Difference between revisions of "AI War:Impulse Reaction Emitter"
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Don't take the DPS at face-value. The minimum multiplier of [[Impulse Reaction Emitter]] ensures that the actual base DPS is twice as strong as [[Fighter]]s. For any target that uses more energy than 1792, this damage increases slowly until the maximum is reached at 7424. The effective multiplier against such targets is 3.75 (~882K/sec), significantly better than [[Bomber]]s (cap-for-cap). | Don't take the DPS at face-value. The minimum multiplier of [[Impulse Reaction Emitter]] ensures that the actual base DPS is twice as strong as [[Fighter]]s. For any target that uses more energy than 1792, this damage increases slowly until the maximum is reached at 7424. The effective multiplier against such targets is 3.75 (~882K/sec), significantly better than [[Bomber]]s (cap-for-cap). | ||
− | Practically speaking, it is better to think of IREs as a specific 'anti-large' | + | Practically speaking, it is better to think of IREs as a specific 'anti-large' bomber with stats like a Fighter. [[AI_War_Ships_and_Structures#Fleet Ships|Fleet Ships]] and normal [[AI_War_Ships_and_Structures#Guard Posts|Guard Posts]] in general do not use enough energy to grant more than minimum damage. Their ideal targets are [[AI_War_Ships_and_Structures#Guardians|Guardians]], higher-level [[Force Field]]s, and ''core'' Guard Posts. Amongst the optional content, [[AI_War_Ships_and_Structures#Golems|Golems]], [[AI-Neinzul Hybrid|Hybrid]]s, [[AI_War_Ships_and_Structures#Spirecraft|Spirecraft]], and Neinzul Enclaves wil generally grant maximum bonuses. |
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == |
Revision as of 13:50, 29 August 2012
This page is up to date for game version 5.029 and should still be correct |
Attacks with ammo that reacts with enemy energy sources, doing much higher damage to ships with higher energy use. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Impulse Reactive | Neutron | Sniper Shots Fusion Cutters Tractor Beams Nuclear Explosions |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 98 | 600 | 6,000 | 2 sec | 154,000 | 0 | 80 | 100 | 300 dmg/sec | 29,400 dmg/sec | Absorbs EMPs |
II | 88 | 1,200 | 6,000 | 2 sec | 308,000 | 0 | 80 | 100 | 600 dmg/sec | 52,800 dmg/sec | Absorbs EMPs |
III | 78 | 1,800 | 6,000 | 2 sec | 462,000 | 0 | 80 | 100 | 900 dmg/sec | 70,200 dmg/sec | Absorbs EMPs |
IV | 68 | 2,400 | 6,000 | 2 sec | 616,000 | 0 | 80 | 100 | 1,200 dmg/sec | 81,600 dmg/sec | Absorbs EMPs |
V | 49 | 3,000 | 6,000 | 2 sec | 770,000 | 0 | 80 | 100 | 1,500 dmg/sec | 73,500 dmg/sec | Absorbs EMPs |
See below for the actual damage calculation.
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Ship Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 500 | 500 | 1,000 | 100 | 00:00:05 | 49,000 | 49,000 | 98,000 | 9,800 | 00:08:10 |
II | 2,500 | 1,000 | 1,000 | 2,000 | 200 | 00:00:09 | 88,000 | 88,000 | 176,000 | 17,600 | 00:13:12 |
III | 6,000 | 2,000 | 2,000 | 4,000 | 200 | 00:00:17 | 156,000 | 156,000 | 312,000 | 15,600 | 00:22:06 |
IV | Adv Fac | 3,000 | 3,000 | 6,000 | 200 | 00:00:25 | 204,000 | 204,000 | 408,000 | 13,600 | 00:28:20 |
V | Core Fab | 4,000 | 4,000 | 8,000 | 200 | 00:00:34 | 196,000 | 196,000 | 392,000 | 9,800 | 00:27:46 |
How to use in your fleet
The actual damage done is based of the energy usage of the target ship and is calculated as follows:
[Base Damage] * [Target Modified Energy Use]
[Target Modified Energy Use] is 1 + ([Target Actual Energy Use] / 256), but always at least 8, and never higher then 30
Don't take the DPS at face-value. The minimum multiplier of Impulse Reaction Emitter ensures that the actual base DPS is twice as strong as Fighters. For any target that uses more energy than 1792, this damage increases slowly until the maximum is reached at 7424. The effective multiplier against such targets is 3.75 (~882K/sec), significantly better than Bombers (cap-for-cap).
Practically speaking, it is better to think of IREs as a specific 'anti-large' bomber with stats like a Fighter. Fleet Ships and normal Guard Posts in general do not use enough energy to grant more than minimum damage. Their ideal targets are Guardians, higher-level Force Fields, and core Guard Posts. Amongst the optional content, Golems, Hybrids, Spirecraft, and Neinzul Enclaves wil generally grant maximum bonuses.
How to counter when in the AI fleet
Countering IREs should not be too difficult using regular fleet-ships and turrets. They can inflict heavy damage against unsuspecting Golems and Spirecraft, so keep your fleet closer together when on the offensive.