Torpedo Launchers (Atlantis).

Discussion in 'General Feedback' started by The*Defiant, Sep 18, 2025.

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  1. The*Defiant

    The*Defiant Forum Freak

    I have a quick comment for moderator Mr-Amber. Regarding our recent discussion with Mako launchers versus Amarax launchers, I decided to briefly test two set-ups against each other. One set-up was six Level 6 Makos against another set-up of four level 6 Makos and two Level 6 Amarax. I shot several Vovoi submarines (npc) with heartbreaker (event) torpedos and bloodlusts, and observed the "critical damage" differences. The highest criticals I hit with all Makos was around 503,000, and only 484,000 with four Makos and two Amarax launchers in the mix. That's a difference of 19,000. The math suggests that losing 49% x 2 = 98% in Mako damage less 13.21% (7.39% + 5.82%) damage gained from Amarax = 84.79% damage lost from swapping out two Mako launchers with two Amarax launchers, and would mean less total torpedo damage overall. I did see some "critical" damage lost in my test. However, since my overall torpedo damage stat is higher as calculated by the game mechanic, something isn't right. Perhaps my test is missing something. Or maybe it is due to entirely something else.

    This posting is not intended to "reopen a can of worms". I just find it an interesting puzzle. Since Mr-Amber seems to be a detail-oriented person, I wanted to share this experience. Thank you.
     
    Last edited: Sep 18, 2025
  2. Mr-Amber

    Mr-Amber Moderator Team Seafight

    Hello there Pirate,

    Thankyou for the feedback, It is an interesting read.

    I appreciate you sharing your findings, As I said before, experimenting and testing stuff out is definitely the way to go as we all have different set ups, different attributes and equipment to play with, no two accounts are the same.
    It is a little frustrating that some aspects that are active are not displayed in some stat tables but as far as I am aware and to my knowledge everything is working as it should be.

    So many factors come into play within Seafight now which compared to back in the day when we could only carry 105 cannons, collecting speed points from glitters and weight of items on board etc, it was simple back then as opposed to the complexity of it all now makes for a more interesting experience all round I would say.

    Its an ever moving feast which no doubt will very soon once again become even more Interesting (and frustrating :)).

    Mr-Amber
     
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  3. The*Defiant

    The*Defiant Forum Freak

    Thanks. It is indeed a challenging, interesting, and frustrating game (as you said). I am always trying to find something I've missed, in order to get an edge in PvP (hence, the reason behind many of my questions). I can't quite recall the specifics, but what was the "ship weight" concept back many years ago, when we had a 105-cannon maximum?
     
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  4. Bawdyn

    Bawdyn Forum Demigod

    The more things you carried; ammo, gold, etc the heavier you were so the slower you moved. Collecting speed points from glitters offset the weight to speed you back up. An interesting concept, but I don't miss that part of the old days.
     
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  5. The*Defiant

    The*Defiant Forum Freak

    Thanks, buddy. Since he mentioned "speed points from glitters", it seemed like they were associated.
     
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  6. Mr-Amber

    Mr-Amber Moderator Team Seafight

    Land Ho!

    As this subject has now been fully covered for now I shall close this thread.

    Mr-Amber

    ~CLOSED~
     
    The*Defiant likes this.
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