Dynaverse.net
Taldrenites => General Starfleet Command Forum => Topic started by: David Ferrell on February 25, 2003, 12:41:35 pm
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This data has been superseded.
Thanks,
Dave
-
It's positively corking to see those numbers posted, Dave. Is there
some place where the hit charts for the other weapons are accessible?
Perhaps I missed it somewhere.
-
I love you, man...
-
fogive my nievete...
but does this mean that av no longer applies?
Sorry if this is a stupid post, but i didnt get a chance to install the beta patch yet.
-
Thank you Mr Ferrell!!!

I would think that AV still applies, so that the "To Hit:" is actually the unmodified Base To Hit percentage.
-
Quote:
It's positively corking to see those numbers posted, Dave. Is there
some place where the hit charts for the other weapons are accessible?
Perhaps I missed it somewhere.
I think the big difference between SFC2 and SFC3 documentation is something little but makes a big difference:
A weapons chart reference card detailing ranges and hit ratios by weapons just like the SFC2 reference card.
If Taldren could write up a pdf file as the SFC3 reference card it would go a long ways to making the game more enjoyable.
-
Quote:
Thank you Mr Ferrell!!! 
I would think that AV still applies, so that the "To Hit:" is actually the unmodified Base To Hit percentage.
Yes AV still applies. These are the numbers before *any* modifier is applied (officer skill, target
size, angular velocity).
Thanks,
Dave
-
Quote:
Quote:
Thank you Mr Ferrell!!! 
I would think that AV still applies, so that the "To Hit:" is actually the unmodified Base To Hit percentage.
Yes AV still applies. These are the numbers before *any* modifier is applied (officer skill, target
size, angular velocity).
Thanks,
Dave
Is there a weapons chart that we could have to study? I am weird that way, I like to know "his" ranges more than I want to know mine.
Thanks
Hooch
-
Uh David,
Could you please post the other weapon data.
-
Gotta love those Plasma H's
-
Thanks!!
-
Quote:
Gotta love those Plasma H's
Couldn't agree more.
Now that I know firing from 1-8 will mean I will stop firing at 2.
I think this is a big help.
-
As an old SFBer, I would like to add my name to the list requesting weapons data. Half of the fun of SFB is creating tactics to exploit weakness in your opponents weapon's chart.
Yes, I know I am geek. Note the User Name.
-
Yes I'd like to put in my request for a full weapons chart please.
-
Have any of the weapons' recharge rates been changed?
Thx
SW
-
Heres the old charts... not updated with the above info, but everything Tar Minyatur, myself, and others were able to 'figure out'. Not as good as offical information on all weapons would be, but it should give you some grounds for comparison.
Code:
Primary Weapons:
Cost Mass Health Energy Damage Rate* Range** Minimum Loss Notes:
PHASER IXS 550 50 15 2 4 2 F 10 5%
PHASER IXF 700 100 20 2 3 1 F 10 5%
PHASER XS 900 150 25 4 6 2 E 5 3.5%
PHASER XF 1250 200 30 4 5 1 E 5 3.5%
PHASER XIS 1300 250 35 8 8 2 D 5 3.2%
PHASER XIF 1600 300 40 8 6 1 D 5 3.2%
PHASER XIIS 1650 350 45 10 10 2 C 5 2.83%
PHASER XIIF 1900 400 50 10 7 1 C 5 2.83%
PULSE PHASER 1250 275 30 6 8 2 E 3
