Star Sonata
http://forum.starsonata.com/

StarSonata Calculator
http://forum.starsonata.com/viewtopic.php?f=107&t=61544
Page 4 of 6

Author:  anilv [ Mon Mar 14, 2016 6:37 am ]
Post subject:  Re: StarSonata Calculator

andsimo wrote:
lordjeroen wrote:
MfM only gives 5% hull to industrial freighters, Doesn't say if the 2% of all else (like speed) is still applied. The wiki page is a bit outdates (blame sundog), if you go to the MfM skill ingame you see that industrial freighters get different stats as MfM.
MfM is now +5% capacity to industrial freighters, no other bonuses.


I thought MfM still gave the other bonuses to Industrial Freighters, just reduced hull space bonus compared to other ships.

Author:  SI [ Mon Mar 14, 2016 8:45 am ]
Post subject:  Re: StarSonata Calculator

anilv wrote:
andsimo wrote:
lordjeroen wrote:
MfM only gives 5% hull to industrial freighters, Doesn't say if the 2% of all else (like speed) is still applied. The wiki page is a bit outdates (blame sundog), if you go to the MfM skill ingame you see that industrial freighters get different stats as MfM.
MfM is now +5% capacity to industrial freighters, no other bonuses.


I thought MfM still gave the other bonuses to Industrial Freighters, just reduced hull space bonus compared to other ships.


This is correct.

This is the bit of code where MFM gives its bonuses, should help increase your calculator accuracy.
Code:
            m_fShield *= (1.0 + (0.10 * skill));
            m_fEnergy *= (1.0 + (0.02 * skill));
            m_fSpeed *= (1.0 + (0.02 * skill));
            m_fTurning *= (1.0 + (0.02 * skill));
            m_fDamage *= (1.0 + (0.02 * skill));
            m_fShieldCharge *= (1.0 + (0.02 * skill));
            m_fEnergyCharge *= (1.0 + (0.02 * skill));
            m_fThrust *= (1.0 + (0.02 * skill));
            m_fVisibility *= (1.0 + (0.05 * skill));
            if (hull && hull->GetSpec()->classType != Item::INDUSTRIAL_FREIGHTER)
              m_fSpace *= (1.0 + (0.10 * skill));
            else
              m_fSpace *= (1.0 + (0.05 * skill));
            m_fWeight *= (1.0 - (0.02 * skill));
            m_fTracking *= (1.0 + (0.02 * skill));
            m_fRadar *= (1.0 + (0.02 * skill));
            m_fRange *= (1.0 + (0.02 * skill));

Author:  anilv [ Mon Mar 14, 2016 9:28 am ]
Post subject:  Re: StarSonata Calculator

SI wrote:
snip


SI'd

Author:  andsimo [ Mon Mar 14, 2016 10:25 am ]
Post subject:  Re: StarSonata Calculator

SI wrote:
This is the bit of code where MFM gives its bonuses, should help increase your calculator accuracy.
Code:
            m_fShield *= (1.0 + (0.10 * skill));
            m_fEnergy *= (1.0 + (0.02 * skill));
            m_fSpeed *= (1.0 + (0.02 * skill));
            m_fTurning *= (1.0 + (0.02 * skill));
            m_fDamage *= (1.0 + (0.02 * skill));
            m_fShieldCharge *= (1.0 + (0.02 * skill));
            m_fEnergyCharge *= (1.0 + (0.02 * skill));
            m_fThrust *= (1.0 + (0.02 * skill));
            m_fVisibility *= (1.0 + (0.05 * skill));
            if (hull && hull->GetSpec()->classType != Item::INDUSTRIAL_FREIGHTER)
              m_fSpace *= (1.0 + (0.10 * skill));
            else
              m_fSpace *= (1.0 + (0.05 * skill));
            m_fWeight *= (1.0 - (0.02 * skill));
            m_fTracking *= (1.0 + (0.02 * skill));
            m_fRadar *= (1.0 + (0.02 * skill));
            m_fRange *= (1.0 + (0.02 * skill));
It doesn't specify if this is just for trade slaves or all ships. So I assumed it is all ships.

