Physical projectile damage (research)
Revision as of 02:26, 12 April 2019 by EnigmaticAussie (talk | contribs)
Physical projectile damage |
Cost |
|
✖ 100 |
Cost |
|
✖ 400 |
Prototype type |
|
Internal name |
physical-projectile-damage-1 |
Required technologies |
|
Allows |
|
Physical projectile damage (research) affects the damage of laser turrets and combat robots, namely distractor capsules and destroyer capsules.
Technology | Cost | Bullet and Shotgun Shell Damage |
Cumulative | Gun Turret Damage | Cumulative | Cannon Shell Damage |
Cumulative |
---|---|---|---|---|---|---|---|
Physical projectile damage 1 | ✖ 100 | 10% | 10% | 10% | 10% | ||
Physical projectile damage 2 | ✖ 200 | 10% | 20% | 10% | 20% | ||
Physical projectile damage 3 | ✖ 300 | 20% | 40% | 20% | 40% | ||
Physical projectile damage 4 | ✖ 400 | 20% | 60% | 20% | 60% | ||
Physical projectile damage 5 | ✖ 500 | 20% | 80% | 20% | 80% | 90% | 90% |
Physical projectile damage 6 | ✖ 600 | 40% | 120% | 40% | 120% | 130% | 220% |
Physical projectile damage 7-∞ | 2^(Level-6)*1000 (eg. 1000 for level 7, 2000 for level 8) |
✖ 40% per level | 120% + 40%*(Level-6) |
70% per level | 120% + 70%*(Level-6) |
100% per level | 220% + 100%*(Level-6) |