Jump to content
EN
Play

Forum

  • 0

Firebird heating effect


 Share

Question

Hello,

I have read about firebird and temperature in the WIKI but I can stil not fully understand the heating effect of firebird. I have a firebird Mk6 step 3 with compact fuel tanks. Hence, it have a heating rate of 0.8 and Temperatur limit of 1,32 (above one). When will the burning damage of the enemy tank begins, and does it end? I know that the adversary double armor will reduce the burnung damge by a half, but does it have an effect upon the beginn and end of it?

 

Another question: Incendiary mix has no afterburning effect. Does it mean, it does not heat at all, or it heats just when it hits the adversary tank but not after this?

Edited by paulus2019

Share this post


Link to post
Share on other sites

9 answers to this question

Recommended Posts

  • 2
4 hours ago, paulus2019 said:

- I think that the heating effect begins before the target reachs the temperatur limit 1.0. How much is this heating damage DURING the attack in my exaple?

- If we change the example to my tank destoyed after just 2 ticks. That means, the target  has just reached 0,4 Temperatur. would it still have any heating damage and how much,  4x150 = 600hp ?

- Can the target interrupt the afterburn damage except of a repair kit?

  • Yes, afterburn damage begins as soon as the target's temperature exceeds zero. During the 1.25 seconds the target would receive 300 HP of damage (since afterburn does 300 damage per second).
  • It will take 4 seconds for the target to completely cool down (since the rate of cooling is 0.1 units per second), so it will take 4x300 = 1200 damage.
  • If the target is frozen by a Freeze, an augment that inflicts the freezing status effect (for example Smoky's Cryo Rounds), or by Dictator's overdrive its temperature will decrease and you may not inflict the full amount of afterburn damage.

The point is that a tank will receive 300 damage for every second that its temperature is greater than zero, and that a tank passively cools down at a rate of 0.1 units per second.

Edited by ThirdOnion

Share this post


Link to post
Share on other sites

  • 0

about the first question the heating rate is increasing the temperature per second and the temperature limit is affected by burning time and damage

about the incendiary mix alt the heating effect is removed because the increased damage and low energy consumption 

Edited by fghjkl54

Share this post


Link to post
Share on other sites

  • 0

Temperature operates from a scale from -1 (maximum freezing), to 0 (no temperature changes) to +1 (maximum burning).

Since your Firebird is Mk6, the hottest it can make a tank is 0.66 (66% or 2/3 of the maximum possible temperature).
According to the Wiki, Compact Fuel Tanks doubles the heating rate, which is the speed that your target reaches maximum temperature. Compact Fuel Tanks can't make the maximum temperature hotter.

Increases in temperature start as soon as you start attacking. For the entire duration that you deal direct damage, the temperature of enemies increases at the same time. It will only go down once you stop dealing direct damage. Burn damage (300 per tick on an unprotected enemy, 150 if the enemy has Double Armor OR Heat Resistance, 75 if the enemy has both) will last until the temperature reaches zero.

Direct Damage and Heating Damage are separate things. Incendiary Mix only has direct damage. You will only do damage if your enemy is in contact with your flame.

Share this post


Link to post
Share on other sites

  • 0
Compact fuel tanks
Alteration firebird compact fuel tanks.png
Especially for the fans of the "put it on fire and roll away" tactic: fast increase in temperature and burning time due to the increased rate of fuel consumption.

Maximum temperature limit: +100% Plus.png
Heating rate: +100% Plus.png
Energy consumption: +50% Minus.png

Compact fuel tanks does double the temperatur limit but it can not reach more than the maximum of 1.0

Maybe my question was not clear enough, I will try with an example:

 

I attack a tank with a full protection of 2400hp and double armor. After 5 ticks (1.25 sec), I have dealed a direct damage of about 332hp (damage pro second 530 x 1.25 /2). now the attack is interrupted because the target tank destoyed me. The target has reached the maximum Temperatur limit of 1.0 (Heating effect 0,8 per second, i.e 0,2 per Tick) begins to cool down and take heat damage of 10x150 = 1500 heating damage afterburn.

 

Now I have the following questions:

- I think that the heating effect begins before the target reachs the temperatur limit 1.0. How much is this heating damage DURING the attack in my exaple?

- If we change the example to my tank destoyed after just 2 ticks. That means, the target  has just reached 0,4 Temperatur. would it still have any heating damage and how much,  4x150 = 600hp ?

