I've had to completely revamp the resist calc system, as
well as various other systems, in order to include stats from the commanders
and could use some feedback on it. The desktop version of the game doesn't include
resists gained from items, despite that it says so on the Resistance window, so
it's a bit difficult to test how accurate the system is.
Most stats should be working as intended, otherwise let me
know.
Tatiana Demina FC provides 10% Blight Resistance instead of 10% Blight Damage Bonus.
The Blight/Plasma Damage Bonus provided by Victoria Orin and Victus Noir are not displayed in the VCSP.
The Alien Resistance provided by Victoria Orin is a bit strange. Even if the ship does not have other sources of Alien Resistance, it is not 10%, The problem also occurred on Dr. Kobus Chiron.
Stasis Resistance provided by Leon Planck is missing.
The mobility bonus provided by Evie Roisin is not shown in the ship data.
Assigning a Fleet Commander essentially works as equipping an item, but instead of only affecting a single ship, commanders affect every ship in the entire fleet. They also follow the same rules as items that are equipped. If a commander provides health, it's added to the overall health. If a commander provides resist, it covers the entire hull, but if a commander provides both, then the resist only applies to the health provided by the commander. That means the resist will be split between health from the hull plus other items, and health from the commander, following the formula on resist rules.
Take (Xeno) Siege Casing as an example. It provides health as well as resist, but the ship does not gain up to 50% Kinetic resist when it's equipped. Only the health that (Xeno) Siege Casing provides will have Kinetic resist, so in the grand scheme of things it amounts to almost nothing.
The more health a ship has, the less resists are gained from items/commanders with both health and resists.
Bonus Cargo is the one stat that only affects the overall stat and not cargo on individual ships. I considered splitting it between ships in the fleet, but for now, it only shows in the fleet stats.
Acceleration from any source, including hulls, isn't shown in the ship stats, but I might add it at some point.
Some stats haven’t been fully implemented yet, but thanks for taking note of which. That makes my work so much easier.
Crap, had completely forgotten about that one. Didn't
include it when I was coding resists, as it was a percentage and not a fixed
number, like the rest of the specials, which made the math a bit difficult to
deal with. Wanted to integrate it at a later date, but here we are.
That really messes with everything. I need to conduct a
series of tests when my factory is ready, or resists will be all over the
place. For now, it's shown in item stats, but not actually added to ship stats.
Fleet Commanders are ready, though, except for acceleration.
As for Buckler, it's likely Spawner Mass reduction. Wiki doesn't list any at mk 1, but -44% at mk 2, which is a rather huge step so it
probably has at mk 1 as well. I'll test it when I can.
Edit: As I suspected, Buckler has reduction to Spawner Mass at mk 1. It should be accurate now.
Edit 2: Percentage health modifiers from specials should now work properly.
Figured as much, since it isn't listed on the Wiki.
It's been added, along with various other stuff.
Edit: Seeing as Buckler has the exact same Specifications as
Switch, I'm guessing it would be safe to assume that Rear Speed and
Acceleration are also the same? On the Wiki, these are still listed as Unknown.
Suggestion: Buckler's Prime Shift Boost provides damage resistance for itself against EX/EN/KI damage type. If it is possible, I recommend you to make a calculation for Buckler before and after its Prime Shift is activated.
I've thought about adding OD/PS for quite some time, but still not quite sure how I'll go about it. It'll possibly be similar to how harmonics and other bonuses are added and displayed.
Yep, but not all 3 levels. I'm missing data on level 2.
The generator should be working now. I was merely checking
if it had a support field, but there are other types of course. The fix covers
other generators as well.
Weapon cooldown isn't included with any weapon, so I left it
out, but I'll consider adding it.
Pike is apparently restricted to tier 9, but both Buckler
and Broadsider are now listed on the Wiki as tier 9.5. I hope they've
considered that for in-game, so they don't get a flood of angry posts next
event. I've added tier 9.5, or otherwise it wouldn't fit on Buckler and Broadsider.
And a typo. Broadsider is listed as having 35 mill cargo
space at Mk 1. Forum says 3.5 mill, so that's what I've used, or a fleet of Mk
1s would hold at least 210 mill.
Don't know who list on the Wiki that Buckler and Broadsider are T9.5 ships, but they are not T9.5 ships. Although Kix said that these 2 ships are bridge ships, but they are still T9 ships, and there is no T9.5 ship, having Broadsider as the last T9 ship and we move straight to T10. Many players think that bridge ships are Tier X+0.5 ships, so they adjust the Wiki, let us have a look at the Ancient Reaper for players, this ship is still T8, not a T8.5 ship.
Buckler and Broadsider are not allow to use Turbo Thruster, EN Barricade Shield, T8-9 weapons and T8-9 Armors.