DISRUPTOR I 650 50 10 2 4 2 F 10 5%
DISRUPTOR IF 825 100 15 2 3 1 F 10 5%
DISRUPTOR II 925 150 20 4 6 2 E 5 3.5%
DISRUPTOR IIF 1300 200 25 4 5 1 E 5 3.5%
DISRUPTOR III 1350 250 30 8 8 2 D 5 3.2%
DISRUPTOR IIIF 1600 300 35 8 6 1 D 5 3.2%
DISRUPTOR IV 1650 350 40 10 10 2 C 5 2.83%
DISRUPTOR IVF 1900 400 45 10 7 1 C 5 2.83%
RDISRUPTOR I 700 50 10 3 5 2.7 F 10 5%
RDISRUPTOR IF 850 100 15 3 4 1.35 F 10 5%
RDISRUPTOR II 1025 150 20 6 8 2.7 E 5 3.5%
RDISRUPTOR IIF 1175 200 25 6 5 1.35 E 5 3.5%
RDISRUPTOR III 1300 250 30 9 10 2.7 D 5 3.2%
RDiSRUPTOR IIIF 1450 300 35 9 6 1.35 D 5 3.2%
RDISRUPTOR IV 1600 350 40 12 12 2.7 C 5 2.83%
RDISRUPTOR IVF 1850 400 45 12 7 1.35 C 5 2.83%
LIGHT BEAM 725 150 50 3 6 2.5 F 5 5%
LIGHT BEAM-F 975 200 60 3 5 1.25 F 5 5%
MED BEAM 1075 250 70 6 8 2.5 D 6 4%
MED BEAM-F 1300 300 80 6 6 1.25 D 6 4%
HEAVY BEAM 1600 350 90 12 12 2.5 A 5 3.6%
HEAVY BEAM-F 2400 400 100 12 10 1.25 A 5 3.6%
Note that all Primary Weapons degrade in damage, as well as accuracy, over range.
Heavy Weapons:
Cost Mass Health Energy Damage Rate* Range** Minimum Loss Notes:
PHOTON TORP 1000 200 25 8 9 4 C 1,4
QUANTUM TORP 1500 300 40 10 13 4 A 1,4
K-PHOTON TORP 900 200 20 6 6 2 C 1
POLARON TORP 2200 300 35 9 12 3.5 B 3
ION CANNON 1350 250 30 8 9 3 D 2
LT PLASMA TORP 800 200 25 7 11 6 E 5 3.67% 1,2
MD PLASMA TORP 1200 300 35 10 15 6 D 5 3.2% 1,2
HV PLASMA TORP 1600 400 45 16 20 6 C 5 2.7% 1,2
MYOTRONIC BEAM 2150 200 30 8 8 3.5 D 2,7
GRAV TORPEDO 1300 200 70 8 10 3 A 1
SHIELD INVERT 1800 250 80 10 12 3 D 5
TACHYON PULSE 2450 250 40 8 6 1.5 D 6
STD MINELAYER 1000 150 35 1 9
ANTI MINELAYER 1500 200 35 1 35 0 8
Heavy Weapons do not degrade in damage over range, save as noted
Notes:
1.) Capable of Burst Fire with Legendary Officer (Rougly a 50% chance for 3 shots instead of one. This Mulitvolley deals rougly 125% damage if all 3 hit.)
2.) Damage Degrades by Range
3.) Damage occasionally ignores screens (Rough-15%)
4.) Alternate Fire Mode-Proximity. Deals 50% Damage to increase accuracy
5.) Applies damage to all target screens
6.) Hit temporarily stuns enemy warp drives
7.) Hit temporarily stuns enemy weapons
8.) Damage at variance with, and independent of, assets/weaponitems
*Refire Rates are expressed by comparison to the Federation 'Fast' Phaser. This has a refire value of 1, corresponding to a refire rate of 1 shot every 90 seconds at speed 1 with a Lvl 2 Weapons System skill.
Group: Rough Range: Examples:
A 55 Quantum Torps, Borg Heavy Cutting Beams
B 49 Polaron Torps, Heavy Plasma
C 43 Disr 4, PhXII, Photons
D 37 Medium Cutting Beam, Myotronic Beam
E 31 Pulse Phaser, Disruptor 2
F 25 Disruptor 1, Phaser IX
On Degredation-
Appears to vary with each weapon as to what % of damage is lost with range. This degredation of damage over range is independent of target size, tactical skill, or computer level.
Degredation appears to begin at a given range out depending on the weapon, and be expressed as a % of damage lost per hex out beyond that.
Notes-
Thanks to
Tar Minyatur
Telephonmann
-
Funny side note... I cant speak to accuracy, but the damage drop-off over range is now faster than before for plasma.
Also note that the heavy plasma lost a point of damage, too.
