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Team:
Rank: Officer Main: Danger Level: 6360 Joined: Fri Sep 12, 2008 1:11 pm Posts: 1048 Location: TN 
I have created a base calculator, and would like some feedback. Atm one can input the shield/charger/energy/weapon/kit/augs/OL/skills and will calculate the info for it. There are places to put for the Dampeners but I haven't filled out the dampener's list yet.
You can also put 2 bases up against each other and see which will dent the other! Would like some feedback on the placements of it to be more user friendly. https://docs.google.com/spreadsheets/d/ ... 1786841444 
Sat Mar 21, 2015 1:49 pm 

over 9000!
Team:
Rank: Director Main: enkelin Level: 5503 Joined: Wed Aug 01, 2007 12:28 pm Posts: 10909 
Oh jeezus, I need to teach you about dropdowns and vlookup apparently.
_________________ (DefQon1) use a Rhino reconstruotereatarerer  (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest 
Sat Mar 21, 2015 2:08 pm 

Team:
Rank: Officer Main: Danger Level: 6360 Joined: Fri Sep 12, 2008 1:11 pm Posts: 1048 Location: TN 
Yes, Yes you do xD.

Sat Mar 21, 2015 2:16 pm 

over 9000!
Team:
Rank: Director Main: enkelin Level: 5503 Joined: Wed Aug 01, 2007 12:28 pm Posts: 10909 
Check your forum PM. You'll have to redo your work but it'll be worth it x100.
_________________ (DefQon1) use a Rhino reconstruotereatarerer  (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest 
Sat Mar 21, 2015 2:18 pm 

Team:
Rank: Officer Main: Danger Level: 6360 Joined: Fri Sep 12, 2008 1:11 pm Posts: 1048 Location: TN 
Updated a decent amount to be more cleaner and easier to use. Gtg to work so complain away and I'll fix over night.

Sat Mar 21, 2015 4:32 pm 

over 9000!
Team:
Rank: Director Main: enkelin Level: 5503 Joined: Wed Aug 01, 2007 12:28 pm Posts: 10909 
Your crit formula seems wrong and your aug formulas don't seem to account for negative values properly.
_________________ (DefQon1) use a Rhino reconstruotereatarerer  (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest 
Sat Mar 21, 2015 4:35 pm 

Member
Team:
Rank: Councilor Main: DefQon1 Level: 3822 Joined: Fri Feb 12, 2010 9:28 am Posts: 2638 
anilv wrote: go back home boi _________________ Original 666kane666. 
Sun Mar 22, 2015 1:25 am 

Team:
Rank: Officer Main: Danger Level: 6360 Joined: Fri Sep 12, 2008 1:11 pm Posts: 1048 Location: TN 
UpdateAdded input for Dampeners/Platings.
Also where can I learn how to figure out how critical hit affects Dps and how to calculate negatives or can I figure those out by writing them out and doing some algebra? 
Sun Mar 22, 2015 1:35 am 

over 9000!
Team:
Rank: Director Main: enkelin Level: 5503 Joined: Wed Aug 01, 2007 12:28 pm Posts: 10909 
Unfortunately I had a brain fart and deleted all the formula images I was hosting for the aug math guide. Here's a quick overview
AT 25, IT 1 +20%  25% 2.02 x (.2 + .25/(.251)) = 0.26933 if result is positive, that's the answer. Since it's negative, you have to do 0.26933 / (1 + 0.26933) = 0.21218 So those two augs combine to a net result of 21.2%, at the given level of tweaking. To sum up the process: convert all negative augmods (from augs and also from any gear, e.g. % vis on a shield) by doing the formula above; for example, 25% becomes .25/(.251) = .333 Add up all positive augmods along with the converted negative ones. Those coming from augs should also get multiplied by tweaking. Can do tweaking individually or after adding up augs since multiplication has the distribute property (ALGEBRA) Finally, if the answer is negative, you have to convert back by the above formula; for example, .333 goes to .333 / (1+.333) = .25  If you have crit chance C and crit damage bonus D (default is 50%), your average DPS including the possibility of crits is multiplied by (1 + C*D). It is important to note that crit chance adds from all sources, whether skills or gear. Furthermore, crit damage works a bit funnily except for Seer. If you want a general formula, here's what you want to do: (1 + .5 * S * C * (1+D)) where S is the bonus from Psychic Sight (Seer subskill, gets up to 2 at level 20), C is crit chance, and D is crit damage bonus from gear (no skills). So for nonSeers, this means that you only get .5*D added to your critical hit damage. _________________ (DefQon1) use a Rhino reconstruotereatarerer  (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest 
Sun Mar 22, 2015 1:51 am 

