AI War:Zenith Polarizer
This page is up to date for version 6.009 |
Has high armor piercing, and does higher damage to ships with more armor. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
96 | Dark Matter | Neutron |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 196 | 3,600 | 2 sec | 156,000 | 900 | 72 | 100 | 98 dmg/sec | 9,408 dmg/sec | Does More Damage To Heavily Armored Targets Armor Piercing 999,999 |
II | 392 | 3,600 | 2 sec | 314,000 | 1,800 | 72 | 100 | 196 dmg/sec | 18,816 dmg/sec | Does More Damage To Heavily Armored Targets Armor Piercing 999,999 |
III | 588 | 3,600 | 2 sec | 470,000 | 2,700 | 72 | 100 | 294 dmg/sec | 28,224 dmg/sec | Does More Damage To Heavily Armored Targets Armor Piercing 999,999 |
IV | 780 | 3,600 | 2 sec | 628,000 | 3,600 | 72 | 100 | 390 dmg/sec | 37,440 dmg/sec | Does More Damage To Heavily Armored Targets Armor Piercing 999,999 |
V | 980 | 3,600 | 2 sec | 780,000 | 4,500 | 72 | 100 | 490 dmg/sec | 47,040 dmg/sec | Does More Damage To Heavily Armored Targets Armor Piercing 999,999 |
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 | -- | 400 | 400 | 800 | 100 | 00:00:04 | 38,400 | 38,400 | 76,800 | 9,600 | 00:06:24 |
II | 2,500 | 800 | 800 | 1,600 | 200 | 00:00:07 | 76,800 | 76,800 | 153,600 | 19,200 | 00:11:12 |
III | 6,000 | 1,600 | 1,600 | 3,200 | 200 | 00:00:14 | 153,600 | 153,600 | 307,200 | 19,200 | 00:22:24 |
IV | Adv Fac | 2,400 | 2,400 | 4,800 | 200 | 00:00:20 | 230,400 | 230,400 | 460,800 | 19,200 | 00:32:00 |
V | Core Fab | 3,200 | 3,200 | 6,400 | 200 | 00:00:27 | 230,400 | 307,200 | 614,400 | 19,200 | 00:43:12 |
How to use in your fleet
Polarizers are mostly picked for their unique damage ability, as they paradoxically do more damage to armoured ships such as Bombers, Raid Starships and Armored Golems. What this may also mean is that they do more damage against the armoured ships of higher marks - most mark upgrades come with linearly higher armour as well, increasing the damage boost.
Having stated that, Polarizers will not perform as well in general combat situations, because plenty of bonus ship-types have no armour. Thankfully, they're only twice as expensive as Fighters, and have similar speed. The exact damage as a function of armour is as follows:
- Polarizer multiplier = sqrt(target_armor) * effective_armor_boost [almost always 1]
- Minimum multiplier: 4 (so 16 or lower armor is the same result)
- Maximum multiplier: 100 (so 10,000 or higher armor is the same result)
This directly translates to 38K~940K Cap-DPS due to their max armour piercing. So, to compare with other ship-types the final DPS of Polarizer-Is are:
- Most Spire bonus fleetships -- 38K (they have no armour!)
- Fighter-Is & M. Frig-Is -- 163K (17x multiplier)
- Bomber-Is -- 326K (35x multiplier)
- Bomber-IVs -- 652K (69x multiplier)
It is unknown how this works with Armor damage or Planetary Armor Inhibitors.
How to counter when in the AI fleet
Not the strongest AI-ship of the pack. With no immunities and short range, it is not difficult to eliminate these before they reach your turrets. An early unlock by the AI gives a strong hint to the player: don't put Hardened Force Fields on the front line.