Hail plasma is now called “positron cannon”. If you had epic hails like me, they’re epic positron cannons now. Base functionality as a long range sniper weapon is still there. It also uses a vey similar mechanic as hail plasma and is used for same purpose. It also shares the same icon.
I hadn’t noticed it lists charge accumulation time in the stats. I didn’t realize that was the conversion in the new system since I don’t play frigates much. I just sent a report to make it explicit. I never really liked the charging weapons, my cursor tends to jump a little when I let go of the cursor.
On damage values vs resistance, the evidence can be found in many places, for example here: http://forum.star-conflict.ru/index.php?/topic/35891-сопротивление-урону/
If you can not read russian, the formulas for damage are as follows:
If resistance is positive:
actual damage=incoming damage/(1+resistance value/100)
If resistance is negative:
actual damage=incoming damage*(1-resistance value/100)
There was a post with damage values on english forums as well, you can search for it.
EDIT: found the english version of said post here:
[http://forum.star-conflict.com/index.php?/topic/20483-damage-resistance/](< base_url >/index.php?/topic/20483-damage-resistance/)
Fun detail: you’re the last guy to post in that thread. Did you not read and comprehend the OP of the thread?
I’d forgotten about that thread. Thank you for reminding me.
Let me use the math to see how survivable an Eagle-B is against a singularity.
Assuming three experimental EM diffusers trying to boost shields and unboosted singularity, good luck getting three:
2305/(1 + 103/100)=1135 damage per shot vs shields
3443/1135=3 shots to remove shields
2305/(1 + 45/100)=1590 damage per shot vs hull
3336/1590=2 shots to wipe out the hull
With three experimentals in five shots it’s dead, plus maybe a tap from rounding errors. How’s that compare to “base”?
2305*(1 - (-20)/100)=2766 damage per shot vs shields
3443 / 2766 = 1.24 shots, one shot will remove 80% of shields
The second shot will still have 2089 damage after it strips off the last of your shields.
2089/(1 + 45/100)=1440 damage to hull from the remainder of that second shot
1896 hull remaining, and considering the damage per hull shot is 1590, one more hit leaves you with 306 hull strength and no shields.
Three shots will result in you having only 4.5% of your strength left, throw in a submatter shield or lightweight hull and it’s only three shots until death. That’s with Empire R1 implant and Fed R3 implant. I think I did those after reading the damage resistance post since most of the resists are point based. I don’t feel like testing for each possible combination.
How’s a three shot kill, i.e. 4 seconds without a rate of fire buff, not being overpowered?