-
Quote:
Here are the weapons charts for the weapons that changed in the patch.
*All To Hit numbers are based on a max of 100% chance to hit.
Thanks,
Dave
Wow...... just seeing these charts makes me all warm and tingly............. Makes me wanna go out and get my 900+ page SFB rulebook compilation and read it again, and then go and play a game......... by ........... myself............ oh......... right......
Hooooray again for Taldren! For bringing this game to life!
-
Hmmm.
I'll add my call for charts on all the weapons.
-
*** PLEASE NOTE***
BattleClinic provides PRINTALBE playaids with damage charts (no range-max damage only) for all ships and all races! Check the PLAYAIDS section.
Note: Currently the numbers reflect PRE-PATCH stats. These will be changed to POST-PATCH in several days.
Please see our poll & let us know how you want these supported.
-
Here's a Damage Calculator for SFC3 based on the yanked beta. I will likely not update this java applet. If anyone wants the source code to continue working on it, email me.
-
Has anyone else noted that weapons dont seem to multi volley in v1.2? Or is it just me? Ive not seen it mentioned anywhere at all.
-
Haven't been able to multi volley yet despite also.
-
I beleive the chances of getting multi volleys have been reduced
-
Quote:
Heres the old charts... not updated with the above info, but everything Tar Minyatur, myself, and others were able to 'figure out'. Not as good as offical information on all weapons would be, but it should give you some grounds for comparison.
Regression analysis is a pretty reliable method, especially considering how many samples these guys took. It must have driven them crazy starting 1450 different skirmish matches just to fire a weapon once, and reconfiguring your weapons officer *each time*. ugh.
The charts are messy because they're non-coded I guess, but the data looks like it should be very reliable. In any case, Tar and Marcus are like us humans: we can never determine the REAL truth. These numbers are just abstractions based on experiments that we can both recognize and manipulate, but if we haven't been considering some variable then the data may be significantly wrong. Wouldn't it be nice if the proverbial God of this situation answered all our questions by giving us the definite answers?
-
I would like to see a full weapon chart similare to the above
-
I"m sure they will put out the rest when they get the chance.
-
This data has been superseded.
Thanks,
Dave
-
It's positively corking to see those numbers posted, Dave. Is there
some place where the hit charts for the other weapons are accessible?
Perhaps I missed it somewhere.
-
I love you, man...
-
fogive my nievete...
but does this mean that av no longer applies?
Sorry if this is a stupid post, but i didnt get a chance to install the beta patch yet.
-
Thank you Mr Ferrell!!!

I would think that AV still applies, so that the "To Hit:" is actually the unmodified Base To Hit percentage.
-
Quote:
It's positively corking to see those numbers posted, Dave. Is there
some place where the hit charts for the other weapons are accessible?
Perhaps I missed it somewhere.
I think the big difference between SFC2 and SFC3 documentation is something little but makes a big difference:
A weapons chart reference card detailing ranges and hit ratios by weapons just like the SFC2 reference card.
If Taldren could write up a pdf file as the SFC3 reference card it would go a long ways to making the game more enjoyable.
-
Quote:
Thank you Mr Ferrell!!! 
I would think that AV still applies, so that the "To Hit:" is actually the unmodified Base To Hit percentage.
Yes AV still applies. These are the numbers before *any* modifier is applied (officer skill, target
size, angular velocity).
Thanks,
Dave
-
Quote:
Quote:
Thank you Mr Ferrell!!! 
I would think that AV still applies, so that the "To Hit:" is actually the unmodified Base To Hit percentage.
Yes AV still applies. These are the numbers before *any* modifier is applied (officer skill, target
size, angular velocity).
Thanks,
Dave
Is there a weapons chart that we could have to study? I am weird that way, I like to know "his" ranges more than I want to know mine.
Thanks
Hooch
-
Uh David,
Could you please post the other weapon data.
-
Gotta love those Plasma H's
-
Thanks!!
-
Quote:
Gotta love those Plasma H's
Couldn't agree more.
Now that I know firing from 1-8 will mean I will stop firing at 2.
I think this is a big help.
