Physical projectile damage (research)
| Physical projectile damage (research) |
|
Cost |
|
| ✖ 100 | |
|
Prototype type |
|
|
Internal name |
physical-projectile-damage-1 |
|
Required technologies |
|
|
Allows |
|
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.