New battle engine features RAPID FIRE!
Most ships have the Rapid Fire feature. Simply put, while in combat, Rapid Fire is the ability of one unit to attack another unit multiple times in one turn.
The Rapid Fire number, indicates an relative average of how many time the particular ship can attack the ship in question.
For example, Battle Cruiser has rapid fire 7 to Battleship. This means it can attack up around 7 times in one round.
The exact chance rate is: RF - 1 / RF In our example it is 7-1/7 = 0.85 which means 85% chance to attack one more time.
Extra attack is randomly chosen against one of the ships listed in rapidfire. For example, Deathstar who has rapid fire with all other ships, will only attack multiple times one type of ships each round. Of course, the type of ships can change per round. For example, at round 1 it may attack battleships but in round 2 it may attack Light Fighters.
The exact equation used to control the multiple hits in one round, has to do with the RF - 1 / RF that has been already mentioned. After each hit, there is a second check of the same nature. Only difference is that RF has been lowered by 1.
Battle report is trying to inform you of multiple attacks. At this point, we feel it is better to summarize hits, therefore you will see the number of times fired, plus total damage. If no RAPID FIRE took place, the number fired will be 1.
Re: How RAPID FIRE works!
#2Here is an example of how RF works:
Destroyer has a Rapid Fire rating of 10 against Light Laser.
The total RF table is as a result:
Let's now see an example in battle:
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Destroyer VS Light Laser
The total RF table is as a result:
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Extra Shots:
1st Shot: 10 - 1 / 10 = 0.9 ~ 90%
2nd Shot: 9 - 1 / 9 = 0.88 ~ 88%
3rd Shot: 8-1/8 = 0.87 ~ 87%
4th Shot: 7-1/7 = 0.85 ~ 85%
5th Shot: 6-1/6 = 0.83 ~ 83%
6th Shot: 5-1/5 = 0.8 ~ 80%
7th Shot: 4-1/4 = 0.75 ~ 75%
8th Shot: 3-1/3 = 0.66 ~ 66%
9th Shot: 2-1/2 = 0.5 ~ 50%
10th Shot: 1-1/1 = 0 ~ 0%
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ROUND 1:
Destroyer shoots once against LL
LLs shoot against Destroyer
(both of the above happen in the same time)
Then Destroyer RFs against LL:
1)
Destroyer Meets the 90% chance after a roll.
Destroyer shoots against LL
LLs still not destroyed, RF continues.
2)
Destroyer meets the 88% chance after a (new) roll.
Destroyer shoots against LL
LLs still not destroyed, RF continues.
3)Destoyer meets the 87% chance after a (new) roll.
Destroyer shoots against LL
LLs still not destroyed, RF continues.
4)Destroyer misses the 85% chance after a (new) roll.
Round ends for the destroyer.
ROUND 2:
Destroyer shoots once against LL
LLs shoot against Destroyer
(both of the above happen in the same time)
Then Destroyer RFs against LL:
1)
Destroyer Meets the 90% chance after a roll.
Destroyer shoots against LL
LLs are destroyed, Destroyer ceases.
BATTLE ENDS, DESTROYER WINS
Re: How RAPID FIRE works!
#3i ran a simulation with a pure BC fleet against a composite fleet + a composite fleet combining with LC+DD+RIP+LG along with defense array.
the maximum RF against BC on that array is with RIP that is 15. but i got the following results on the first round.
The attacking fleet fires 1 times for a total of 53.410.000 points of damage on the defender. The defender shields absord 625.536 points of damage.
The defensive fleet fires back 16 times for a total of 17.630.499 points of damage against the attacker. The attacker shields absorb 17.630.499 points of damage
as u an see it says the defensive fleet fires back 16 times. how is that possible?
the maximum RF against BC on that array is with RIP that is 15. but i got the following results on the first round.
The attacking fleet fires 1 times for a total of 53.410.000 points of damage on the defender. The defender shields absord 625.536 points of damage.
The defensive fleet fires back 16 times for a total of 17.630.499 points of damage against the attacker. The attacker shields absorb 17.630.499 points of damage
as u an see it says the defensive fleet fires back 16 times. how is that possible?
Re: How RAPID FIRE works!
#4You got me puzzled for a moment and tried a few simulations. Even inspected the code. Then i saw you had destroyers in the fleet.SPY wrote:i ran a simulation with a pure BC fleet against a composite fleet + a composite fleet combining with LC+DD+RIP+LG along with defense array.
the maximum RF against BC on that array is with RIP that is 15. but i got the following results on the first round.
The attacking fleet fires 1 times for a total of 53.410.000 points of damage on the defender. The defender shields absord 625.536 points of damage.
The defensive fleet fires back 16 times for a total of 17.630.499 points of damage against the attacker. The attacker shields absorb 17.630.499 points of damage
as u an see it says the defensive fleet fires back 16 times. how is that possible?
Re: How RAPID FIRE works!
#5Sorry if its a double post my last post isnt showing.
Could you please explain how that 16 hits is making sense to you. i would like to know how the defend number of fires sums up to 16 with the max attack is 15.
if it is few from RIP and few from DD and 1 + 1 from LC and LG then i understand the combined RF from RIP + DD should be 16 - (1+1+1+1) = 12. in the sim or battle reports it doesnt show how many of that is from RIPs and how many are from DDs. hence it is still puzzling to me. also this is my understanding .... feel free to correct me.
Could you please explain how that 16 hits is making sense to you. i would like to know how the defend number of fires sums up to 16 with the max attack is 15.
if it is few from RIP and few from DD and 1 + 1 from LC and LG then i understand the combined RF from RIP + DD should be 16 - (1+1+1+1) = 12. in the sim or battle reports it doesnt show how many of that is from RIPs and how many are from DDs. hence it is still puzzling to me. also this is my understanding .... feel free to correct me.
Re: How RAPID FIRE works!
#6Destroyers have RF against BC. Of 2. RIPS of 15.
This means DD can produce 1 extra shot + RIPs 14 extra shots + 1 standard shot = 16
This means DD can produce 1 extra shot + RIPs 14 extra shots + 1 standard shot = 16