Team:
Rank: Officer Main: Danger Level: 6360 Joined: Fri Sep 12, 2008 1:11 pm Posts: 1048 Location: TN 
Alright, I understand the critical hit and how it adds into Dps, but bit confused on the negative aug stats and where they are needed.
The Overloaders have negative stats into them, do they need to be calculated the same way? Also should I put in for: whenever an aug is negative, do (aug/(aug1))? When one changes a negative aug to the (aug/(aug1)) stat, adding the aug tweaking to it will give one the correct stats instead of adding aug tweaking to the original stat. Lastly, how much damage does one take from healing with a shield transference? As in what is the ratio? I got 40% damage is taken from what is healed to the target. 
Sun Mar 22, 2015 2:27 am 

over 9000!
Team:
Rank: Director Main: enkelin Level: 5503 Joined: Wed Aug 01, 2007 12:28 pm Posts: 10909 
Danger wrote: Alright, I understand the critical hit and how it adds into Dps, but bit confused on the negative aug stats and where they are needed. The Overloaders have negative stats into them, do they need to be calculated the same way? Yes, every item that has an bonus listed on it is treated this way. For clarity's sake that type of bonus is called an "augmod" by the devs. Also should I put in for: whenever an aug is negative, do (aug/(aug1))? yes, so basically for every item that grants an augmod, you need to insert an extra step before calculation in which that number is converted by that formula if it starts out negative (and is left alone if it's positive). If you just check that it sends .25 to .33, you can be sure that you're doing it right. When one changes a negative aug to the (aug/(aug1)) stat, adding the aug tweaking to it will give one the correct stats instead of adding aug tweaking to the original stat. That's correct, but I just want to clarify that "adding the aug tweaking" is a bit ambiguous. I hope you mean "multiplying by aug tweaking." I'll do a quick example of this below so you can see exactly what I mean. Lastly, how much damage does one take from healing with a shield transference? As in what is the ratio? I got 40% damage is taken from what is healed to the target. You are correct; the base amount of selfdamage from healing is 1.4x the healing output to a 0% trans resist target. The target's trans resist is factored in after selfdamage is determined, though. Also (as you probably know), the target's resistance augmods do not affect the heals it receives, but the healer's resistance augmods do affect selfdamage. Quick tweaking example with negative aug. AT 25, IT 1 25% 2.02*.25/(.251) = 0.666 negative so must convert back: .666 / (1+.666) = 0.4 _________________ (DefQon1) use a Rhino reconstruotereatarerer  (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest 
Sun Mar 22, 2015 11:06 am 

Team:
Rank: Officer Main: Danger Level: 6360 Joined: Fri Sep 12, 2008 1:11 pm Posts: 1048 Location: TN 
Alright I understand how to multiply negative aug with aug tweaking, but how do you use them in the end?
If you have +25% and then 25% both being augs, With Aug tweaking 25, no IT, it would be 2*(1+.25) and the negative aug would be 2*(1+(.25/(.251))), so would it be .5+(.666) or .5+(.4)? If it was for example: 20% aug, which is 40%, and a OL that gives 8%, would you combined them like .4+(.08)? or .4+(.08/(.081))? 
Sun Mar 22, 2015 12:16 pm 

over 9000!
Team:
Rank: Director Main: enkelin Level: 5503 Joined: Wed Aug 01, 2007 12:28 pm Posts: 10909 
Danger wrote: Alright I understand how to multiply negative aug with aug tweaking, but how do you use them in the end? If you have +25% and then 25% both being augs, With Aug tweaking 25, no IT, it would be 2*(1+.25) and the negative aug would be 2*(1+(.25/(.251))), so would it be .5+(.666) or .5+(.4)? It would be 0.5  0.666, which has to be converted back since it comes out negative If it was for example: 20% aug, which is 40%, and a OL that gives 8%, would you combined them like .4+(.08)? or .4+(.08/(.081))? The second one. Convert ALL negative augmods regardless of their source. Nope, you've got it seriously wrong there. Don't do 1+.25. The 1 is only added at the very end. For clarity's sake, let's use AT 25 and IT 1 so you can clearly see where tweaking happens (instead of it just being a genericlooking 2). 2.02*(.25 + .25/(.251)) is the first step. Let's say there's an overloader giving +5%. Then the first step would be 0.05 + 2.02*(.25 + .25/(.251)) Either way, the answer is still negative so you have to convert back. B/(1B) is the formula (B being negative) and the final answer comes out to 0.1058 or so. This is where the 1+X thing happens. The total effect of this combination of augmods on the stat is multiplication by 1+(0.1058) = 0.894, aka 10.58%. _________________ (DefQon1) use a Rhino reconstruotereatarerer  (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest 
Sun Mar 22, 2015 12:24 pm 

Team:
Rank: Officer Main: Danger Level: 6360 Joined: Fri Sep 12, 2008 1:11 pm Posts: 1048 Location: TN 
Wops, I didn't mean to put (1+.25), was a habit when typing stuff repeatedly. But I understanding how this works, and I'm thankful for you helping with this!
I do have a question about elec tempering and how to calculate that since the good stat would be negative and you can't have more than 100% elec temp otherwise you'd create energy. Would it be the same way except making 100% the limit instead of 100% the limit as in resistance? or is there a special way to go about this? 
Sun Mar 22, 2015 12:44 pm 

over 9000!
Team:
Rank: Director Main: enkelin Level: 5503 Joined: Wed Aug 01, 2007 12:28 pm Posts: 10909 
No special measure is required. The final step of the calculation that you do when the outcome is negative will insure that the final answer is never below 100%. Unless of course an item grants 100% elec temp on the nose, in which case the server will simply crash immediately. Try it out for yourself. No matter how many 90% augmods you stack, you'll never end up below 100% in the end.
I guess I should also point out that there's nothing wrong with having a Resistance augmod over +100%. The damage reduction formula goes like this: incoming DPS / (1+ resistance augmod) so nothing breaks by having +505908% Resistance. _________________ (DefQon1) use a Rhino reconstruotereatarerer  (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest 
Sun Mar 22, 2015 12:53 pm 

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