Carapace Data And Formulae
TheGunslinger
Join Date: 2002-11-10 Member: 8126Members
<div class="IPBDescription">Mysteries Revealed</div> <b>Test Data:</b>
<span style='font-family:Courier'>+----------+---------+--------+------------------+
| Creature | Before* | After* | Percent Increase |
+----------+---------+--------+------------------+
| Skulk . .| 9. . . .| 19 . . | 111%. . . . . . .|
| Gorge . .| 15 . . .| 39 . . | 160%. . . . . . .|
| Lerk. . .| 9. . . .| 30 . . | 233%. . . . . . .|
| Fade. . .| 29 . . .| 77 . . | 166%. . . . . . .|
| Onos. . .| 72 . . .| 127. . | 76% . . . . . . .|
+----------+---------+--------+------------------+</span>
* Number of LMG bullets to kill before and after Carapace.
<b>How to calculate:</b>
Normally, 30% of damage gets directed to armour while the rest goes to the health. Armour takes half damage. For example, 10 LMG bullets will lower normal armour by 15 points and health by 70 points.
With carapace, 60% of damage is directed to the armour. Both armour and health take half damage, plus damage to armour is reduced a further 30%. For example, 10 LMG bullets will lower carapace armour by 21 points and health by 20 points. Notice 59% of damage is ignored.
Neither type of armour has any effect when you have zero armour points.
<span style='font-family:Courier'>+----------+---------+--------+------------------+
| Creature | Before* | After* | Percent Increase |
+----------+---------+--------+------------------+
| Skulk . .| 9. . . .| 19 . . | 111%. . . . . . .|
| Gorge . .| 15 . . .| 39 . . | 160%. . . . . . .|
| Lerk. . .| 9. . . .| 30 . . | 233%. . . . . . .|
| Fade. . .| 29 . . .| 77 . . | 166%. . . . . . .|
| Onos. . .| 72 . . .| 127. . | 76% . . . . . . .|
+----------+---------+--------+------------------+</span>
* Number of LMG bullets to kill before and after Carapace.
<b>How to calculate:</b>
Normally, 30% of damage gets directed to armour while the rest goes to the health. Armour takes half damage. For example, 10 LMG bullets will lower normal armour by 15 points and health by 70 points.
With carapace, 60% of damage is directed to the armour. Both armour and health take half damage, plus damage to armour is reduced a further 30%. For example, 10 LMG bullets will lower carapace armour by 21 points and health by 20 points. Notice 59% of damage is ignored.
Neither type of armour has any effect when you have zero armour points.
Comments
What does the Japanese word for "fox" have to do with my thread? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
Edit:
Oh, just a note. The data in the table was taken from a non-dedicated 1.03 Windows server.
Do you know how quickly each species regens at level 3? If we know this it should make for an easy comparison to whether or not one should use regen or caraprace for each species.
What does the Japanese word for "fox" have to do with my thread? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
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Er, sorry...a person on another board I go to spent an insane amount of time with some other posters testing just about every combination of marines and kharaa hiting each other with just about every upgrade you can think of to get this information. I thought you might have been them, and Kitsune is the name they use. Anyway, their considerably more comprehensive tables (not to trivialize your efforts) can be found <a href='http://www.geocities.com/kitsune/ns-stats.htm' target='_blank'>here</a>
You'd think if they fixed the Armor bug, aliens would die faster with Carapace. But they don't seem to have changed the slightest bit!??
If carapaced aliens die before losing all their armor (which seems likely), you shouldn't expect to see any difference for those numbers.
The armor bug seems to have been that armor still protects after it has been depleted. Carapace's flat reduction in damage is apparently intentional.
There is no location based damage, however I found during my tests that the hitbox was a little messed up. I never did any detailed tests, but I found that aiming at a skulk's midsection from the side resulted in a nearly 50% miss rate. No bullets missed when aiming at the head or **obscenity**, however.
Very useful in LAN games.