ARU and Cyber Repair Rates
Posted: Sun May 31, 2015 1:39 pm
EDIT: this thread start has been updated multiple times.
Summary:
Cybernetic repair rate In vanilla moo2 is advertised as 10% of armor and structure and 5% of internal systems.
The 5% is only accurate for Star Bases. For ships the repair rate of internal systems is lower than 5%.
The cause is that only half of the hit points of a ships drive is taken into account for repair calculation.
Thus, the effective repair rate is dependent on a ships configuration:
An empy BB with no shield gets a 3.3% repair rate.
BB's with a shield and/or weapons & specials have a higher effective repair rate, up to 4.3%.
Reason is that the relative influence of the drive declines.
The same applies for the Automated Repair Unit, only the percentages are doubled.
Repair rate of armor & structure:
CMBTFIR2: Repair_Combat_Ship_
Offset: Data Size Value
000BB029 (dos)
000BB069 (140): 64 00 00 00 DWORD 100 ; Armor & Structure Repair = X/100
Repair rate of internal systems work as quoted in the OCL thread:
Total hit points repaired is 5% of:
1. Half of hit points of the drive
2. HP of beam computer
3. HP of shield generator
4. HP of weapons (hp are 10% of space)
5. HP of specials (hp are 10% of space)
When the ship has no computer by design, computer hit points are still used in the calculation!
When the ship has no shield, shield hit points are not used.
The repair value is rounded down and then used for repairs.
Order of repair is: Drive, Computer, Weapons & Specials, Shield.
For cybernetics, Star Bases do get the correct 5% repair rate, but for ships the repair rate is dependent on its configuration. An empy BB with no shield would get a 3.3% repair rate. For BB's with a shield and/or weapons & specials, the effective repair rate is higher because the relative influence of the drive declines. (Up to 4.2% in classic MOO2, not taking R. Hull, Battle Pods & Megafluxers into account)
A damaged drive leads to partial loss of movement or even immobilization.
A destroyed drive will cause the ship to explode.
A destroyed computer will be repaired.
Weapons & Specials that are destroyed are not repaired and are lost during combat while damaged ones do get repaired.
A shield that gets destroyed, will get repairs (hit points go up) and the repaired shield is able to block damage according to its class, however it is no longer able to absorb damage. (In essence, it works the same in this case as a planetary shield)
Values of star base internals as can be seen in combat in the pop-up info screen, are the values of its respective class SHIP and not the values from the Star Base line in OCL. Thus, by default the star base has computer & shield values of a cruiser. In OCL_Improved, shield and computer values can also be set at the star base line, but that is not what you see on screen in combat. (more detail: OCL codes correctly, it is just that the offsets for bases are not used / overrided by 'Star Base Size Class' offsets)
The pop-up info screen and the info on the bottom of the combat screen do not always display the same info on number of weapons active, when Ion Pulse Cannon has destroyed some. The pop-up info screen is only updated the next turn on this aspect. In case you destroy an opponents' weapon, that weapon will be present and "quasi-functioning" for the current turn: Beam weapons would draw animation, and would look like a miss, missiles would be launched, but would have a "0 missiles" in the stack info, and would also do no damage when hitting their target.
Some weird twist also in repair after combat has finished, contradicting the battle repair in some parts. Weapons arent repaired still, the same as during a battle, but specials, shields, drive and computer are, and regain the full capabilities (Armor & Structure are restored fully too).
-----
Below are results of the first round of testing which initiated this thread; second round and discussion in posts below added to this later.
Cyber & ships
Effective repair rate with default 200 denominator is indeed 3.3% when ship has no shield and not counting weapons or specials present. When making the calculation with 1/2 drive value, repair rate is 5.076%.
When ship has a shield, i has a 3.866% effective repair rate, not counting weapons & specials present. And this is 5.043% when calculating 1/2 drive value.
ATU & ships
Effective repair rate with default 200 denominator is 6.7% when ship has no shield and not counting weapons or specials present. When making the calculation with 1/2 drive value, repair rate is 10.308%.
Cyber & star base
Effective repair rate 6% when base has no shield and not counting weapons or specials present.
I had computer value set at 150pt value and the base got 9pts repair per turn.
When base has a shield, i get a 5.25% effective repair rate, not counting weapons & specials present. I had shield value at 250, which caused 21pts/turn damage repair.
ATU & star base
Effective repair rate 12% when base has no shield and not counting weapons or specials present.
I had computer value set at 150pt value and the base got 18pts repair per turn.
When base has a shield, i get a 10.75% effective repair rate, not counting weapons & specials present. I had shield value at 250, which caused 43pts/turn damage repair.
missing points
For Star Base, if i add 30pts to total value of computer and shield (30+150+250) or just to compu when no shield present, all calc's result in exactly 5% or 10%. (assuming the 21pt repair is in fact 21.5, explaining the 43pt ATU repair)
>So is these 30pts the value for weapons & systems in a base?
Using this as input for the ships, it suggests 30 is too high and it should be more ~25.
Depending on how rounding works exactly.
