en:kampfsystem
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
| Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
| en:kampfsystem [30.04.2026 10:19] – Adding links to the wiki magglish | en:kampfsystem [30.04.2026 18:47] (aktuell) – Updating bounce rule magglish | ||
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| Zeile 19: | Zeile 19: | ||
| Simultaneous Firing: Technically, | Simultaneous Firing: Technically, | ||
| - | ==== B. The 1% Bounce Rule ==== | + | ==== B. Rapid Fire ==== |
| - | Before damage is dealt, the engine checks if the attacker' | + | Certain ships have [[rapidfire|Rapid Fire]] against specific targets (e.g., [[kreuzer|Cruisers]] against |
| - | If Attack < 1% of Shield: The shot completely bounces off. Zero damage is dealt, and the shield doesn' | + | |
| - | Example: A [[leichter_jaeger|Light | + | |
| ==== C. Damage Calculation ==== | ==== C. Damage Calculation ==== | ||
| Zeile 29: | Zeile 27: | ||
| If the shot doesn' | If the shot doesn' | ||
| - | If the [[schild|shield]] is stronger than the [[bewaffnung|attacj]], the shield simply absorbs the damage, and its value is reduced for the rest of that specific round. | + | If the [[schild|shield]] is stronger than the [[bewaffnung|attack]], the shield simply absorbs the damage, and its value is reduced for the rest of that specific round. |
| If the attack is stronger than the shield, the shield drops to 0, and the remaining damage penetrates and reduces the ship's [[huelle|Hull]]. | If the attack is stronger than the shield, the shield drops to 0, and the remaining damage penetrates and reduces the ship's [[huelle|Hull]]. | ||
| Zeile 35: | Zeile 33: | ||
| ==== D. Explosion Mechanics (The 70% Rule) ==== | ==== D. Explosion Mechanics (The 70% Rule) ==== | ||
| - | A ship does not need to hit 0 [[huelle|hull]] to be destroyed. If a ship's Hull drops below 70% of its maximum capacity, it becomes unstable and has a chance to explode on every subsequent hit it takes. \\ | + | A ship does not need to hit 0 [[huelle|hull]] to be destroyed. If a ship's Hull drops below 70% of its maximum capacity, it becomes unstable and has a chance to explode on every subsequent hit it takes. The shot that reduces the hull to <70% can make the unit explode as well. \\ |
| The probability of a ship exploding is exactly proportional to the damage it has taken. If a ship has 40% of its hull remaining, it has a 60% chance to explode upon being hit. | The probability of a ship exploding is exactly proportional to the damage it has taken. If a ship has 40% of its hull remaining, it has a 60% chance to explode upon being hit. | ||
| - | ==== E. Rapid Fire ==== | + | ==== E. The 1% Bounce Rule ==== |
| - | Certain ships have [[rapidfire|Rapid Fire]] against specific targets (e.g., [[kreuzer|Cruisers]] against | + | Before damage is dealt, the engine checks if the attacker' |
| + | If Attack < 1% of Shield: The shot completely bounces off. Zero damage is dealt and also the explosion mechanic cannot be triggered for that shot. | ||
| + | Example: A [[leichter_jaeger|Light | ||
| ====== Tips for Optimizing Your Attack & Defense Fleet ====== | ====== Tips for Optimizing Your Attack & Defense Fleet ====== | ||
en/kampfsystem.1777544383.txt.gz · Zuletzt geändert: 30.04.2026 10:19 von magglish
