will definitely have to change given that volley base times are changing. Thanks for bringing it up, as it's an easy mod--I'll look at it today.