- Can the target interrupt the afterburn damage except of a repair kit?

 

Edited by paulus2019

Share this post


Link to post
Share on other sites

  • 0

Temperature of tank cannot get higher than one when under attack from a firebird turret.
The temperature is calculated every tick (one tick is 0.25s), while burning damages is calculated and dealt every second. Each stroke of the second since the attacked started and when the tank temperature remain above 0 will give 300 hp damages.

Heating up: With a heating rate of 0.8 it will take 1.25 seconds to reach temperature of 1. At time one seconds you would already have caused 300 hp damage.

Plateau: If you continue to attacked the temperature will remain at 1. And every second will give an additional 300hp damages. However, if you stop attacking the tanks start to cool down and temperature will decrease by 0.1 every seconds.

Cooling down: When a tank temperature is different from 0 the tank will try to cool down by 0.1 every seconds. Therefore when your tank is at temperature of 1 (fully red color paint) it will take 10 seconds to cool down to 0, so 10 x 300 = 3000 hp damages.

Therefore total damage = heating up + plateau + cooling down :  300 + ? + 3000, so by default it would give 3300 hp damages if you attacked for 1.25s and then leave to do something else (in 11.25s).

How to influence temperature?
- If enemy had Hull augment they would affect your firebird heat damage
 > Resistance reduces by 50% rate and damages. Your 0.8 becomes 0.4, with the cool down of 0.1 it is in fact 0.3: it would take 3.33 seconds (3.5 when rounded up to the nearest 0.25s) for the enemy tanks to reach temperature of 1. And during that time damages would be oly 150 hp/s (3*150=450hp). Then if you stop 10 seconds to cool down: 10*150 = 1500, plus 450 = 1950hp in 13.5 seconds.
> Immunity stop rates therefore zero damaged given.
- Firebird turret augments can influence temperature: compact fuel tank double the rate, the enemy tank get to temperature of 1 twice faster.
- Cold effect from Freeze (ally or foe alike) reduces the heat by 0.6 (6 time faster than normal cooldown), so if friends around they can cure you in 1.75 seconds so 300 hp damages instead of 3000.
- Cold from Dictator overdrive and Crusader overdrives also reduce the temperature of enemy tank by -1. So if enemy tank temperature was 1, the dictator would cool it down to zero! 
- Ally with cryo round would also cooldown foe on fire :D
- Titan dome protective shield also reduces afterburn (by 90%).
- The activation of a repair kit get temperature back to zero.

Another question: Incendiary mix has no afterburning effect.
A: You have traded all burning effect for only direct firebird damages, therefore no heat at all. Zero. Nada. Your turret now deal 100% firebird damages that can be countered by firebird module (Fox), double armor and any other direct damages protection (Titan dome, drones...).

Edited by Tokamak

Share this post


Link to post
Share on other sites

  • 0

The answers of @Tokamak and @ThirdOnion are both good but not fully (or I have not understood them well!). The plateau and the cool down are now pretty clear. But:

-If the attack is interrupted before one second passes away (after two ticks as in the second question of my example) will there be a heating damage (ThirdOnion) or not (Tokamak).

- Has the double armor of the target tank the same effect like the heat resistance?

Share this post


Link to post
Share on other sites

  • 0
14 hours ago, paulus2019 said:

-If the attack is interrupted before one second passes away (after two ticks as in the second question of my example) will there be a heating damage (ThirdOnion) or not (Tokamak).

- Has the double armor of the target tank the same effect like the heat resistance?

Every second, the game checks if the temperature of a tank is above zero. If it is, it inflicts 300 afterburn damage and decreases the temperature by 0.1. So your example would something like this: 

 Tick       1       2       3       4       5       6       7       8      9
 Temperature       0.1     0.2     0.2     0.2     0.1     0.1     0.1     0.1       0 
 Damage       0       0       0   300       0       0       0   300

     0

The temperature would increase for the first two ticks, and then remain constant for the next two ticks after the attack ends. On the fourth tick, since the temperature is greater than zero, the target will receive 300 damage and the temperature will decrease by 0.1. The same thing happens on the eight tick. So to answer your question, no afterburn damage will be dealt before one second passes, but will be dealt afterwards.

Double armour reduces all incoming damage by 50%. Heat Resistance reduces damage dealt by afterburn by 50%. So yes, the two have the same effect on afterburn damage.

 

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...