Wiki usually adds quite a bit of additional information,
compared to in-game, so with some data I can only rely on what the Wiki lists.
It was said that these two hulls would be the last tier 9, but Kix
often changes data or mechanics without informing players, so we're back to
rely on the info given on the Wiki, or can figure out ourselves through in-game
means.
Tier 9 items are restricted to tier 9, so obviously wouldn't
fit on 9.5.
Ship Spawners are counted as actual ships. In game, Kix count them as Specials, and Specials do not receive other bonus sources, and Ship Spawners do not either. However, Ship Spawners can still receive a bonus source if they are mentioned. For example, Broadsider's PSB and Orator's OD.
OK, Dade has posted stats on the new stuff, but not everything
is accurate/correct.
Infiltrator: Shield regen says 6% at Mk 1, whereas in-game
it says 10%, so it’s likely that Mk 3 and above are incorrect as well. Armor
health bonus isn't listed in-game, so I’m guessing it shouldn't be there.
Rounded XP can't be relied upon, when you need accurate data when calculating
ship/fleet level. Armor mass at Mk 3 differs from the Wiki, so one can only
speculate as to which one is correct.
Nano Shield: Charge says 6s, but in-game it's listed as 5s.
Borophrene Armor: XP at all levels. Wiki is likely wrong on
these.
Flux Cannon: 10 chains at level 3. Again, Wiki is likely
incorrect with only 9.
Steam version of the game doesn't show item stats on loot
items, when you go through the target list, so I can't get the correct info
until I've farmed the items. I'll double check and update when I have.
As for resists from commanders. Commanders essentially work
as items that you mount to a fleet slot, meaning the same general resist rules
apply to those as well. If a commander adds both health and resist, then the
resist only covers that bit of health. 12k with 10% resist vs 142k total health
equals less than 0.01% resist (0.00961063040791% to be accurate). The resist is
added, but just that minuscule that it isn't worth showing.
Commanders that only add resist and no health are basically
resist items. Their resists apply to everything with health, causing ships to
gain more from those.
Edit: I could probably change the resist stat, so that if
it's less than 1% it'll show more decimals. Though, in the grand scheme of
things it won’t really change much. It’s basically still 0%.
Feared something like might happen. Messed around with the restriction system yesterday, as an attempt to fix another stacking issue.
I'll look into it.
FYI, according to my tests on IFS, the XP of the Borophene Armor is higher than what was stated in the spotlight. I have updated the wiki with the correct values.
Fleet Commanders are now in.
I've had to completely revamp the resist calc system, as well as various other systems, in order to include stats from the commanders and could use some feedback on it. The desktop version of the game doesn't include resists gained from items, despite that it says so on the Resistance window, so it's a bit difficult to test how accurate the system is.
Most stats should be working as intended, otherwise let me know.
Forgot to set its role as Titan. Didn't notice until I localized it, but you should be able to equip those now.
The Alien Resistance provided by Victoria Orin is a bit strange. Even if the ship does not have other sources of Alien Resistance, it is not 10%, The problem also occurred on Dr. Kobus Chiron.
Stasis Resistance provided by Leon Planck is missing.
The mobility bonus provided by Evie Roisin is not shown in the ship data.
Assigning a Fleet Commander essentially works as equipping an item, but instead of only affecting a single ship, commanders affect every ship in the entire fleet. They also follow the same rules as items that are equipped. If a commander provides health, it's added to the overall health. If a commander provides resist, it covers the entire hull, but if a commander provides both, then the resist only applies to the health provided by the commander. That means the resist will be split between health from the hull plus other items, and health from the commander, following the formula on resist rules.
Take (Xeno) Siege Casing as an example. It provides health as well as resist, but the ship does not gain up to 50% Kinetic resist when it's equipped. Only the health that (Xeno) Siege Casing provides will have Kinetic resist, so in the grand scheme of things it amounts to almost nothing.
The more health a ship has, the less resists are gained from items/commanders with both health and resists.
Bonus Cargo is the one stat that only affects the overall stat and not cargo on individual ships. I considered splitting it between ships in the fleet, but for now, it only shows in the fleet stats.
Acceleration from any source, including hulls, isn't shown in the ship stats, but I might add it at some point.
Some stats haven’t been fully implemented yet, but thanks for taking note of which. That makes my work so much easier.
Fixed bonus Blight resist on commander selection window. – Visual bug.
Main event this weekend, but I'll see if I can squeeze some coding time in.
Buckler's mass reduction is not accurate.
Crap, had completely forgotten about that one. Didn't include it when I was coding resists, as it was a percentage and not a fixed number, like the rest of the specials, which made the math a bit difficult to deal with. Wanted to integrate it at a later date, but here we are.
