Physical projectile damage (research): Difference between revisions
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Added thresholds for gun turrets to destroy asteroids spot checked a few levels to confirm. |
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{| class="wikitable" | {| class="wikitable" | ||
! colspan = 2 | | ! colspan = 2 | | ||
! colspan = 2 | {{Icon|Firearm magazine}}{{Icon|Piercing rounds magazine}}{{Icon|Uranium rounds magazine}}{{Icon|Defender capsule}}{{Icon| | ! colspan = 2 | {{Icon|Firearm magazine}}{{Icon|Piercing rounds magazine}}{{Icon|Uranium rounds magazine}}<br>{{Icon|Defender capsule}}{{Icon|Shotgun shells}}{{Icon|Piercing shotgun shells}} | ||
! colspan = 2 | {{Icon|Gun turret}} | |||
! colspan = 2 | {{Icon|Cannon shell}}{{Icon|Explosive cannon shell}}{{Icon|Uranium cannon shell}}{{Icon|Explosive uranium cannon shell}} | ! colspan = 2 | {{Icon|Cannon shell}}{{Icon|Explosive cannon shell}}<br>{{Icon|Uranium cannon shell}}{{Icon|Explosive uranium cannon shell}} | ||
|- | |- | ||
! Technology !! Cost !! Per Level !! Cumulative !!Per | ! Technology !! Cost !! Per Level !! Cumulative !!Per level !! Cumulative !! Per level !! Cumulative | ||
|- | |- | ||
| {{Icontech|Physical projectile damage (research)|1}} Physical projectile damage 1 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} ✖ <big>100</big> || 10% || 10% || 10% || 10% || || | | {{Icontech|Physical projectile damage (research)|1}} Physical projectile damage 1 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} ✖ <big>100</big> || 10% || 10% || 10% || 10% || || | ||
| Line 18: | Line 18: | ||
| {{Icontech|Physical projectile damage (research)|4}} Physical projectile damage 4 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ <big>400</big> || 20% || 60% || 20% || 60% || || | | {{Icontech|Physical projectile damage (research)|4}} Physical projectile damage 4 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ <big>400</big> || 20% || 60% || 20% || 60% || || | ||
|- | |- | ||
| {{Icontech|Physical projectile damage (research)|5}} Physical projectile damage 5 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon| | | {{Icontech|Physical projectile damage (research)|5}} Physical projectile damage 5 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} ✖ <big>500</big> || 20% || 80% || 20% || 80% || 90% || 90% | ||
|- | |||
| {{Icontech|Physical projectile damage (research)|6}} Physical projectile damage 6 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ <big>600</big> || 40% || 120% || 40% || 120% || 130% || 220% | |||
|- | |||
| {{Icontech|Physical projectile damage (research)|7-∞}} Physical projectile damage 7-∞ || {{Icon|Time|60|Time}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} ✖ <br/><big>{{Key|2^(Level-7)*1000}}</big> (eg. 1000 for level 7, 2000 for level 8) || 40% per level || 120% + <pre class="keyboard-key">40%*(Level-6)</pre> || 70% per level || 120% + <pre class="keyboard-key">70%*(Level-6)</pre> || 100% per level || 220% + <pre class="keyboard-key">100%*(Level-6)</pre> | |||
|} | |||
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. | |||
{| class="wikitable" | |||
! colspan = 2 | | |||
! colspan = 2 | {{Icon|Firearm magazine}}{{Icon|Piercing rounds magazine}}{{Icon|Uranium rounds magazine}}<br>{{Icon|Defender capsule}} | |||
! colspan = 2 | {{Icon|Shotgun shells}}{{Icon|Piercing shotgun shells}} | |||
! colspan = 2 | {{Icon|Gun turret}} | |||
! colspan = 2 | {{Icon|Cannon shell}}{{Icon|Explosive cannon shell}}<br>{{Icon|Uranium cannon shell}}{{Icon|Explosive uranium cannon shell}} | |||
|- | |||
! Technology !! Cost !! Per Level !! Cumulative !!Per level !! Cumulative !! Per level !! Cumulative !! Per level !! Cumulative | |||
|- | |- | ||
