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 Base Damage vs Ship Damage 
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Joined: Sat May 07, 2011 11:01 am
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So the cap on a level 4 is only 180? That's waaaaaay too low. The cap rise should be exponential, along with the strength and cost of bases.

So I assume you have roughly 3600 decks? If so, that would back up it being the damage cap.

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Tue Sep 27, 2011 3:18 pm
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thunderbolta wrote:
So the cap on a level 4 is only 180? That's waaaaaay too low. The cap rise should be exponential, along with the strength and cost of bases.

So I assume you have roughly 3600 decks? If so, that would back up it being the damage cap.


4400+ decks. Yes a level 4 damage cap is 180 but it is damn hard to get anywhere near that with the amount of defense a level 4 can have. Heck, rarely do I hit 120 on a level 3 with 10k attack (vs their 4k defense).

So yes, you are hitting for a lot less and even if you could hit for more, it is capped.


Tue Sep 27, 2011 3:24 pm
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ODragon wrote:
romanoid wrote:
i have discovered that damage cup for lvl2 base is 60... and you deal it with no meters what kind of attack you have...

Yes, damage cap for bases are (Level of base - 1) * 60. This is known. It still doesn't make sense that it is doing 10x damage back.


damage cap on level 4 base is 200

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Tue Sep 27, 2011 8:13 pm
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mento wrote:
damage cap on level 4 base is 200

Thanks! Interesting to know. Still doesn't seem like enough but then again, with their defense, it is hard for the average person to get close to that on the average level 4 base.


Tue Sep 27, 2011 8:17 pm
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i was only just hitting it at 31k attack against 2450 defence. An ancient crystal foci pushed me to the damage cap

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Tue Sep 27, 2011 8:35 pm
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mento wrote:
i was only just hitting it at 31k attack against 2450 defence. An ancient crystal foci pushed me to the damage cap

And apparently only you and I see the problem here...


Tue Sep 27, 2011 9:07 pm
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Actually, that sucks. The damage calc is messed up, but bases are the right strength.

Basically, bases need the same calculation as other players and a bigger cap, but also more health to retain the difficulty...

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Tue Sep 27, 2011 9:18 pm
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if you think about it like this, your ship defences are based on movement, thrusters and dampeners, but what do arrays actually do?

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Tue Sep 27, 2011 9:30 pm
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Move+stabilize base?

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Tue Sep 27, 2011 9:31 pm
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thunderbolta wrote:
Actually, that sucks. The damage calc is messed up, but bases are the right strength.

The average level 4+ base already has enough/too many hit points/defense combo to make them worth doing.


Tue Sep 27, 2011 11:41 pm
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i don't want bases easier... when you ask for it easier you harm the little guys. If we don't get base shipments we get less research, weaker tech which means we can't fight bases as easily. I believe that for some of our low ranks the production loss is 2 days worth of RP, which is crippling if you get disabled repeatedly. Our base rarely gets disabled, and now rarely locked due to having a good set up. Hopefully, by the time I get back we'll have hit level 5 and then it's not going to get any easier.

However, a co-ordinated strike between more than one legion can bring down even the toughest bases. I honestly think that battlepacts can make all the difference. Drop a couple NAPs, get 20 battle pacts and bring down the Dysonian base. It can be done, and wouldn't be too hard if you got enough help

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Wed Sep 28, 2011 8:45 am
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To me it seems thunderbolta is only negative to this problem because his legion got a weak base and wanna sit safe instead of pimping it out. :P


I see the problem with the extremly small damage cap on bases and the really wierd damage calculations with bases.

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Sun Oct 16, 2011 8:10 am
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