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30+ PSA: Combat Recap: Enemy Malfunction

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30+ PSA: Combat Recap: Enemy Malfunction Empty 30+ PSA: Combat Recap: Enemy Malfunction

Post  Bridgeburners Fri Apr 01, 2011 11:28 pm

Hello [FAM]ilia members,

This is the second of the Combat Recaps that feature top end pirates and bombing.

As befits the power level of these pirates, this is a rather complex combat recap.

Comments from the bomber are in italics.

In this example I will demonstrate how if you can get enough +emalf [enemy malfunction], many targets become viable with just a handful of bombs. First I attack the target and show that he kicks my butt, but *just* barely.... then I will add a couple of bombs to kick his +malf over 100% and it is an easy win.

This kind of bombing requires at good gunny, and rare +emalf gear or +emalf consumables to work well. Another point to bear in mind is that without an expert tech you need to have decent -malf yourself or risk having the bombs kick your malf above your target if he has any kind of -malf gear on himself.



* Active Consumables/Effects:

AI Escort: 58 minutes remaining
Cloak: 20 minutes remaining
Sunspot: 5 minutes remaining
Long-Use Computer Kludge: 28 minutes remaining

The Long-Use Computer Kludge (L.U.C.K.) is a superb consumable. I hope it continues to get cheaper.

* Installed On Ship:

[x2] Class VI Stealth Drive Unit - Mk V - [Uninstall]
[x7] Class VII Energy Shield - Mk V - [Uninstall]
[x3] Cyberpositronic AI - Mk V - [Uninstall]
[x3] Depleted Uranium Plating - Mk V - [Uninstall]
Protocol: Anti-Espionage Protocol - [Uninstall]

Let's just say that this pirate has spent a *lot* of money on NOMing items.

* Modded Stats:

+135% Weapons XXX
+780% Shields XXX
+221% Engines XXX
Malfunction -38%
Enemy Malfunction +106%
Damage Modifier +4
Surprise Damage +305
Surprise Chance +53%
Critical Damage +144
Critical Chance +43%
Hull Points +1080
Fuel +1
Research Units +18
Energy -1
Install Slots 0/15

The key point here is Enemy Malfunction +106%. If you look at the inventory installed, you will see that they are chosen to boost enemy malfunction.

A strong case can be made that Enemy Malfunction is the strongest of all of the characteristics in the game (Perhaps a PSA should be written that describes all of the characteristics... hmmm). Obviously, having over 100% is fairly good, as it makes it difficult for your opponent to hit you. Smile

* Active Officer:

50 Gunnery Technician 27,034,405 / 29,396,673 [15%] rename
Description: ACTIVE 7 minutes

* Increase weapons 50%
* Increase critical hit chance by 20% (max: 20%)
* Maximum critical damage increased by 50
* Increase enemy malfunction by 50% (max: 50%)

The Gunnery Officer is an essential choice, as the 50% enemy malfunction is awesome.

* First combat log:
(using no bombs)

Space Combat
Level: XXX Hull Points: 3070
Weapons: XXX Defense: XXX Engines: XXX
Max. Damage: 32
vs.
Worthy Opponent Level: XXX Hull Points: 2924
Weapons: XXX Defense: XXX Engines: XXX
Max. Damage: 7,902,762

Your cloak is effective - Worthy Opponent thinks you are [DMC] Totentag!

I've had to hide most of this - but it doesn't really matter, as you will see.

Worthy Opponent superior engines bonus: +90 Hull Points.
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 99%)

You will see that the Worthy Opponent only has a malfunction of 99%. As the Friendly Pirate had 106% enemy malfunction, this suggests that the Worthy Opponent started with a -7% malfunction.

FAIL: Weapons cause 3 to Worthy Opponent(3,011 HP remaining)
HIT: Weak Signal Laser does 31 to Worthy Opponent (2,980 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 99%)
CRITICAL (+62 ) HIT: Weak Signal Laser does 89 to Worthy Opponent (2,891 HP remaining)

It appears that the battle will be a question of how long until the 1% chance happens. As the Worthy Opponent as almost 3,000 hit points, there's virtually no chance of winning this battle.

FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 99%)
CRITICAL (+106 - CRITICAL REDUCTION of 21 = 85) HIT: Weak Signal Laser does 106 to Worthy Opponent (2,785 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 99%)
HIT: Weak Signal Laser does 29 to Worthy Opponent (2,756 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 99%)
HIT: Weak Signal Laser does 5 to Worthy Opponent (2,751 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 99%)
CRITICAL (+8 ) HIT: Weak Signal Laser does 40 to Worthy Opponent (2,711 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 99%)
CRITICAL (+82 ) HIT: Weak Signal Laser does 109 to Worthy Opponent (2,602 HP remaining)
HIT: 3 Black Hole Generator - Mk II,Black Hole Generator - Mk III,2 Gravitic Deflection Lens - Mk III,Pulsar Beam - Mk III,3 Reflective Field Dynamo,Reflective Field Dynamo - Mk II,2 Reflective Field Dynamo - Mk III does 4,638,893 to Friendly Pirate (-4,635,823 HP remaining)

Well that was... final.

Alert
Worthy Opponent defeated you.
You were raided for $5,085.
If Worthy Opponent finds you in the Ship Yard, your cloak will be seen through - get out quick!

If you attack somebody while wearing a cloak, they have two ways of confirming if it was you.

1 ) If you attack and lose, they can look in the shipyard and see who yarded you.
2 ) If they spy you, they will find the most recent time you attacked them.


Second round of combat.

Obviously we came real close, but 1% chance to eliminate you is still enough vs. many opponents. Let's try adding a handful of bombs and see what happens. All we really need is for a single bomb or two to go off and we'll kick the target above +100% malfunction guaranteeing a kill.


* Combat Log:
(Using 5 bombs)

Space Combat
XXX Level: XXX Hull Points: 3070
Weapons: XXX Defense: XXX Engines: XXX
Max. Damage: 32
vs.
Worthy Opponent Level: XXX Hull Points: XXX
Weapons: XXX Defense: XXX Engines: XXX
Max. Damage: 7,902,762

No changes from the last combat.

Worthy Opponent superior engines bonus: +90 Hull Points.
Bomb Damage! Small Bomb does 305 damage to Worthy Opponent (2,467 HP remaining)
FAIL: Small Bomb Malfunction! (Chance of occurrence is 40%)
FAIL: Small Bomb Malfunction! (Chance of occurrence is 40%)
Bomb Damage! Small Bomb does 173 damage to Worthy Opponent (2,294 HP remaining)
Bomb Damage! Small Bomb does 459 damage to Worthy Opponent (1,835 HP remaining)
Bomb Damage! Small Bomb also causes 614 damage to Friendly Pirate (2,456 HP remaining)

Lots of damage, but as we saw last battle, damage isn't going really going to win this one.

Bomb Effect: Worthy Opponent Malfunction Increased: + 22%!
Bomb Effect: Friendly Pirate Malfunction Increased: + 14%!

Now this, on the other hand, is crucial. What was previously a 99% malfunction rate is now 121%.

FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
FAIL: Weapons cause 10 to Friendly Pirate(2,446 HP remaining)
HIT: Weak Signal Laser does 9 to Worthy Opponent (1,826 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 29 to Worthy Opponent (1,797 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 12 to Worthy Opponent (1,785 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
CRITICAL (+132 ) HIT: Weak Signal Laser does 153 to Worthy Opponent (1,632 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
FAIL: Weapons cause 6 to Worthy Opponent(1,626 HP remaining)
HIT: Weak Signal Laser does 23 to Worthy Opponent (1,603 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
FAIL: Weapons cause 18 to Worthy Opponent(1,585 HP remaining)
CRITICAL (+41 ) HIT: Weak Signal Laser does 66 to Worthy Opponent (1,519 HP remaining)

Note that the Friendly pirate is using a Weak Signal Laser, but is getting critical damage. The key is the Class VI Stealth Drive Units.

FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
FAIL: Weapons cause 15 to Friendly Pirate(2,431 HP remaining)
CRITICAL (+119 ) HIT: Weak Signal Laser does 124 to Worthy Opponent (1,395 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
CRITICAL (+53 ) HIT: Weak Signal Laser does 71 to Worthy Opponent (1,324 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 20 to Worthy Opponent (1,304 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 25 to Worthy Opponent (1,279 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 15 to Worthy Opponent (1,264 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
FAIL: Weapons cause 4 to Worthy Opponent(1,260 HP remaining)
HIT: Weak Signal Laser does 15 to Worthy Opponent (1,245 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 23 to Worthy Opponent (1,222 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 7 to Worthy Opponent (1,215 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 12 to Worthy Opponent (1,203 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
CRITICAL (+95 ) HIT: Weak Signal Laser does 107 to Worthy Opponent (1,096 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
CRITICAL (+21 ) HIT: Weak Signal Laser does 53 to Worthy Opponent (1,043 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
CRITICAL (+83 ) HIT: Weak Signal Laser does 103 to Worthy Opponent (940 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
CRITICAL (+107 ) HIT: Weak Signal Laser does 132 to Worthy Opponent (808 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 12 to Worthy Opponent (796 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
CRITICAL (+91 ) HIT: Weak Signal Laser does 103 to Worthy Opponent (693 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
CRITICAL (+88 - CRITICAL REDUCTION of 8 = 80) HIT: Weak Signal Laser does 101 to Worthy Opponent (592 HP remaining)

I'll talk about critical damage and critical damage reduction in a future PSA.

FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 27 to Worthy Opponent (565 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
CRITICAL (+79 ) HIT: Weak Signal Laser does 99 to Worthy Opponent (466 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
CRITICAL (+70 ) HIT: Weak Signal Laser does 79 to Worthy Opponent (387 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 4 to Worthy Opponent (383 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
CRITICAL (+142 ) HIT: Weak Signal Laser does 171 to Worthy Opponent (212 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
FAIL: Weapons cause 8 to Friendly Pirate(2,423 HP remaining)
CRITICAL (+19 ) HIT: Weak Signal Laser does 40 to Worthy Opponent (172 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 11 to Worthy Opponent (161 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
FAIL: Weapons cause 7 to Worthy Opponent(154 HP remaining)
CRITICAL (+9 ) HIT: Weak Signal Laser does 12 to Worthy Opponent (142 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 25 to Worthy Opponent (117 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
HIT: Weak Signal Laser does 14 to Worthy Opponent (103 HP remaining)
FAIL: Worthy Opponent Weapons Malfunction! (Chance of occurrence is 121%)
CRITICAL (+100 ) HIT: Weak Signal Laser does 114 to Worthy Opponent (-11 HP remaining)

It took a while, but the outcome was never in doubt.


Alert
You seriously damaged Worthy Opponent
XXX exp was earned.
Your crew raided $0 from Worthy Opponent.
Officer took $0 in a share of booty and XXX experience.
Your fleet took $0 in tax (7%).

Bombs are often used to kill much stronger opponents outright. However, as this combat shows, Bombs can be used simply to raise the opponents malfunction, which will give you a much better chance winning.

Imagine, if you will, that you attack somebody with identical stats. You have about a 50% chance of winning. However, if you bomb them first with a few bombs, you could increase their malfunction by 15%, and take off 40% of their hull. Thsi will raise your chance of winning the battle from 50% to over 80% (obviously, there are lots of variables).


Bonus information and examples about bombing elite players can be found here

I hope that this diversion into how elite players fight in Star Pirates. Obviously, I don't expect that any of you will be at this level for a couple for years (I'm days away from my second anniversary, and I'm less than 1/10th of the levels of these combatants), but I thought it would be nice to see how the other half (so to speak) live.

Please let me know if you have any questions.

Bridgeburners

Bridgeburners

Posts : 121
Join date : 2011-03-28
Age : 103
Location : Ottawa

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