Zhao wrote:admin wrote:You can't directly compare the stat difference amounts as the math is not that simple. The attack bonus difference looks big compare to accuracy, but since attack potential is actually (100 + attack bonus) * accuracy, biochem weapons actually has the lowest attack potential, though it has higher lethality to compensate for it.
For example, let's look at level 25 comparisons.
Missile at level 25: 195% attack bonus, 95% accuracy
Biochem at level 25: 225% attack bonus, 80% accuracy.
While it looks like 30% extra attack bonus is bigger than 15% accuracy bonus, it's not true. Let's take simple average of 100 hits.
Missile = (1 + 1.95) * 95 = 280.25
Biochem = (1 + 2.25) * 80 = 260
This is because the final attack power of biochem is not really 30% stronger the missile, it's only about 15% stronger (2.25 vs 1.95), and missile actually hits 19% more often than biochem (95 vs 80).
How about Heroes's skill, Dev ?
If target device is negate by using dodge device, then with lv 3 hit skill +9% :
Missile = (1 + 1.95) * 100% = 280.25
Biochem = (1 + 2.25) * 89% = 289.25
The point is on the same hero, hit skill is less useful for missile, but biochem users and laser users gain much better advantage on it.
I don't know how avoid skill works, it is stack with dodge device or work alone.
And avoid skill is much more harder to get.
Yes please do tell, how dose attack % above 100 and the dodge chance work. i was under the idea (my assumption) was that your to hit works like this:
my ship makes and attack (calculates it hit % based off of weapons, tech, skills and pillar) determines if a hit will occur (max useful value would be 100% as anything above that is still going to hit);
enemy ship has a chance to dodge/avoid total of dodge skill, tech and pillar.
this would be very useful info for me.
thank you for your time.