Laser: Difference between revisions
SoccPuppet (talk | contribs) (added all use cases of the laser, and formulas for calculating damage and break speed. the exact formula for laser damage with dissipation and refraction is not provided, because 1. your opponent likely has full laser immunity 2. if you care enough you can dive the code or ping me on discord) |
SoccPuppet (talk | contribs) (Added refraction and dissipation anyways cause that's what an entire module is about damn it) |
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An advanced form of linear energy transfer that utilizes an extremely collimated beam of light. By consuming 4 kFE/t, it fires a laser beam in its facing direction. | An advanced form of linear energy transfer that utilizes an extremely collimated beam of light. By consuming 4 kFE/t, it fires a laser beam in its facing direction. | ||
Laser beams have several uses: | Laser beams have several uses: | ||
# They damage the first entity in contact with them, ignoring invincibility frames. For most mobs, this means 32 damage per second | # They damage the first entity in contact with them, ignoring invincibility frames. For most mobs, this means 32 damage per second. | ||
#* The exact damage caused per second uses the following formula (assuming the entity has no armor | #* The exact damage caused per second uses the following formula (assuming the entity has no armor): | ||
#* damagePerSecond = laserStrength / laserEnergyPerDamage * 20. | #* damagePerSecond = laserStrength / laserEnergyPerDamage * 20. | ||
#* laserEnergyPerDamage is by default 2500, but it is configurable. laserStrength is equal to the total energy per tick of all lasers pointing at the target entity. | #* laserEnergyPerDamage is by default 2500, but it is configurable. laserStrength is equal to the total energy per tick of all lasers pointing at the target entity. | ||
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#* timeTakenInSeconds = blockHardness * laserEnergyNeededPerHardness / laserStrength / 20. | #* timeTakenInSeconds = blockHardness * laserEnergyNeededPerHardness / laserStrength / 20. | ||
#* laserEnergyNeededPerHardness is by default 100000, but it is configurable. laserStrength is equal to the total energy per tick of all lasers pointing at the target block. | #* laserEnergyNeededPerHardness is by default 100000, but it is configurable. laserStrength is equal to the total energy per tick of all lasers pointing at the target block. | ||
==Dissipation and Refraction== | |||
Some armor in Mekanism (most notably the [[Mekasuit]] with [[Laser Dissipation Units|Laser Dissipation Unit]] installed) can dissipate or refract lasers, lowering damage taken. | |||
Dissipation is a percentage, and works as the name suggests: a percentage of the laser's power is simply dissipated into thin air. Consequentially, the wearer takes less damage. | |||
Refraction is a percentage, and reduces damage taken by the wearer, but uniquely does NOT reduce the power of the laser, and allows the laser to pass through the player if it still has power left. | |||
== Crafting Recipe == | == Crafting Recipe == |
Revision as of 13:04, 14 February 2024
An advanced form of linear energy transfer that utilizes an extremely collimated beam of light. By consuming 4 kFE/t, it fires a laser beam in its facing direction. Laser beams have several uses:
- They damage the first entity in contact with them, ignoring invincibility frames. For most mobs, this means 32 damage per second.
- The exact damage caused per second uses the following formula (assuming the entity has no armor):
- damagePerSecond = laserStrength / laserEnergyPerDamage * 20.
- laserEnergyPerDamage is by default 2500, but it is configurable. laserStrength is equal to the total energy per tick of all lasers pointing at the target entity.
- If they are pointing at a TNT block, ignite it.
- If they are pointing at a Laser Focus Matrix in a valid Fusion Reactor, contribute to the ignition. For exact mechanics, see the Fusion Reactor page.
- Otherwise, they mine the block they are pointing at, if any. Harder blocks take longer to break.
- The exact time taken per block uses the following formula:
- timeTakenInSeconds = blockHardness * laserEnergyNeededPerHardness / laserStrength / 20.
- laserEnergyNeededPerHardness is by default 100000, but it is configurable. laserStrength is equal to the total energy per tick of all lasers pointing at the target block.
Dissipation and Refraction
Some armor in Mekanism (most notably the Mekasuit with Laser Dissipation Unit installed) can dissipate or refract lasers, lowering damage taken.
Dissipation is a percentage, and works as the name suggests: a percentage of the laser's power is simply dissipated into thin air. Consequentially, the wearer takes less damage.
Refraction is a percentage, and reduces damage taken by the wearer, but uniquely does NOT reduce the power of the laser, and allows the laser to pass through the player if it still has power left.
Crafting Recipe
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