lbmaian
a thirsty squirrel
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Unless the description here is very misleading this change doesn't help ships with high combat at all. Currently expected damage is 1/2 (bonus * C), variance is 1/12 (bonus * C)^2, not accounting for overkill (which disadvantages ship with high combat). If you take the max of two rolls expected damage is 2/3 (bonus * C), variance is 4/45 (bonus * C)^2. That means average damage is increased significantly, but proportionally for all ships, while variance only increases slightly. Increasing damage has the effect of making combat a bit faster, which nerfs shield regeneration and increases the rate of overkill, and thereby slightly nerfs ships with high combat. It also makes combat a little bit smoother since variance does not keep pace with expected damage.
If you actually want to help ships with high combat I suggest doing away with overkill at least on shields (i. e. hits that knock out the shields deal the remaining damage to hull).
Huh, I misread/ignored the specifics of the change, but you're right. It does increase the potency of combat, but since it's all about who knocks out who faster, all that matters is the relative potency between opposing combat stats. In the Connie-B vs Jaldun example, C5 vs C4 used to mean Connie-B has 5/4 the damage of the Jaldun. Now, it's still the same.
One direct way to solve this is with to make damage scale non-linearly with combat stat like the 1.x combat engine. For ex, Connie-B could have 5^1.15 / 4^1.15 relative combat power over the Jaldun. And Jaldun would have 4^1.15 / 3^1.115 relative combat power over Miranda/Centaur, etc.
Less direct ways does include increase damage spikiness (increased damage variability, critical hits and its variants), but as Nix points out, that is in turn mitigated by overkill.
Eliminating shield overkill, or substantially reducing it, would be a good idea regardless of the solution used to get "ships with higher combat benefit", because of the shield regen problem, where even recovering a single point (or 0<x<=1) of shield means your hull is completely protected by even a 100 damage blast, unless shield burn-through triggers.
Alternatively, shield burn-through could scale with shield integrity (% max shields), which should have the same net effect at low shield integrity. As I've argued earlier, something like this may be necessary to keep Apiata shield-heavy frigate designs from becoming obsolete (or else, shield burn-through limits viable H vs L ratios in ship design). edit: To elaborate a bit on this, if both damage spikiness and shield burn-through rate keep increasing, than eggshell designs like the Apiata favors become more and more severely disadvantaged, even if they later produce something like a H2 L4 design. If shield burn-through rate is really low at max shield integrity (100% max shields), then that provides more guarantee that such a frigate will survive a hit and still be significantly combat functional.
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