Component Damage: Difference between revisions

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== Damage Mechanics ==
== Damage Mechanics ==
Most attacks will cast some kind of ray or sphere colliders (aka hitboxes) through the ship (some attacks even cast multiple colliders). This collider will damage components, though the specifics vary depending on damage type
Components that are damaged below 0 HP will be destroyed (greyed out), and cannot be repaired unless a restore is used. However, there are two exceptions: Damage Threshold, and (Reinforced).
=== Damage Threshold ===
In order to destroy a component, the final "killing" hit has to deal more damage than the Damage Threshold (DT). If not, the component is brought down to 0 HP and disabled (shows as red), but is not destroyed, and therefore can be repaired without needing restores. This is checked after Damage Reduction (DR) is applied, which can make DT much more effective on ships with high DR.
=== Reinforced ===
A reinforced component can only be killed once it's at 0 HP. Any hit when the component is above 0 HP will only bring it down to 0 HP
This means that a reinforced component with a DC team repairing it ''must'' be hit twice within the 0.25 second window between repair ticks or else the DC team will bring the component above 0 HP
(Note that DC teams inside nearly destroyed modules are very vulnerable to damage and can be killed quickly)
The two hits do not have to be the same; any hit that brings the component down to 0 HP will count for the first hit, regardless of how little damage it deals or if it beats the component's DT. However, the second "greying" hit will have to beat DT as usual
Note that the reinforced tag is only "stripped" in the next frame, two hits in the same frame will both be resisted by reinforced, but if the second hit is spaced a moment afterwards, it will break through as expected.
=== Damage Reduction ===
A Hull's Damage Reduction stat reduces incoming damage by the percentage shown. For example, 40% DR will reduce 100 damage to 60 damage.
This modifier applies before damage threshold checks, and therefore massively amplifies the protective effect of Damage Threshold, especially against smaller munitions.
DR begins increasing once 20% of the component slots are filled, and maximizes when 60% of the component slots are filled. Slot size does not matter, only the number of slots filled. Damage Reduction does not change as modules are destroyed.
Damage reduction does not affect fire, bshort, or burnthrough damage. Some weapons ignore DR.

Revision as of 17:38, 1 June 2024




Each Component inside ships have their own health pools. When armor has been penetrated, damage is dealt to components depending on direction of hit and the component's position in the ship.

Damage Mechanics

Most attacks will cast some kind of ray or sphere colliders (aka hitboxes) through the ship (some attacks even cast multiple colliders). This collider will damage components, though the specifics vary depending on damage type

Components that are damaged below 0 HP will be destroyed (greyed out), and cannot be repaired unless a restore is used. However, there are two exceptions: Damage Threshold, and (Reinforced).

Damage Threshold

In order to destroy a component, the final "killing" hit has to deal more damage than the Damage Threshold (DT). If not, the component is brought down to 0 HP and disabled (shows as red), but is not destroyed, and therefore can be repaired without needing restores. This is checked after Damage Reduction (DR) is applied, which can make DT much more effective on ships with high DR.

Reinforced

A reinforced component can only be killed once it's at 0 HP. Any hit when the component is above 0 HP will only bring it down to 0 HP This means that a reinforced component with a DC team repairing it must be hit twice within the 0.25 second window between repair ticks or else the DC team will bring the component above 0 HP (Note that DC teams inside nearly destroyed modules are very vulnerable to damage and can be killed quickly)

The two hits do not have to be the same; any hit that brings the component down to 0 HP will count for the first hit, regardless of how little damage it deals or if it beats the component's DT. However, the second "greying" hit will have to beat DT as usual

Note that the reinforced tag is only "stripped" in the next frame, two hits in the same frame will both be resisted by reinforced, but if the second hit is spaced a moment afterwards, it will break through as expected.

Damage Reduction

A Hull's Damage Reduction stat reduces incoming damage by the percentage shown. For example, 40% DR will reduce 100 damage to 60 damage.

This modifier applies before damage threshold checks, and therefore massively amplifies the protective effect of Damage Threshold, especially against smaller munitions.

DR begins increasing once 20% of the component slots are filled, and maximizes when 60% of the component slots are filled. Slot size does not matter, only the number of slots filled. Damage Reduction does not change as modules are destroyed.

Damage reduction does not affect fire, bshort, or burnthrough damage. Some weapons ignore DR.