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m Move tech to its own column in the Quick reference. |
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: <math>\text{Life Expectancy (in cycles)} = \text{Structure Hitpoints} / \text{Volatility} / \text{Volatility Damage}</math> | : <math>\text{Life Expectancy (in cycles)} = \text{Structure Hitpoints} / \text{Volatility} / \text{Volatility Damage}</math> | ||
For mining crystals, one may then multiply the expected cycles by the cycle time to calculate a crystal's life expectancy over time. Remember that Volatility is a percentage, so for example, a crystal with a Volatility of 10% must use the value 0.10 in the equation. | If the volatility of the crystal is 0%, the value of the <em>Crystals Take Damage</em> attribute is False since the value obtained by the formula would be undefined; this only applies to Tech 1 combat crystals. | ||
For mining crystals and Tech 2 combat crystals, one may then multiply the expected cycles by the cycle time to calculate a crystal's life expectancy over time. Remember that Volatility is a percentage, so for example, a crystal with a Volatility of 10% must use the value 0.10 in the equation. | |||
== Examples == | == Examples == | ||
As the volatility damage is chance based the following numbers are <em>only</em> an indication. | As the volatility damage is chance-based the following numbers are <em>only</em> an indication. | ||
The Simple Asteroid Mining Crystal Type A I has a Volatility of 10%, which means that for every cycle there is a 10% chance that it will receive damage. The amount of damage it receives will be the Volatility Damage value of 0.05 HP. It will shatter when its total damage reaches the Structure Hitpoints value of 1 HP. | The Simple Asteroid Mining Crystal Type A I has a Volatility of 10%, which means that for every cycle there is a 10% chance that it will receive damage. The amount of damage it receives will be the Volatility Damage value of 0.05 HP. It will shatter when its total damage reaches the Structure Hitpoints value of 1 HP. | ||
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{{Note|Keep in mind that the damage is chance based. So in a (theoretical) worst case scenario, a crystal could take damage at each use. Effectively making the Volatility 100%, taking it out of the calculation. Resulting in 20 cycles for a mining crystal (<math>1 / 0.05 = 20</math>).}} | {{Note|Keep in mind that the damage is chance-based. So in a (theoretical) worst-case scenario, a crystal could take damage at each use. Effectively making the Volatility 100%, taking it out of the calculation. Resulting in 20 cycles for a mining crystal (<math>1 / 0.05 = 20</math>).}} | ||
== Quick reference == | == Quick reference == | ||
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! Crystal Type !! Tech !! Volatility !! Volatility Damage !! Expected Cycles | ! Crystal Type !! Tech !! Volatility !! Volatility Damage !! Expected Cycles | ||
|- | |- | ||
| Frequency Crystals || Tech I<ref group=Note name=T1Crystal /> | | Frequency Crystals || Tech I || 0% || 0 HP || (Infinite)<ref group=Note name=T1Crystal /> | ||
|- | |- | ||
| Frequency Crystals || [[Tech and meta levels#Faction Ammunition|Faction]] || 100% || 0.00025HP || 4000 | | Frequency Crystals || [[Tech and meta levels#Faction Ammunition|Faction]] || 100% || 0.00025HP || 4000 | ||
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<ref name=MFB>For the formula see: [[Command_Bursts#Calculating_Command_Burst_bonuses|Calculating Command Burst bonuses]]</ref> | <ref name=MFB>For the formula see: [[Command_Bursts#Calculating_Command_Burst_bonuses|Calculating Command Burst bonuses]]</ref> | ||
<ref name=T1Crystal> | <ref name=T1Crystal>These crystals take no damage as the Crystal Takes Damage value is false due to the crystals having a volatility value of 0%, which would render the value of the formula undefined.</ref> | ||
</references> | </references> | ||
[[Category:Mining]] | [[Category:Mining]] | ||
[[Category:Weapons]] | [[Category:Weapons]] | ||