-
As an old SFBer, I would like to add my name to the list requesting weapons data. Half of the fun of SFB is creating tactics to exploit weakness in your opponents weapon's chart.
Yes, I know I am geek. Note the User Name.
-
Yes I'd like to put in my request for a full weapons chart please.
-
Have any of the weapons' recharge rates been changed?
Thx
SW
-
Heres the old charts... not updated with the above info, but everything Tar Minyatur, myself, and others were able to 'figure out'. Not as good as offical information on all weapons would be, but it should give you some grounds for comparison.
Code:
Primary Weapons:
Cost Mass Health Energy Damage Rate* Range** Minimum Loss Notes:
PHASER IXS 550 50 15 2 4 2 F 10 5%
PHASER IXF 700 100 20 2 3 1 F 10 5%
PHASER XS 900 150 25 4 6 2 E 5 3.5%
PHASER XF 1250 200 30 4 5 1 E 5 3.5%
PHASER XIS 1300 250 35 8 8 2 D 5 3.2%
PHASER XIF 1600 300 40 8 6 1 D 5 3.2%
PHASER XIIS 1650 350 45 10 10 2 C 5 2.83%
PHASER XIIF 1900 400 50 10 7 1 C 5 2.83%
PULSE PHASER 1250 275 30 6 8 2 E 3
DISRUPTOR I 650 50 10 2 4 2 F 10 5%
DISRUPTOR IF 825 100 15 2 3 1 F 10 5%
DISRUPTOR II 925 150 20 4 6 2 E 5 3.5%
DISRUPTOR IIF 1300 200 25 4 5 1 E 5 3.5%
DISRUPTOR III 1350 250 30 8 8 2 D 5 3.2%
DISRUPTOR IIIF 1600 300 35 8 6 1 D 5 3.2%
DISRUPTOR IV 1650 350 40 10 10 2 C 5 2.83%
DISRUPTOR IVF 1900 400 45 10 7 1 C 5 2.83%
RDISRUPTOR I 700 50 10 3 5 2.7 F 10 5%
RDISRUPTOR IF 850 100 15 3 4 1.35 F 10 5%
RDISRUPTOR II 1025 150 20 6 8 2.7 E 5 3.5%
RDISRUPTOR IIF 1175 200 25 6 5 1.35 E 5 3.5%
RDISRUPTOR III 1300 250 30 9 10 2.7 D 5 3.2%
RDiSRUPTOR IIIF 1450 300 35 9 6 1.35 D 5 3.2%
RDISRUPTOR IV 1600 350 40 12 12 2.7 C 5 2.83%
RDISRUPTOR IVF 1850 400 45 12 7 1.35 C 5 2.83%
LIGHT BEAM 725 150 50 3 6 2.5 F 5 5%
LIGHT BEAM-F 975 200 60 3 5 1.25 F 5 5%
MED BEAM 1075 250 70 6 8 2.5 D 6 4%
MED BEAM-F 1300 300 80 6 6 1.25 D 6 4%
HEAVY BEAM 1600 350 90 12 12 2.5 A 5 3.6%
HEAVY BEAM-F 2400 400 100 12 10 1.25 A 5 3.6%
Note that all Primary Weapons degrade in damage, as well as accuracy, over range.
Heavy Weapons:
Cost Mass Health Energy Damage Rate* Range** Minimum Loss Notes:
PHOTON TORP 1000 200 25 8 9 4 C 1,4
QUANTUM TORP 1500 300 40 10 13 4 A 1,4
K-PHOTON TORP 900 200 20 6 6 2 C 1
POLARON TORP 2200 300 35 9 12 3.5 B 3
ION CANNON 1350 250 30 8 9 3 D 2
LT PLASMA TORP 800 200 25 7 11 6 E 5 3.67% 1,2
MD PLASMA TORP 1200 300 35 10 15 6 D 5 3.2% 1,2
HV PLASMA TORP 1600 400 45 16 20 6 C 5 2.7% 1,2
MYOTRONIC BEAM 2150 200 30 8 8 3.5 D 2,7
GRAV TORPEDO 1300 200 70 8 10 3 A 1
SHIELD INVERT 1800 250 80 10 12 3 D 5
TACHYON PULSE 2450 250 40 8 6 1.5 D 6
STD MINELAYER 1000 150 35 1 9
ANTI MINELAYER 1500 200 35 1 35 0 8
Heavy Weapons do not degrade in damage over range, save as noted
Notes:
1.) Capable of Burst Fire with Legendary Officer (Rougly a 50% chance for 3 shots instead of one. This Mulitvolley deals rougly 125% damage if all 3 hit.)