Furthermore why does a skill such as Merchant Feet Master give +% in damage, tracking, range, tracking?

Edit: Not to mention the negative increase in visibility, wouldn't that hurt stealthy trade slaves?

PS: Calculator updated.

Author:  SI [ Mon Mar 14, 2016 10:35 am ]
Post subject:  Re: StarSonata Calculator

andsimo wrote:
SI wrote:
This is the bit of code where MFM gives its bonuses, should help increase your calculator accuracy.
Code:
            m_fShield *= (1.0 + (0.10 * skill));
            m_fEnergy *= (1.0 + (0.02 * skill));
            m_fSpeed *= (1.0 + (0.02 * skill));
            m_fTurning *= (1.0 + (0.02 * skill));
            m_fDamage *= (1.0 + (0.02 * skill));
            m_fShieldCharge *= (1.0 + (0.02 * skill));
            m_fEnergyCharge *= (1.0 + (0.02 * skill));
            m_fThrust *= (1.0 + (0.02 * skill));
            m_fVisibility *= (1.0 + (0.05 * skill));
            if (hull && hull->GetSpec()->classType != Item::INDUSTRIAL_FREIGHTER)
              m_fSpace *= (1.0 + (0.10 * skill));
            else
              m_fSpace *= (1.0 + (0.05 * skill));
            m_fWeight *= (1.0 - (0.02 * skill));
            m_fTracking *= (1.0 + (0.02 * skill));
            m_fRadar *= (1.0 + (0.02 * skill));
            m_fRange *= (1.0 + (0.02 * skill));
It doesn't specify if this is just for trade slaves or all ships. So I assumed it is all ships.

Furthermore why does a skill such as Merchant Feet Master give +% in damage, tracking, range, tracking?

Edit: Not to mention the negative increase in visibility, wouldn't that hurt stealthy trade slaves?

PS: Calculator updated.


This bit only applies to trade slaves. I assume the damage, tracking, range, and tracking would help with mining slaves? And yes, it would seem that if you want to have stealthy trade slaves MFM is not the way to go.

Author:  lordjeroen [ Mon Mar 14, 2016 10:54 am ]
Post subject:  Re: StarSonata Calculator

+Vis on Tslaves on MfM just seems wierd. Bug?

Author:  andsimo [ Mon Mar 14, 2016 11:02 am ]
Post subject:  Re: StarSonata Calculator

SI wrote:
This bit only applies to trade slaves. I assume the damage, tracking, range, and tracking would help with mining slaves? And yes, it would seem that if you want to have stealthy trade slaves MFM is not the way to go.
Thnx for information and clarification. I agree it makes sense when it is only applicable for trade slaves :-)

PS: Updated on Wiki and in calculator (Had to hard code the hull type [Industrial Freighter] effect in regards to capacity bonus, so the skill overview will list wrong bonuses. Will be applied correctly when calculations are done.)

Author:  SunDog60 [ Mon Mar 14, 2016 4:12 pm ]
Post subject:  Re: StarSonata Calculator

carterstrain wrote:
The way Paladin explained it to my confused box of soapyness, Sunny only wants to be a Gunner. He doesn't want alts (besides that f2p webchat thing). And IF he had to make more than one character, they're all going to Gunner and Station Mastery, regardless of how little remaining base slots he has.

As supreme director of the best team, no one gets to tell him what to do.


You see, it's sort of true, but not entirely. Gunner is my favorite class, but I am also a big fan of Speed Demon. My first class was SD, and Enselidus (who at the time was the director of the team I was on) gave me a Faranji Wingship, which was fucking awesome (especially since it was free!). If I were to have alts, it would most likely be an engineer and a second gunner, along with some recon focus characters for fun. As for trade skills, I'm a big fan of StM, but also like ExE. Don't like MfM or CA though.

