Difference between revisions of "AI War:Impulse Reaction Emitter"
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== How to use in your fleet == | == How to use in your fleet == | ||
− | [[File:AI War | + | [[File:AI War - IRE cap DPS.jpg|thumb|right|500px|IRE damage maxes out when the target uses 8000 energy. For comparison, base and bonus cap DPS are shown for [[Fighter]]s (blue) and [[Bomber]]s (purple).]] |
The actual damage done is based of the energy usage of the target ship and is calculated as follows:<br/> | The actual damage done is based of the energy usage of the target ship and is calculated as follows:<br/> | ||
[Base Damage] * [Target Modified Energy Use]<br/> | [Base Damage] * [Target Modified Energy Use]<br/> | ||
[Target Modified Energy Use] is 1 + ([Target Actual Energy Use] / 256), but always at least 8, and never higher then 30 | [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 | + | 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' 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. | 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. |
Latest revision as of 06:00, 29 November 2016
Attacks with ammo that reacts with enemy energy sources, doing much higher damage to ships with higher energy use. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
96 | Impulse Reactive | Neutron | Sniper Shots, Fusion Cutters, Tractor Beams, Nuclear Explosions |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 612 | 6,000 | 2 sec | 156,000 | 0 | 80 | 100 | 306 dmg/sec | 29,376 dmg/sec | Absorbs EMPs |
II | 1,220 | 6,000 | 2 sec | 314,000 | 0 | 80 | 100 | 610 dmg/sec | 58,560 dmg/sec | Absorbs EMPs |
III | 1,820 | 6,000 | 2 sec | 470,000 | 0 | 80 | 100 | 910 dmg/sec | 87,360 dmg/sec | Absorbs EMPs |
IV | 2,440 | 6,000 | 2 sec | 628,000 | 0 | 80 | 100 | 1,220 dmg/sec | 117,120 dmg/sec | Absorbs EMPs |
V | 3,040 | 6,000 | 2 sec | 780,000 | 0 | 80 | 100 | 1,520 dmg/sec | 145,920 dmg/sec | Absorbs EMPs |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 500 | 500 | 1,000 | 100 | 00:00:05 | 48,000 | 48,000 | 96,000 | 9,600 | 00:08:00 |
II | 2,500 | 1,000 | 1,000 | 2,000 | 200 | 00:00:09 | 96,000 | 96,000 | 192,000 | 19,200 | 00:14:24 |
III | 4,000 | 2,000 | 2,000 | 4,000 | 200 | 00:00:17 | 192,000 | 192,000 | 384,000 | 19,200 | 00:27:12 |
IV | Adv Fac | 3,000 | 3,000 | 6,000 | 200 | 00:00:25 | 288,000 | 288,000 | 576,000 | 19,200 | 00:40:00 |
V | Core Fab | 4,000 | 4,000 | 8,000 | 200 | 00:00:34 | 384,000 | 384,000 | 768,000 | 19,200 | 00:54:24 |
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.