Difference between revisions of "Jamestown/Ships"
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AlvaLynsis (talk | contribs) (→Classic ships: fixed dps) |
AlvaLynsis (talk | contribs) |
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|'''Stats:''' | |'''Stats:''' | ||
*movement speed: 6 (unfocused), 3 (focused) | *movement speed: 6 (unfocused), 3 (focused) | ||
− | *vulcan shots: 60dps | + | *vulcan shots: 60dps; damage=1, frequency: 5 shots every 5 frames |
− | *special laser: 87dps | + | *special laser: 87dps; damage=1.45, frequency: damage every frame |
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|'''Stats:''' | |'''Stats:''' | ||
*movement speed: 6 | *movement speed: 6 | ||
− | *vulcan shots: 30dps (intended: 40dps) | + | *vulcan shots: 30dps (intended: 40dps); damage=2, frequency: 1 shot every 4 frames (intended: every 3 frames) |
− | *special shot (small orb): 2.727*n dps | + | *special shot (small orb): ~2.727*n dps; damage=2.5, recharge: 55 frames, damage frequency: damage every 9 frames (intended: every 8 frames) |
− | *special shot (medium orb): 5.097*n dps | + | *special shot (medium orb): ~5.097*n dps; damage=8.75, recharge: 103 frames, damage frequency: damage every 9 frames (intended: every 8 frames) |
− | *special shot (full orb): 5.960*n dps | + | *special shot (full orb): ~5.960*n dps; damage=15, recharge: 151 frames, damage frequency: damage every 9 frames (intended: every 8 frames) |
n: the amount of times the base damage gets dealt. Note that if an orb hits enemies in quick succession, any hit after the first deals double the amount of damage as the first hit. This means that for 2 successive hits: n=3 and for 3 successive hits: n=5, etc... | n: the amount of times the base damage gets dealt. Note that if an orb hits enemies in quick succession, any hit after the first deals double the amount of damage as the first hit. This means that for 2 successive hits: n=3 and for 3 successive hits: n=5, etc... | ||
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|'''Stats:''' | |'''Stats:''' | ||
*movement speed: 6 | *movement speed: 6 | ||
− | *forward shots: 27.84dps | + | *forward shots: 27.84dps; damage=0.928, frequency: 1 shot every 2 frames |
− | *directional shots: | + | *directional shots: 50.75dps; damage=1.0875, frequency: shot alternates between firing for 8 to 20 frames and not shooting for 2 to 6 frames |
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|'''Stats:''' | |'''Stats:''' | ||
*movement speed: 6 | *movement speed: 6 | ||
− | *vulcan shots: ~51.43dps | + | *vulcan shots: ~51.43dps; damage=6, frequency: 1 shot every 7 frames (intended: every 6 frames) |
− | *special explosion: ~126.43dps (intended: 147.5dps) | + | *special explosion: ~126.43dps (intended: 147.5dps); damage=14.75, frequency: 1 shot every 7 frames (intended: every 6 frames) |
Each explosion only deals damage once. | Each explosion only deals damage once. | ||
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Revision as of 13:16, 17 October 2022
Contents
Classic ships
Beam | |
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Description: "Forward beam and spread shot. Sir Walter's conveyance." | |
Vulcan Shot: A forward spread shot in 5 directions. While the straight forward missile's sprite looks different than the others' and may have been intended to deal more damage, their damage is all the same. | |
Special Shot: A straight laser that functions much like the laser from the DoDonPachi series. Shot and Special can not be used simultaneously. | |
Stats:
|
Charge | |
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Description: "Piercing orb of charged energy. Virginia Dare's conveyance." | |
Vulcan Shot: Straight shot. | |
Special Shot: Releases a slowly moving piercing orb. Its size and damage depends on how long it was charged. It takes 2.5 seconds to charge fully. The charging occurs automatically regardless of whether the vulcan shot is used or not. If the orb continuously collides with a target between dealing damage, any hit after the first hit will deal double the damage of the first hit. Once it stops colliding with a target, this process resets. It's possible to continuously release small orbs once charged by holding the Special button. | |
Stats:
n: the amount of times the base damage gets dealt. Note that if an orb hits enemies in quick succession, any hit after the first deals double the amount of damage as the first hit. This means that for 2 successive hits: n=3 and for 3 successive hits: n=5, etc... |
Gunner | |
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Description: "Directional vulcan shot. John Smith's conveyance." | |
Vulcan Shot: Forward shot and directional shot. The bullets shot forward can have three different speeds which are determined randomly. The directional shot angle will not be changed while only holding the shot button. | |
Special Shot: Forward shot and directional shot. However, while special is held, the directional shot angle will be changed to the direction the ship is moving in. The change is not immediate. Special shot is prioritized over vulcan shot. | |
Stats:
|
Bomber | |
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Description: "Detonate shots mid-air. Joachin Gaunz's conveyance." | |
Vulcan Shot: Straight shot of vulcan bullets with below average speed. | |
Special: Causes an explosion at the position of all of the ship's vulcan bullets and the ship itself. The vulcan bullets get destroyed by this but are not necessary for the special. Holding special will make the ship continue to fire bullets which immediately explode in front of the player ship. | |
Stats:
Each explosion only deals damage once. |
Treason ships
Gunpowder | |
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Description: "Three barrels can be thrown as bombs or fire bullets. Percy's Conveyance" | |
Vulcan Shot: Straight shot fired from the ship and every barrel orbiting around it. | |
Special Shot: Launches one of the barrels forward. Releasing the special button makes the barrel explode. Up to three orbiting barrels get recharged over time automatically. Each taking 1.66s. | |
Stats:
Damage dealt by barrel explosions scales differently with more players. It's divided by 1+(players-1)*0.28333 instead of 1+(players-1)*0.5666. |
Treason | |
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Description: "Speed around the battlefield and launch seeker missiles. Fawkes' Conveyance." | |
Vulcan Shot: Straight shot. | |
Special Shot: While the special button is held, the two pods next to the ship charge up to 4 missiles and the ship speed is reduced significantly. Releasing the special button launches all charged missiles. At full charge, the damage dealt by each missiles is multiplied by 1.5. At launch all missiles target enemies that they will home in on and can only collide with those. The first selected targets are enemies or obstacles in front of the ship. However, the ship will not release an excess amount of missiles on a target. If two missiles are enough to destroy the first target, the following missiles will have different targets. Walls in Croatoa that aren't targetted obstacles are ignored by the missiles. The precise targetting logic has yet to be fully understood. | |
Stats:
|
Ghost | |
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Description: "Create a ghost to fight for you & wield a long blade. Catesby's Conveyance." | |
Vulcan Shot: Straight and sideways shot if the ghost is not active. Sideways shot is much stronger. If the ship's ghost is currently summoned, the shot is replaced with a long blade aimed forward. The ghost shoots its bullets regardless of whether the shot button is held. | |
Special: The special input is used to summon, reposition and dismiss the ghost. While the ghost is not active, pressing special will summon the ghost at the ship's location. Pressing special while the ghost is active will call the ghost to move to the ship's location at that moment. Pressing special while the ghost is still repositioning (essentially double tapping) will dismiss the ghost. | |
Stats:
The decompilation reveals that the blade's dps was explicitly intended to be 72. However, just like many other shot cooldowns in Jamestown+, the damage cooldown is 1 frame longer than it should be. |
References
- Jamestown+ lua scripts, decompiled by Olifante and analyzed by AlvaLynsis