well your wrong. First:
45+65 =110%
45+55=100% (durh)
if you threw 100 missles, 45 hit the hull, 55 hit the shield... not 45/65.
when i said the 500 damage to shield, i believe my calculater said somehing like 533.333,
ok... 30% shield bypass, 85% shield mitigation.
30% of the time (.3) we do damage of 1. 70% of the time, we do damage of .15
we compare this to 100% doing .15...
so... .3*1+.7*.15 = .405 << that is how much damage you do in comparison to the infocard (not including armor modifiers)
*1.2 (for NME warheads) = .486.
we no divide this by non-upgraded damage... (.15) to get 3.24... or 324% base damage.
45% shield bypass, 85% shield mitigation
45% of the time (.45) we do damage of 1. 55% of the time, we do damage of .15...
so... .45+.55*,15 = .5325 *1.2= .639 /.15 = 426% increase in damage (the exact same number i came up with before)
Now, i understand how your getting your incorrect numbers.... 666%*.3*1.2... ya, see that incorrectly multiplies the damage boost of the NME by the unmitigated damage vs mitigated damage. the correct way, there, would be (6.66*.3+.7)*1.2 = 324%
in the same way... (6.66*.45+.55)*1.2 = 426% damage boost.
Ok... for our ship with 3000 hull and 2400 shields... and... lets give it some armor... a maxxed out radiance has 12.1 armor... 12 is simple and nice and round.
Now: 1 phase missle does 78 damage. this is in the raws.
78*1.2 (for NME) = 93.6 damage. but, antimedium gets a .75 multiplier against capital armor.
if that missle hits the shields... it will do 78*1.2 *.75*.15 damage. (after shield mitigation has gone up to max)
10.53 damage to the shield.
now... if that missile bypasses the shields... it will do 78*1.2 *.75*.625 (.625 is how much a weapon does against 12 armor vs 0 armor) or 43.875 damage the the hull.
Now... if we multiply these by the numbers by the chance of the missle hitting either the shields or hull... we can get an average of what our single phase missle will do.
so: on average one phase missle will do: 10.53*.55 = 5.7915 damage to shields, and 43.875*.45 = 19.74375 damage to hull.
now... if we have 3000 hull to eat through, we divide that by 19.74375 to find out how many phase missles it will take...
151.94.... 152 phase missles. those 152 phase missles will do 880 damage to the shields. (more, actually, due to shield mitigation ramp up) the ship will have around 1500 shields left.
(yes, that means if you have 150 assailants you will get refrackingdiculously close to 1hk0ing a maxed out lv10 advent capital ship.)
NOW... to find out the damage bonus... we need to figure out how many phase missles it would take to pop that capital ship WITHOUT upgrades...
so... each phase missle now does 78*.75*.15 damage... or 8.775 damage. agaisnt the hull, it does 78*.75*.15*.625... 5.4854 damage. so... 2400 shields/8.775 273 phase missles to drop the shields... 3000/5.4854...547 phase missles to destroy the hull. 820 phase missles.
we now divide this 820 by our 152... and we find that the upgraded phase missles kill the lv10, advent, 12 armor capital ship 5.3948 times faster... or simply, are 539.48% more effective than unupgraded.
I will now redo the entire calculations... but this time, i will use the ACTUALL hull and shields of the radiance... and i will throw in a single subverter using shield disruption.
a maxxed out radiance (no pacts) has 4381 shields and 3913 hull, and 12.1 armor.
a subverter manages to get close enough to cast disrupt shields.
that radiance, in its own culture now has 75% (65+10(forlevel)+10(forresearchandculture)-10) max shield mitigation, and will have to face 30+15+25=70% phase missle bypass.
78*1.2 *.75*.25 = 17.55 damage per phase missle that hits the shields.
78*1.2 *.75*.6230529595 = 43.7383 damage per phase missle that hits the hull.
on average, each phase missle will do 5.265 damage to shields, and 30.6168 damage to hull.
127.8 phase missles.... 128 assailants to 1hko a maxxed out radiance. it will have slightly less than 3708 shields left when it dies. (assuming exactly 70% of the phase missiles bypass the shields.)
so: to prove i am right... who wants to get a lv10 radiance for me to pop? I cant just use volt, cause i need a tec ally to give meh missle pact... and help feed a radiance to lv10.
Now... continuing on... unupgraded phase missles wil ldeal 78*.75*.25 damage to shields... and 78*.75*.25*.623053 damage to hull (14.625, and 9.11215)... to eat through 4381 shields, we need 299.55 phase missles, and 429.4 to breach the hull. 729 phase missles. we divide by our 128, to give a 569.52% increase in the effective damage due to the phase missle upgrades.
without the subverter, it would take 1215 unupgraded phase missles to kill the lv10 radiance.
so... not including regen, repair bays, guardians, shield restore or perseveriance... the difference between those 128 assailants (768 supply) it would take almost 60 seconds for the assailants to kill the radiance, without the subverter, and without the upgrades.... vs instapopping. (due to the cool down of 6 seconds, thats where your 1000% inprovement comes in... (well, slightly less)... actually 949%.
point is... volt... in order to reach the rediculous numbers you a comming up with... I have to add on another modifier you never accounted for.. in this case subverters. (last time it was missle pacts)
THERE ARE NO MORE MODIFIRERS. well, wait, i guess you could have a ceilo using designate target... but thats just reaching even higher levels of rediculous.
So: please! devs! all I am asking in the OP, is to please please please make it take 154 assailants to instapop the lv10 advent capital ship instead of 128! just reduce the modifier of phase missles vs capital ships from .75 to .6... and .5 to .4... its still rediculous! just slightly less so.