>So is there just 1 fixed value added for weapons & specials, how much is it and which offset determines it?
Summary:
Cybernetic repair rate In vanilla moo2 is advertised as 10% of armor and structure and 5% of internal systems.
The 5% is only accurate for Star Bases. For ships the repair rate of internal systems is lower than 5%.
The cause is that only half of the hit points of a ships drive is taken into account for repair calculation.
Thus, the effective repair rate is dependent on a ships configuration:
An empy BB with no shield gets a 3.3% repair rate.
BB's with a shield and/or weapons & specials have a higher effective repair rate, up to 4.3%.
Reason is that the relative influence of the drive declines.
The same applies for the Automated Repair Unit, only the percentages are doubled.
Repair rate of armor & structure:
CMBTFIR2: Repair_Combat_Ship_
Offset: Data Size Value
000BB029 (dos)
000BB069 (140): 64 00 00 00 DWORD 100 ; Armor & Structure Repair = X/100
Repair rate of internal systems work as quoted in the OCL thread:
Total hit points repaired is 5% of:
1. Half of hit points of the drive
2. HP of beam computer
3. HP of shield generator
4. HP of weapons (hp are 10% of space)
5. HP of specials (hp are 10% of space)
When the ship has no computer by design, computer hit points are still used in the calculation!
When the ship has no shield, shield hit points are not used.
The repair value is rounded down and then used for repairs.
Order of repair is: Drive, Computer, Weapons & Specials, Shield.
For cybernetics, Star Bases do get the correct 5% repair rate, but for ships the repair rate is dependent on its configuration. An empy BB with no shield would get a 3.3% repair rate. For BB's with a shield and/or weapons & specials, the effective repair rate is higher because the relative influence of the drive declines. (Up to 4.2% in classic MOO2, not taking R. Hull, Battle Pods & Megafluxers into account)
A damaged drive leads to partial loss of movement or even immobilization.
A destroyed drive will cause the ship to explode.
A destroyed computer will be repaired.
Weapons & Specials that are destroyed are not repaired and are lost during combat while damaged ones do get repaired.
A shield that gets destroyed, will get repairs (hit points go up) and the repaired shield is able to block damage according to its class, however it is no longer able to absorb damage. (In essence, it works the same in this case as a planetary shield)
Values of star base internals as can be seen in combat in the pop-up info screen, are the values of its respective class SHIP and not the values from the Star Base line in OCL. Thus, by default the star base has computer & shield values of a cruiser. In OCL_Improved, shield and computer values can also be set at the star base line, but that is not what you see on screen in combat. (more detail: OCL codes correctly, it is just that the offsets for bases are not used / overrided by 'Star Base Size Class' offsets)
The pop-up info screen and the info on the bottom of the combat screen do not always display the same info on number of weapons active, when Ion Pulse Cannon has destroyed some. The pop-up info screen is only updated the next turn on this aspect. In case you destroy an opponents' weapon, that weapon will be present and "quasi-functioning" for the current turn: Beam weapons would draw animation, and would look like a miss, missiles would be launched, but would have a "0 missiles" in the stack info, and would also do no damage when hitting their target.
Some weird twist also in repair after combat has finished, contradicting the battle repair in some parts. Weapons arent repaired still, the same as during a battle, but specials, shields, drive and computer are, and regain the full capabilities (Armor & Structure are restored fully too).
-----
Below are results of the first round of testing which initiated this thread; second round and discussion in posts below added to this later.
Cyber & ships
Effective repair rate with default 200 denominator is indeed 3.3% when ship has no shield and not counting weapons or specials present. When making the calculation with 1/2 drive value, repair rate is 5.076%.
When ship has a shield, i has a 3.866% effective repair rate, not counting weapons & specials present. And this is 5.043% when calculating 1/2 drive value.
ATU & ships
Effective repair rate with default 200 denominator is 6.7% when ship has no shield and not counting weapons or specials present. When making the calculation with 1/2 drive value, repair rate is 10.308%.
Cyber & star base
Effective repair rate 6% when base has no shield and not counting weapons or specials present.
I had computer value set at 150pt value and the base got 9pts repair per turn.
When base has a shield, i get a 5.25% effective repair rate, not counting weapons & specials present. I had shield value at 250, which caused 21pts/turn damage repair.
ATU & star base
Effective repair rate 12% when base has no shield and not counting weapons or specials present.
I had computer value set at 150pt value and the base got 18pts repair per turn.
When base has a shield, i get a 10.75% effective repair rate, not counting weapons & specials present. I had shield value at 250, which caused 43pts/turn damage repair.
missing points
For Star Base, if i add 30pts to total value of computer and shield (30+150+250) or just to compu when no shield present, all calc's result in exactly 5% or 10%. (assuming the 21pt repair is in fact 21.5, explaining the 43pt ATU repair)
>So is these 30pts the value for weapons & systems in a base?
Using this as input for the ships, it suggests 30 is too high and it should be more ~25.
Depending on how rounding works exactly.
>So is there just 1 fixed value added for weapons & specials, how much is it and which offset determines it?