turret regen between attacks - how it works

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turret regen between attacks - how it works

Post  irdoz on Wed Jan 20, 2010 7:05 pm

This is an example cut and paste from the main forum/

First attack:

Photon Turrets 10 0 85.6 143.8 9
Disruptor Turrets 10 5.71 287.6 575.2 12
Deflection Shields 10 8.26 2.8 1150.5 24

Second attack:

Photon Turrets 6.22 0 85.6 143.8 9
Disruptor Turrets 6.22 3.09 287.6 575.2 12
Deflection Shields 6.22 4.96 2.8 1150.5 24

0, 5.71 and 8.26 all adjusted to 6.22 across the board.

first, you find the total cost of the defenses, using the level one cost only. that comes to 18432 creds in this case
then, you calculate what percentage of the cost of each turret type is left. that would be 0 % of the photons, 57.1% of the DTs, and 82.6% of the DSs.
multiply that by their cost, and you get 0 (photons) + 4677 (DTs) + 6766 (DSs)
add those together to get the remaining cost, which is 11444 credits.
divide this by the total cost, 11444/18432, and you get 62.1%

irdoz

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Thanks!

Post  Methuselah on Wed Jan 20, 2010 7:17 pm

That saved me a ton of time wading through myths, lies, and random idiocy.

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Low defense structure drain

Post  The_Form on Wed Jan 20, 2010 8:59 pm

I think I was one of the first guys to calculate that actually...

Anyway, a rule for building defenses, for new players: always buy the best you can. A base with Prings and Pshields can be brought down faster with fighter drops (not including mass fighter exploits) if there are also turrets with low or no shield rating. If those get damaged, the damage gets spread out to the strong defenses. Although it is proportionate with the cost of each, a tenacious enemy can wear it off quickly.

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Yup

Post  Methuselah on Wed Jan 20, 2010 10:15 pm

That's the sort of thing I was looking at when I just couldn't remember if I was missing something...

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Re: turret regen between attacks - how it works

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