Sadly I lost that Fwing, I had decided I wanted to give it back to Ense since I no longer needed it. I made it a trade slave and took all its gear and left it in Earthforce Celestial Garden Outpost until I could transfer it. A fly flew over and blew it up.

Nice calculator by the way.

Author:  carterstrain [ Mon Mar 14, 2016 6:28 pm ]
Post subject:  Re: StarSonata Calculator

Well. At least it wasn't a Space Rat. That's still pretty embarrassing, though.

Author:  andsimo [ Mon Apr 04, 2016 2:40 am ]
Post subject:  Re: StarSonata Calculator

The hull space of bases has been added to the google sheet and calculator. Thnx for the information provided, and sorry for a bit long time to add it.

Also added so the item viewer shows all bases and base items.

Author:  redalert150 [ Fri Apr 08, 2016 8:04 pm ]
Post subject:  Re: StarSonata Calculator

This calc is crazy accurate, i hope the devs showered you with seals or maxed out your bar skills! Can this be added to the top of the website, maybe under game?

Author:  MasterTrader [ Fri Apr 08, 2016 9:42 pm ]
Post subject:  Re: StarSonata Calculator

The only thing I've found to be off is the total percentage damage bonus, even when I account for as many things as I can. And even then its not THAT bad.

Author:  andsimo [ Sat Apr 09, 2016 6:34 am ]
Post subject:  Re: StarSonata Calculator

redalert150 wrote:
This calc is crazy accurate, i hope the devs showered you with seals or maxed out your bar skills! Can this be added to the top of the website, maybe under game?
I would happily donate it and help incorporate it into the Star Sonata webpage if the devs want me to.

PS: I got a lot of help on the calculations and feedback from players and devs, so any thnx should go to them too.

MasterTrader wrote:
The only thing I've found to be off is the total percentage damage bonus, even when I account for as many things as I can. And even then its not THAT bad.
Long time since I looked into stats, so if you provide some in-game / accurate data and which build it is regarding, I can have another go.

Do you mean the Permanent Bonus is higher then it should be, but the actual DPS is correct?

There are also some effects from advanced sub skills and some items which is dependent on specific situations, which I can't incorporate into the calculator.

EDIT: Turning still irritates me. I believe there is a variable on ships I haven't access to / don't know about, which effects the calculation. My best guess is that there is a ship diameter variable as a part of the calculation.

Author:  andsimo [ Tue Apr 12, 2016 2:42 am ]
Post subject:  Re: StarSonata Calculator

Added:
- You can now specify amount of extra workers on base, to see the ration consumption
- Kalthi skills
- Permanent bonuses changed from Station Mastery -> Drone Deployment

Author:  andsimo [ Sun Apr 17, 2016 9:16 am ]
Post subject:  Re: StarSonata Calculator

Fixed:
- Weapons with Forceful and/or Dynamic mod will not get their full bonus. I forgot to apply the bonus to both min and max damage (So only half of the bonus were applied).
- Effect from Control skills are now added after applying mods.
- Overclocked now reduces the recoil (Firing faster), feel I'm back and forth on this one??

PS: Having issues with multiple projectile weapons, when I calculate the damage. All weapons with only one projectile are correct. Any ideas?

Mod: Damage +126,92 %

Anti-Capital System Mk V [Forceful] (4 projectiles)
Ship window = 624
Calculator = 64 * 4 * 1,08 * 2,2692 = 627,388

Abstructor (5 projectiles)
Ship window = 325
Calculator = 29 * 5 * 2,2692 = 329,034

Love Cylinder (2 projectiles)
Ship window = 532
Calculator = 119 * 2 * 2,2692 = 540

EDIT: It might not look like a large difference, but it has a major impact on DPS.

Page 4 of 6 All times are UTC - 5 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/