v2+++ Updated charts for vulcans and ninja landcruisers

v2++: Updated charts to reflect SAM nerf (350-100%->450-85%)

Removed SAM only chart as it's no longer a "special" building.

v2+: Added crackdown odds to OP

v2: now allows for mixed building types; fixed escape not closing app

Heya, so math sucks. Why do math when a computer can do it for you? (Simulator as attachment below)

Will let you know how effective your defense buildings are if you enter the # of buildings, their toHit and dam, and the offending object's HP. Also works for vanilla xcom if you want to know how many missile silos you need for to stop X waves of battleships with Y certainty also.

Damage is assumed to be a spread of 50-150% and a miss is assumed to be 0 damage (both facts supported in a lot of places including the bootypedia)

This only says whether you are 100% successful in shooting down all the waves, doesn't calculate buildings lost on a successful missile strike (I actually don't even know the details of this anyways)

Also, I figure this would be a better place to talk about missiles if you felt like it than one of the generic threads.

Main takeaways for me: To fully stop 3 waves of missiles, you need extreme overkill:

(Chances of flawless victory)

Overcharged Radars: 3 = 1.2%, 4 = 66% 5 = 99%

Flak Towers: 3 = 1.3%, 4 = 9.7%, 5 = 27.9%, (8 = 82%)

Flak Cannons: 3 = 44.7%, 4 = 70.8%, 5 = 86.4%

SAM Sites: 3 = 88%, 4 = 97%, 5 = 99.5%

Vulcan Battery: 3 = 53%, 4 = 82.7%, 5 = 94.6%

(costs to reach 60%:

Radars: ~3.5 million

Towers: Don't ask

Cannons: ~1 million

SAM sites: 700k)

Vulcan: ~2 million

Also the odds here:

https://www.ufopaedia.org/index.php/Base_Defence_SystemsAre 100 to 1 not 30 to 1 XD (24 buildings, 1 wave, 50 to hit, 500 damaged, 3000hp)

Full spoilers on crackdown deterring in piratez:

**Spoiler**:

Out of curiosity, I decided to delve into the ruleset for crackdown ships and generation, etc and decided to make a handy dandy chart. Ship size is the same throughuot difficulties)

First the chances of given ships:

STR_ALIEN_HARVEST (? assuming no crackdown): 25%

STR_ALIEN_RETALIATION(uses "battleship" which actually seems to be a cruiser instead, it's 3500 HP whatever it is): 10%

STR_ALIEN_RETALIATION_L(assault transport, 1500): 15%

STR_ALIEN_RETALIATION_M(breaker, 900): 20%

STR_ALIEN_RETALIATION_S(boarding torpedo, 400): 15%

STR_ALIEN_RETALIATION_C(corvette, 2400): 15%

Harvest isn't counted in the chart below so , e.g. a cruiser is counted as a 13.3% spawn chance and so on.

The # of buildings needed to reach 80% defense are:

SAM Site: 9

Plasma Battery: 5

Gauss Battery: 6

Missile Silo:7

Laser Defense:7

Flak Cannon:13

The # of buildings needed to reach 98% defense are:

SAM Site: 12

Plasma Battery: 7

Gauss Battery: 9

Missile Silo:11

Laser Defense:12

Flak Cannon:18

The # of buildings needed to reach 99.97% defense are:

SAM Site: 14

Plasma Battery: 10

Gauss Battery: 15

Missile Silo:19

Laser Defense:15

Flak Cannon:26

The # of buildings needed to reach "lottery ticket" defense are:

Others: ineffective

SAM Site: 18

Plasma Battery: 15

Disruptor Shroud:22

The # of buildings needed to reach "Make a mathematician's head explode" (about 1:800^31)defense are:

Disruptor shroud: 31

The # of buildings needed to reach 100% defense are:

Disruptor shroud: 32

Note: SAMS have 5 beds, but no base defense turret if they get through

Note 3: The above charts are only useful if playing ironman and is only for an unknown random encounter. 5 SAM sites will never stop a cruiser. If you're reloading, the best defense buildings are missile silos since 3 can occasionally defeat a cruiser with 7% chance.

Foot patrol (early ninjas, ratmen, doom dudes)

Ninja landcruiser individual odds:

Ninja landcruiser All 3 destroyed: