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iconian tech tree bugs/notes

Posted on Friday, May 15, 2015

alright, so the iconian tech tree is by far my favorite so iv played it quite a bit and noticed some random things.

first is that the +20 research starbase module (orbital institute) shows up twice in the tech tree.

http://puu.sh/hNZu7/10237c5ab5.jpg 

http://puu.sh/hNZu9/d35f3c0c76.jpg 

kinda odd, didnt know if that was intentional or some kind of typo. but moving on.

 

Next is the molecular/industrial fabricator. when you read the discription it is colony unique. and in the start is, but once you upgrade the molecular to industrial, suddenly the molecular is no longer a unique building and you can spam them. however any additional molecular fabricators cannot be upgraded to industrial. this one strikes me as a bug lol.

http://puu.sh/hNZzN/83b07a0b17.jpg 

http://puu.sh/hNZzV/c95488b883.jpg 

http://puu.sh/hNZHv/c6d8ac01d8.jpg 

 

Finally something that strikes me as... a math fail.

http://puu.sh/hNZLf/aa3a8bfe5b.jpg 

http://puu.sh/hNZL0/5b0a58a4d7.jpg 

http://puu.sh/hNZLs/fcc4885d76.jpg 

has anyone totaled up the max research cooldown reduction on missles? because its scary. missle assistor +25% / rapid fire missle spec +20% / Launch assistor +50%

so all 3 combined equal... 95%!? on the highest range and highest damage weapon? that is some scary buisness.

 http://puu.sh/hO0nH/9f6d43d8f6.jpg

http://puu.sh/hO0pt/ccb721cdf3.jpg 

http://puu.sh/hO0qq/c2a78c07a3.jpg 

orignal cd is 8. add rapid fire spec and it goes to 6.4, then add missle assistor it goes to 4.4. perfect decrease of 2 (25% of 8) proves the modifiers stack additively before being applied. so the 50% would be a reduction of 4, bringing the grand total down to .4 cool down. which is insane. just the 4.4 is faster than the standard laser with no drawback like the laser has. laser cd = 5. first tech to reduce is 30% reduction with 15% reduction in damage.

5 x .7     3.5

1(damage modifier) x .85  =  .85    .85/3.5 = .243

(missles mid game)    1/4.4 = .227

(missles late game) 1/.4 = 2.5

that damage ratio may not look like much but when you look actual weapon stats the differences become huge...

http://puu.sh/hO0Ui/ff801ec55d.jpg   best mid game beam = 8 base damage

http://puu.sh/hO0U5/a60099cd11.jpg  best mid game missle = 16 base damage

mid game beam = 8 x .243 = 1.944 avg damage per round

mid game missle = 16 x .227 = 3.632 avg damage per round

late game laser = 32 x .243 = 7.776 avg damage per round (if you add 50% shield pierce it goes down 25% to 5.832)

late game missle = 40 x 2.5 = 100 avg damage per round 

and.. late game projectile = 12 (1/2 x (.8 (accuracy) - .15 (50% cdr accuracy penalty)) ) = 3.9 avg damage per round...worthless, you can up it to 6 with max accuracy trait and research spec, but thats still lower than lasers

this is on top of max def research where you can reduce the opponents max point def/shields. (lowering projectiles value even more as they dont get this)

now...i could be missing something, but... this looks a 'bit' skewed in the favor of missles to me.