That really messes with everything. I need to conduct a series of tests when my factory is ready, or resists will be all over the place. For now, it's shown in item stats, but not actually added to ship stats.
Fleet Commanders are ready, though, except for acceleration.
As for Buckler, it's likely Spawner Mass reduction. Wiki doesn't list any at mk 1, but -44% at mk 2, which is a rather huge step so it probably has at mk 1 as well. I'll test it when I can.
Edit: As I suspected, Buckler has reduction to Spawner Mass at mk 1. It should be accurate now.
Edit 2: Percentage health modifiers from specials should now work properly.
Stasis Resist 0%? OK, that should be quite useful.. in no situation whatsoever.
It's been added, along with various other stuff.
Edit: Seeing as Buckler has the exact same Specifications as Switch, I'm guessing it would be safe to assume that Rear Speed and Acceleration are also the same? On the Wiki, these are still listed as Unknown.
I'll figure something out.
Flux Coil consumes 10% weapon mass.
Void Phasing Magnets provides cool down time reduction (which is the reloading time, according to wiki).
Yep, but not all 3 levels. I'm missing data on level 2.
The generator should be working now. I was merely checking if it had a support field, but there are other types of course. The fix covers other generators as well.
Weapon cooldown isn't included with any weapon, so I left it out, but I'll consider adding it.
Pike is apparently restricted to tier 9, but both Buckler and Broadsider are now listed on the Wiki as tier 9.5. I hope they've considered that for in-game, so they don't get a flood of angry posts next event. I've added tier 9.5, or otherwise it wouldn't fit on Buckler and Broadsider.
And a typo. Broadsider is listed as having 35 mill cargo space at Mk 1. Forum says 3.5 mill, so that's what I've used, or a fleet of Mk 1s would hold at least 210 mill.
Buckler and Broadsider are not allow to use Turbo Thruster, EN Barricade Shield, T8-9 weapons and T8-9 Armors.
Wiki usually adds quite a bit of additional information, compared to in-game, so with some data I can only rely on what the Wiki lists.
It was said that these two hulls would be the last tier 9, but Kix often changes data or mechanics without informing players, so we're back to rely on the info given on the Wiki, or can figure out ourselves through in-game means.
Tier 9 items are restricted to tier 9, so obviously wouldn't fit on 9.5.
I've set the hulls to tier 9.
So it does. Never noticed that since I don't use it and it isn't listed on the Wiki.
I'll add it when I can get the data from in-game.
Info on level 3 items may be incorrect or missing. I'll update when they've been released.
Infiltrator's base Health is 130,000.
Infiltrator does not have AL/BL/PL damage resistance.
EN damage resistance provided by Kobus Chiron does not affect Infiltrator.
The calculation for AL damage resistance given by Victoria Onin is different from other Fleet Commanders.
Yes, got that from Discord. Wasn't sure if Wiki could be trusted, which is why I waited until the items were available in-game.
Not entirely sure why those two commanders bug out like that with this hull, where others don't. Health does add, but not resist. I'll look into it.
OK, Dade has posted stats on the new stuff, but not everything is accurate/correct.
Infiltrator: Shield regen says 6% at Mk 1, whereas in-game it says 10%, so it’s likely that Mk 3 and above are incorrect as well. Armor health bonus isn't listed in-game, so I’m guessing it shouldn't be there. Rounded XP can't be relied upon, when you need accurate data when calculating ship/fleet level. Armor mass at Mk 3 differs from the Wiki, so one can only speculate as to which one is correct.
Nano Shield: Charge says 6s, but in-game it's listed as 5s.
Borophrene Armor: XP at all levels. Wiki is likely wrong on these.
Flux Cannon: 10 chains at level 3. Again, Wiki is likely incorrect with only 9.
Steam version of the game doesn't show item stats on loot items, when you go through the target list, so I can't get the correct info until I've farmed the items. I'll double check and update when I have.
As for resists from commanders. Commanders essentially work as items that you mount to a fleet slot, meaning the same general resist rules apply to those as well. If a commander adds both health and resist, then the resist only covers that bit of health. 12k with 10% resist vs 142k total health equals less than 0.01% resist (0.00961063040791% to be accurate). The resist is added, but just that minuscule that it isn't worth showing.
Commanders that only add resist and no health are basically resist items. Their resists apply to everything with health, causing ships to gain more from those.
Edit: I could probably change the resist stat, so that if it's less than 1% it'll show more decimals. Though, in the grand scheme of things it won’t really change much. It’s basically still 0%.
I'll look into it.
As for XP, I used what was listed on the Wiki, and I see 10 chains for Flux was the correct value, so it's all good.