| {{Icontech|Physical projectile damage (research)|6}} Physical projectile damage 6 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon| | | {{Icontech|Physical projectile damage (research)|6}} Physical projectile damage 6 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ <big>600</big> || 20% || 100% || 40% || 120% || 20% || 100% || 130% || 220% | ||
|- | |- | ||
| {{Icontech|Physical projectile damage (research)|7-∞}} Physical projectile damage 7-∞ || {{Icon|Time|60 | | {{Icontech|Physical projectile damage (research)|7-∞}} Physical projectile damage 7-∞ || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} ✖ <br/><big>{{Key|2^(Level-7)*1000}}</big> (eg. 1000 for level 7, 2000 for level 8) || 20% per level || 100% + <pre class="keyboard-key">20%*(Level-6)</pre> || 40% per level || 120% + <pre class="keyboard-key">20%*(Level-6)</pre> || 20% per level || 100% + <pre class="keyboard-key">20%*(Level-6)</pre> || 100% per level || 220% + <pre class="keyboard-key">100%*(Level-6)</pre> | ||
|} | |} | ||
== Thresholds == | |||
The table below shows for each level of the physical projectile damage research how many (normal [[quality]]{{SA}}) magazines a [[gun turret]] requires to destroy a small (S), medium (M), or small promethium (SP) [[asteroids]]{{SA}}. Big and huge asteroids are excluded because their flat physical resistance makes gun turrets impractical; medium promethium asteroids are better left to [[rocket turret]]s. Physical projectile damage research applies to both the ammo and the turret as separate multipliers, so the combined bonus is squared rather than summed. Separate columns are given for [[Firearm magazine]]s, [[Piercing rounds magazine]]s, and [[Uranium rounds magazine]]s, each of which holds 10 rounds. | |||
<!-- Physical Projectile (gun turret vs asteroids) damage thresholds --> | |||
{| class="wikitable" style="text-align:center;" | |||
! colspan="11" | Magazines required to destroy asteroid | |||
|- | |||
! rowspan="2" | Level !! rowspan="2" | Cumulative<br>research cost !! colspan="3" | {{Icon|Metallic asteroid chunk|S|space-age=yes}}{{Icon|Carbonic asteroid chunk|S|space-age=yes}}{{Icon|Oxide asteroid chunk|S|space-age=yes}} !! colspan="3" | {{Icon|Metallic asteroid chunk|M|space-age=yes}}{{Icon|Carbonic asteroid chunk|M|space-age=yes}}{{Icon|Oxide asteroid chunk|M|space-age=yes}} !! colspan="3" | {{Icon|Promethium asteroid chunk|SP|space-age=yes}} | |||
|- | |||
! {{Icon|Firearm magazine}} !! {{Icon|Piercing rounds magazine}} !! {{Icon|Uranium rounds magazine}} !! {{Icon|Firearm magazine}} !! {{Icon|Piercing rounds magazine}} !! {{Icon|Uranium rounds magazine}} !! {{Icon|Firearm magazine}} !! {{Icon|Piercing rounds magazine}} !! {{Icon|Uranium rounds magazine}} | |||
|- | |||
|- style="vertical-align:top;" | |||
! style="vertical-align:middle;" | {{Icontech|Physical projectile damage (research)|0}} | |||
| - | |||
| rowspan="4" | {{Icon|Firearm magazine|2}} | |||
| rowspan="2" | {{Icon|Piercing rounds magazine|2}} | |||
| rowspan="10" | {{Icon|Uranium rounds magazine|1}} | |||
| {{Icon|Firearm magazine|9}} | |||
| {{Icon|Piercing rounds magazine|6}} | |||
| {{Icon|Uranium rounds magazine|4}} | |||
| rowspan="2" | {{Icon|Firearm magazine|4}} | |||
| rowspan="2" | {{Icon|Piercing rounds magazine|3}} | |||
| rowspan="2" | {{Icon|Uranium rounds magazine|2}} | |||
|- style="vertical-align:top;" | |||
! style="vertical-align:middle;" | {{Icontech|Physical projectile damage (research)|1}} | |||
| 100 | |||
| {{Icon|Firearm magazine|8}} | |||
| {{Icon|Piercing rounds magazine|5}} | |||
| rowspan="2" | {{Icon|Uranium rounds magazine|3}} | |||
|- style="vertical-align:top;" | |||
! style="vertical-align:middle;" | {{Icontech|Physical projectile damage (research)|2}} | |||
| 500 | |||
| rowspan="8" | {{Icon|Piercing rounds magazine|1}} | |||
| {{Icon|Firearm magazine|7}} | |||
| {{Icon|Piercing rounds magazine|4}} | |||
| rowspan="2" | {{Icon|Firearm magazine|3}} | |||
| rowspan="2" | {{Icon|Piercing rounds magazine|2}} | |||
