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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
vampire2948 wrote: The sustainable DPS calculation is broken for transference weaponry. Need to take absolute values before doing the min function, or something. Paladin, |
Mon Feb 22, 2016 9:22 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Don't remember if I asked and got this confirmed before, however:
The current critical DPS calculation is as follows: $Calculated_Crit_DPS[$r] = $Calculated_DPS[$r] * (1.5 * $Mods[3]['Value']) * (1 + (0.01 + ($Mods[1]['Value']-1)) * $Build_Items["Weapon" . $r]['Multifire']); DPS (Crit.) = DPS * 1.5 * Mod_Effect_Crit_Strength * (1.01 + Mod_Effect_Crit_Chance) * #Multifiring_Weapons Is this correct? Kinda feels like the Crit_Strength and Crit_Chance are increasing too fast? |
Mon Feb 22, 2016 9:32 am |
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Team:
Rank: Main: Paladinofdoom Level: 3693 Joined: Wed Jun 22, 2005 2:35 pm Posts: 1384 |
Pretty sure there's something wrong with the crit. / dps calculations. Your calculator tells me I can make an Engineer slave that does 120k dps -- Lies!
Paladin, _________________ newman233 wrote: <3 Pally This guy gets my full Jiggle! He is full of awesomesauce, and Jigglyness, buy from him! Kanga |
Tue Feb 23, 2016 6:56 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Since DPS is pretty straight forward, I'm thinking there is something wrong with the critical DPS calculation. Since the crit. dps doesn't update in the ship window it needs to be compared to the Weapon Critical Damage value. So if you are online and have a build with any effects in critical hit resistance and / or critical strength, please test
Information from wiki: Quote: Critical Hits are attacks that, by chance, do 50% more damage (However some classes do get bonuses to critical hit damage, such as Sniper Class and Seer Class) and disables something in the enemy ship for 3 seconds. The indicator for the effect is a ring of tweak icons. "Chance of a critical hit is 1% + 5% if it's an ambush (they can't see you when you fire) + anything from items and augs + bonuses from your skills, all divided by 1 + the targets critical hit resistance." -JeffL |
Tue Feb 23, 2016 7:15 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Yhea gotta be wrong:
$Calculated_Crit_DPS[$r] = $Calculated_DPS[$r] * (1.5 * $Mods[3]['Value']) * (1 + (0.01 + ($Mods[1]['Value']-1)) * $Build_Items["Weapon" . $r]['Multifire']); DPS (Crit.) = DPS * 1.5 * Mod_Effect_Crit_Strength * (1.01 + Mod_Effect_Crit_Chance) * #Multifiring_Weapons Should atleast be: DPS (Crit.) = DPS * 1.5 * Mod_Effect_Crit_Strength * (0.01 + Mod_Effect_Crit_Chance) + DPS EDIT: The DPS already has multifire incorporated, so shouldn't have added that. And now it only applies critical damage on 1% and not 101% (Without crit mods). |
Tue Feb 23, 2016 7:29 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Ok, looked a bit more on the critical hit chance calculation. I'm pretty sure it was still wrong.
Now calculates the following: Crit. DPS = DPS * Crit. Strength * Crit. Chance + DPS (1- Crit. Chance) Where: Crit. Strength = 1,5 * Mod Crit. Strength Crit. Chance = 0,01 + (Mod Crit. Chance - 1) EDIT: It still looks like my scrupling wants a Hibernation Augmenter though. |
Thu Feb 25, 2016 5:56 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
With these calculations, the Critical Hit Chance can be above 100%, which makes no sense. Since hit chance can't be above or under 100%. So it is probably still wrong.
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Thu Feb 25, 2016 6:33 am |
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Team:
Rank: Main: Paladinofdoom Level: 3693 Joined: Wed Jun 22, 2005 2:35 pm Posts: 1384 |
andsimo wrote: With these calculations, the Critical Hit Chance can be above 100%, which makes no sense. Since hit chance can't be above or under 100%. So it is probably still wrong. You can reach >100% crit chance. Just make it take the minimum of 100 or your current crit chance. Pala, _________________ newman233 wrote: <3 Pally This guy gets my full Jiggle! He is full of awesomesauce, and Jigglyness, buy from him! Kanga |
Thu Feb 25, 2016 6:35 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
But in-game, it is probably positive having a critical hit chance above 100%?
Because if it is, the calculations are done in another way. I guess I have to sit down and test it myself |
Thu Feb 25, 2016 6:38 am |
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Team:
Rank: Main: Paladinofdoom Level: 3693 Joined: Wed Jun 22, 2005 2:35 pm Posts: 1384 |
andsimo wrote: But in-game, it is probably positive having a critical hit chance above 100%? Because if it is, the calculations are done in another way. I guess I have to sit down and test it myself A crit. chance of >100% in game just means you crit every time. It is equivalent to a crit. chance of 100%. _________________ newman233 wrote: <3 Pally This guy gets my full Jiggle! He is full of awesomesauce, and Jigglyness, buy from him! Kanga |
Thu Feb 25, 2016 6:40 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Ahh ok. Min function it is.
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Thu Feb 25, 2016 6:46 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
andsimo wrote: Ok, looked a bit more on the critical hit chance calculation. I'm pretty sure it was still wrong. Now calculates the following: Crit. DPS = DPS * Crit. Strength * Crit. Chance + DPS (1- Crit. Chance) Where: Crit. Strength = 1,5 * Mod Crit. Strength Crit. Chance = 0,01 + (Mod Crit. Chance - 1) EDIT: It still looks like my scrupling wants a Hibernation Augmenter though. Crit. Strength is still wrong. It's 1 + 0.5*(1+augmod). So for example, if you have a total of +75% Crit Strength from augmenters, you will do 1 + 0.5*(1+0.75) = 1.875 <=> 87.5% extra damage on crits. Note that the formula can also be written as 1.5 + 0.5*augmod, which effectively means that you only get 1/2 of your stated augmod added to the usual 50% critical damage bonus. That's unless you're a seer, in which case the formula is 1 + (0.5 * (1+0.05*N))*(1+augmod) where N is your level in Psychic Sight. At max level of N=20, this formula simply states 1+(1+augmod) = 2+augmod _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Thu Feb 25, 2016 7:01 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Thnx, that makes a Seer skill much more valuable. Calculator updated so critical hit strength mod only increases the crit. strength bonus of 50% and not the full 150%.
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Thu Feb 25, 2016 7:17 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Changed:
- Some stats are shown in the build viewer - All builds are shown in the build viewer (Private* and public) *You can still not see the configuration of the private builds (unless it is yours), only the stats shown in the build viewer. PS: For the change to take effect on existing builds, the build must be saved by the build's owner. |
Tue Mar 01, 2016 9:48 am |
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Team:
Rank: Director Main: hawk Level: 1366 Joined: Wed Dec 26, 2012 3:58 pm Posts: 115 |
hey, here to bug you again about the calc XD , there seems to be an error in base calculations becuase it says all bases have -900 ish energy no matter what energy
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Tue Mar 01, 2016 2:38 pm |
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