Strange weapons' stats

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Oberlus
Cosmic Dragon
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Joined: Mon Apr 10, 2017 4:25 pm

Strange weapons' stats

#1 Post by Oberlus » Fri Jul 26, 2019 8:04 am

Using build 2019-07-14.0ab06aa, multiplayer game hosted in o01eg's Slow Game server.


Client is telling me that a robotic hull ship with 3 lasers, 1 zortrium and defense grid, piloted by Eaxaw, has 42 total damage, from 3 x "Ship Part Laser Weapon +14"
Right now I'm rather WAT?

Base laser weapon damage is 5.
Damage gain from each extra tech level is +2.
Eaxaw great pilots bonus is +2 tech levels.
I don't know current laser tech level of that ship (it's a multiplayer game, some information is concealed, maybe). Pedia for that player tells me it has Laser weapon tech, but does not mention "Laser 2", "Laser 3" or "Laser 4" refinements.
Should it have laser 3, the weapon would be damage +13, and with laser 4 it would be +15.
But it is at +14 damage per weapon!

Can anyone explain this?

I can't attach a save game because it is a multiplayer game (can't save).

Random quotes to get your attention:
o01eg wrote:
Attachments
MagnatePedia.png
MagnatePedia.png (69.09 KiB) Viewed 1701 times
laserDmg14.png
laserDmg14.png (18.67 KiB) Viewed 1701 times
shipDmg42.png
shipDmg42.png (39 KiB) Viewed 1701 times

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Geoff the Medio
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Re: Strange weapons' stats

#2 Post by Geoff the Medio » Fri Jul 26, 2019 9:24 pm

Turn on verbose effect logging and wade through the logs to find the relevant effects?

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Oberlus
Cosmic Dragon
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Re: Strange weapons' stats

#3 Post by Oberlus » Fri Jul 26, 2019 11:22 pm

Geoff the Medio wrote:
Fri Jul 26, 2019 9:24 pm
Turn on verbose effect logging and wade through the logs to find the relevant effects?
o01eg wrote:
o01eg, can we do this for next game? I assume I can't do that from the last turn save game, can I?

o01eg
Programmer
Posts: 428
Joined: Sat Dec 10, 2011 5:46 am

Re: Strange weapons' stats

#4 Post by o01eg » Sat Jul 27, 2019 3:58 am

Oberlus wrote:
Fri Jul 26, 2019 11:22 pm
Geoff the Medio wrote:
Fri Jul 26, 2019 9:24 pm
Turn on verbose effect logging and wade through the logs to find the relevant effects?
o01eg wrote:
o01eg, can we do this for next game? I assume I can't do that from the last turn save game, can I?
I suppose you should be able to login as Magnate locally into save game.
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Geoff the Medio
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Re: Strange weapons' stats

#5 Post by Geoff the Medio » Sat Jul 27, 2019 11:21 am

You can probably just do it by setting the logging level in your client and then joining the server and starting to play a turn where such a ship is visible to your empire.

Or join as an observer. Need to also join and add at least one human player with the same name as one of the empires, but otherwise should work fine.

Magnate
Space Kraken
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Joined: Sat Nov 08, 2014 3:44 pm

Re: Strange weapons' stats

#6 Post by Magnate » Sun Jul 28, 2019 1:01 pm

Incidentally I saw this bug too, in that same game. I saw TheSilentOne's ships, which has Lasers, with 3x10 = 30 attack instead of 3x9 or 3x11. A few turns later it had corrected to 3x11.

Magnate
Space Kraken
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Re: Strange weapons' stats

#7 Post by Magnate » Sun Jul 28, 2019 1:01 pm

And just to note, that even though the main display said 3x10, when I fought them they were doing 11 damage each as expected.

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Oberlus
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Re: Strange weapons' stats

#8 Post by Oberlus » Sun Jul 28, 2019 1:30 pm

Magnate wrote:
Sun Jul 28, 2019 1:01 pm
And just to note, that even though the main display said 3x10, when I fought them they were doing 11 damage each as expected.
So it seems like some weird rounding problem.
Maybe related to the meters migration to FOCS and those weird decimals or PPs you can always see since then.

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