Fire Assualt doubles base damage when max damage is rolled.
Fire Assault Help File wrote:To understand this, we need to know the base damage formula:
Die Roll = 3 + Ship Level
Base Damage = 1dDice Roll - 1
So in our example, it becomes:
Die Roll = 3 + 4 = 7
If our ship is level 4, then our die has 7 possible outcomes (it is a 1d7). Which means that it can return a value from 1 to 7.
Fire Assault is successful only when our roll returns the maximim possible value. So to trigger it, the player must roll 7.
At this scenario, at an ordinary ship, we have:
Base Damage = 7- 1 = 6
But if the ship has Fire Assault:
Base Damage with Fire Assault = 7 * 2 - 1 = 13
Gunpowder Effects Round Shot Damage.
Round Shot Damage is extra damage applied after Base Damage is calculated.
Battle Explanation and FormulasRound Shot Damage wrote:Then we have extra damage based on Round Shot:
Base Round Shot Damage = Round Shot (if Round shot is 5, then this is 5)
This gets a bonus from Gunpowder Technology
Extra Damage = Base Damage * Round Shot Damage * 2 / 100
So as Gunpowder provides a 2.5% boost to Round Shot Extra Damage, Round shot would likely be calculated as below (Couldn't located the formula, so this is assumed.)
Gunpowder Damage = Extra Damage + (Extra Damage * Gunpowder Level * 0.025)
So to answer your questions, gunpowder's affects are applied after Fire Assault is calculated for that shot.
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