| rowspan="8" | {{Icon|Uranium rounds magazine|1}} | |||
|- style="vertical-align:top;" | |||
! style="vertical-align:middle;" | {{Icontech|Physical projectile damage (research)|3}} | |||
| 1.4k | |||
| {{Icon|Firearm magazine|5}} | |||
| rowspan="2" | {{Icon|Piercing rounds magazine|3}} | |||
| rowspan="2" | {{Icon|Uranium rounds magazine|2}} | |||
|- style="vertical-align:top;" | |||
! style="vertical-align:middle;" | {{Icontech|Physical projectile damage (research)|4}} | |||
| 2.6k | |||
| rowspan="6" | {{Icon|Firearm magazine|1}} | |||
| {{Icon|Firearm magazine|4}} | |||
| rowspan="2" | {{Icon|Firearm magazine|2}} | |||
| rowspan="6" | {{Icon|Piercing rounds magazine|1}} | |||
|- style="vertical-align:top;" | |||
! style="vertical-align:middle;" | {{Icontech|Physical projectile damage (research)|5}} | |||
| 4.6k | |||
| rowspan="2" | {{Icon|Firearm magazine|3}} | |||
| rowspan="3" | {{Icon|Piercing rounds magazine|2}} | |||
| rowspan="5" | {{Icon|Uranium rounds magazine|1}} | |||
|- style="vertical-align:top;" | |||
! style="vertical-align:middle;" | {{Icontech|Physical projectile damage (research)|6}} | |||
| 7.6k | |||
| rowspan="4" | {{Icon|Firearm magazine|1}} | |||
|- style="vertical-align:top;" | |||
! style="vertical-align:middle;" | {{Icontech|Physical projectile damage (research)|7}} | |||
| 13.6k | |||
| rowspan="2" | {{Icon|Firearm magazine|2}} | |||
|- style="vertical-align:top;" | |||
! style="vertical-align:middle;" | {{Icontech|Physical projectile damage (research)|8}} to {{Icontech|Physical projectile damage (research)|10}} | |||
| 25.6k | |||
| rowspan="2" | {{Icon|Piercing rounds magazine|1}} | |||
|- style="vertical-align:top;" | |||
! style="vertical-align:middle;" | {{Icontech|Physical projectile damage (research)|11}} | |||
| 193.6k | |||
| {{Icon|Firearm magazine|1}} | |||
|} | |||
== History == | |||
{{history|0.17.0| | |||
* Added as part of military technology balance rework.}} | |||
== See also == | == See also == | ||
* [[Research]] | * [[Research]] | ||
* [[Technologies]] | * [[Technologies]] | ||
* [[Weapon shooting speed (research)]] | |||
{{TechNav}} | {{TechNav}} | ||
Latest revision as of 21:44, 14 April 2026
| Physical projectile damage (research) |
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Cost |
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| ✖ 100 | |
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Prototype type |
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Internal name |
physical-projectile-damage-1 |
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Required technologies |
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Allows |
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Object description
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) |
Thresholds
The table below shows for each level of the physical projectile damage research how many (normal quality
) magazines a gun turret requires to destroy a small (S), medium (M), or small promethium (SP) asteroids
. Big and huge asteroids are excluded because their flat physical resistance makes gun turrets impractical; medium promethium asteroids are better left to rocket turrets. Physical projectile damage research applies to both the ammo and the turret as separate multipliers, so the combined bonus is squared rather than summed. Separate columns are given for Firearm magazines, Piercing rounds magazines, and Uranium rounds magazines, each of which holds 10 rounds.
| Magazines required to destroy asteroid | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Level | Cumulative research cost |
|||||||||
| - | ||||||||||
| 100 | ||||||||||
| 500 | ||||||||||
| 1.4k | ||||||||||
| 2.6k | ||||||||||
| 4.6k | ||||||||||
| 7.6k | ||||||||||
| 13.6k | ||||||||||
| to | 25.6k | |||||||||
| 193.6k | ||||||||||
History
- 0.17.0:
- Added as part of military technology balance rework.