2.) Damage Degrades by Range
3.) Damage occasionally ignores screens (Rough-15%)
4.) Alternate Fire Mode-Proximity. Deals 50% Damage to increase accuracy
5.) Applies damage to all target screens
6.) Hit temporarily stuns enemy warp drives
7.) Hit temporarily stuns enemy weapons
8.) Damage at variance with, and independent of, assets/weaponitems
*Refire Rates are expressed by comparison to the Federation 'Fast' Phaser. This has a refire value of 1, corresponding to a refire rate of 1 shot every 90 seconds at speed 1 with a Lvl 2 Weapons System skill.
Group: Rough Range: Examples:
A 55 Quantum Torps, Borg Heavy Cutting Beams
B 49 Polaron Torps, Heavy Plasma
C 43 Disr 4, PhXII, Photons
D 37 Medium Cutting Beam, Myotronic Beam
E 31 Pulse Phaser, Disruptor 2
F 25 Disruptor 1, Phaser IX
On Degredation-
Appears to vary with each weapon as to what % of damage is lost with range. This degredation of damage over range is independent of target size, tactical skill, or computer level.
Degredation appears to begin at a given range out depending on the weapon, and be expressed as a % of damage lost per hex out beyond that.
Notes-
Thanks to
Tar Minyatur
Telephonmann
-
Funny side note... I cant speak to accuracy, but the damage drop-off over range is now faster than before for plasma.
Also note that the heavy plasma lost a point of damage, too.
-
Quote:
Here are the weapons charts for the weapons that changed in the patch.
*All To Hit numbers are based on a max of 100% chance to hit.
Thanks,
Dave
Wow...... just seeing these charts makes me all warm and tingly............. Makes me wanna go out and get my 900+ page SFB rulebook compilation and read it again, and then go and play a game......... by ........... myself............ oh......... right......
Hooooray again for Taldren! For bringing this game to life!
-
Hmmm.
I'll add my call for charts on all the weapons.
-
*** PLEASE NOTE***
BattleClinic provides PRINTALBE playaids with damage charts (no range-max damage only) for all ships and all races! Check the PLAYAIDS section.
Note: Currently the numbers reflect PRE-PATCH stats. These will be changed to POST-PATCH in several days.
Please see our poll & let us know how you want these supported.
-
Here's a Damage Calculator for SFC3 based on the yanked beta. I will likely not update this java applet. If anyone wants the source code to continue working on it, email me.
-
Has anyone else noted that weapons dont seem to multi volley in v1.2? Or is it just me? Ive not seen it mentioned anywhere at all.
-
Haven't been able to multi volley yet despite also.
-
I beleive the chances of getting multi volleys have been reduced
-
Quote:
Heres the old charts... not updated with the above info, but everything Tar Minyatur, myself, and others were able to 'figure out'. Not as good as offical information on all weapons would be, but it should give you some grounds for comparison.
Regression analysis is a pretty reliable method, especially considering how many samples these guys took. It must have driven them crazy starting 1450 different skirmish matches just to fire a weapon once, and reconfiguring your weapons officer *each time*. ugh.
The charts are messy because they're non-coded I guess, but the data looks like it should be very reliable. In any case, Tar and Marcus are like us humans: we can never determine the REAL truth. These numbers are just abstractions based on experiments that we can both recognize and manipulate, but if we haven't been considering some variable then the data may be significantly wrong. Wouldn't it be nice if the proverbial God of this situation answered all our questions by giving us the definite answers?
-
I would like to see a full weapon chart similare to the above
-
I"m sure they will put out the rest when they get the chance.