Physical projectile damage (research)
Jump to navigation
Jump to search
| Physical projectile damage (research) |
|
Cost |
|
| ✖ 100 | |
|
Prototype type |
|
|
Internal name |
physical-projectile-damage-1 |
|
Required technologies |
|
|
Allows |
|
Physical projectile damage (research) affects the damage of all firearms magazines, gun turrets, shotgun shells, cannon shells and defender robots.
| Technology | Cost | Per Level | Cumulative | Per level | Cumulative | Per level | Cumulative |
|---|---|---|---|---|---|---|---|
| Physical projectile damage 1 | ✖ 100 | 10% | 10% | 10% | 10% | ||
| Physical projectile damage 2 | ✖ 200 | 10% | 20% | 10% | 20% | ||
| Physical projectile damage 3 | ✖ 300 | 20% | 40% | 20% | 40% | ||
| Physical projectile damage 4 | ✖ 400 | 20% | 60% | 20% | 60% | ||
| Physical projectile damage 5 | ✖ 500 | 20% | 80% | 20% | 80% | 90% | 90% |
| Physical projectile damage 6 | ✖ 600 | 40% | 120% | 40% | 120% | 130% | 220% |
| Physical projectile damage 7-∞ | ✖ 2^(Level-7)*1000 (eg. 1000 for level 7, 2000 for level 8) |
40% per level | 120% + 40%*(Level-6) |
70% per level | 120% + 70%*(Level-6) |
100% per level | 220% + 100%*(Level-6) |
In Space Age, level 6 of the research and the infinite research have half the effect for bullets and gun turrets. The effect for shotgun and cannon shells is unchanged.
| Technology | Cost | Per Level | Cumulative | Per level | Cumulative | Per level | Cumulative | Per level | Cumulative |
|---|---|---|---|---|---|---|---|---|---|
| Physical projectile damage 6 | ✖ 600 | 20% | 100% | 40% | 120% | 20% | 100% | 130% | 220% |
| Physical projectile damage 7-∞ | ✖ 2^(Level-7)*1000 (eg. 1000 for level 7, 2000 for level 8) |
20% per level | 100% + 20%*(Level-6) |
40% per level | 120% + 20%*(Level-6) |
20% per level | 100% + 20%*(Level-6) |
100% per level | 220% + 100%*(Level-6) |
History
- 0.17.0:
- Added as part of military technology balance rework.