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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
21
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Posted - 2013.08.13 02:37:00 -
[31] - Quote
Rail guns have about a 5% chance to deliver splash damage... And only if you hit their toes.
I've tries getting splash on stationary targets with little effect. It's either direct.. Or nothing. Had a tank blow up vs a forge gunner with 100 hp left cause the rail gun ... Doesn't do splash. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2475
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Posted - 2013.08.13 03:09:00 -
[32] - Quote
Cross Atu wrote:CCP Wolfman wrote:Trust me, it is spherical. I can see the sphere on my screen right now :-)
On my local server it is literally impossible to drop shells at my feet and not take damage whilst jumping. There is a good chance the issues you are seeing are related to latency so the sphere (or the character) on the client and the server are not in exactly the same place. This would explain why it sometimes feels 'off'.
We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
The other thing to consider is that in first person distances can seem a lot closer than they actually are. So you think it went off very close to you but it was actually a fair bit further away.
Lastly, the guns do have both kick and dispersion. Latency would explain a lot, including the current inability to pin this down with my own testing. There was an additional aspect raised which I'd love to get your feedback on. That being how the damage is applied. If someone scores a direct hit with a weapon that has both direct and AoE damage do both values apply? If the sphere covers the head of the target do head shot efficiency modifiers apply, with the same question for splash being done to the back arc. More specifically it is verifiable in game that splash damage does get the bonus to efficiency when applied to the "sweet spot" areas, at least against vehicles (Infantry is harder to test this on due to relative HP constraints). So having established that this is currently happening in game is this working as intended and does it apply to infantry as well? These aspects, combined with latency, could be causing the issues seen with some of the AoE weaponry such as the MD and FG, while also explaining why users of them aren't generally seeing the extra performance which is frequently described. Any information/clarification you could provide here would be greatly appreciated, and thank you once again for your continued participation in this thread. Cheers, Cross
https://forums.dust514.com/default.aspx?g=posts&t=99917
READ IT READ IT READ IT READ IT READ IT READ IT READ IT READ IT
Seriously, I get so tired of trying to explain to you people that Direct Damage and Splash Damage don't combine. They -DONT-. Ever. At all. Never. It does not happen.
Like, seriously. I've said it on the forums a hundred thousand times and I have multiple threads with video evidence. It does not happen. It's a freaggin myth that started up from Flaylock users mixing damage mods.
Not trying to come off as pretentious but I cannot tell you how frustrating it is to see this same question asked over and over and (somehow???) landing a blue-tag response every time. |
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CCP Wolfman
C C P C C P Alliance
1045
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Posted - 2013.08.13 03:15:00 -
[33] - Quote
Pseudogenesis wrote:CCP Wolfman wrote: We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
Can you confirm that nova knife hit detection is fixed? :3
All hit detection should be a bit better in 1.4 due to the fixes/improvements we've made. I am hoping the update we make in 1.5 will be more significant (since it's larger).
We are planning to add the same aim assist system melee uses to the Nova Knives which should ensure more accurate strikes. Not sure when we're going to squeeze that in yet though. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2475
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Posted - 2013.08.13 03:17:00 -
[34] - Quote
CCP Wolfman wrote:Pseudogenesis wrote:CCP Wolfman wrote: We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
Can you confirm that nova knife hit detection is fixed? :3 All hit detection should be a bit better in 1.4 due to the fixes/improvements we've made. I am hoping the update we make in 1.5 will be more significant (since it's larger). We are planning to add the same aim assist system melee uses to the Nova Knives which should ensure more accurate strikes. Not sure when we're going to squeeze that in yet though.
Any comment on this?
http://blindmanmoon.blogspot.com/2013/07/coding-and-its-relation-to.html
TL;DR - Resource costs are rounded off per module due to the fitting screen not having a decimal system, often times costing more PG/CPU than they should due to the rounding system. |
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CCP Wolfman
C C P C C P Alliance
1045
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Posted - 2013.08.13 03:35:00 -
[35] - Quote
Aeon Amadi wrote:CCP Wolfman wrote:Pseudogenesis wrote:CCP Wolfman wrote: We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
Can you confirm that nova knife hit detection is fixed? :3 All hit detection should be a bit better in 1.4 due to the fixes/improvements we've made. I am hoping the update we make in 1.5 will be more significant (since it's larger). We are planning to add the same aim assist system melee uses to the Nova Knives which should ensure more accurate strikes. Not sure when we're going to squeeze that in yet though. Any comment on this? http://blindmanmoon.blogspot.com/2013/07/coding-and-its-relation-to.htmlTL;DR - Resource costs are rounded off per module due to the fitting screen not having a decimal system, often times costing more PG/CPU than they should due to the rounding system.
Not right now. One thing at a time :-) |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2479
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Posted - 2013.08.13 04:20:00 -
[36] - Quote
CCP Wolfman wrote:Aeon Amadi wrote:CCP Wolfman wrote:Pseudogenesis wrote:CCP Wolfman wrote: We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
Can you confirm that nova knife hit detection is fixed? :3 All hit detection should be a bit better in 1.4 due to the fixes/improvements we've made. I am hoping the update we make in 1.5 will be more significant (since it's larger). We are planning to add the same aim assist system melee uses to the Nova Knives which should ensure more accurate strikes. Not sure when we're going to squeeze that in yet though. Any comment on this? http://blindmanmoon.blogspot.com/2013/07/coding-and-its-relation-to.htmlTL;DR - Resource costs are rounded off per module due to the fitting screen not having a decimal system, often times costing more PG/CPU than they should due to the rounding system. Not right now. One thing at a time :-)
'ey, long as you recognize that there's something fishy going on - I'm good.
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CCP Wolfman
C C P C C P Alliance
1045
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Posted - 2013.08.13 06:04:00 -
[37] - Quote
just did a quick test with the standard mass driver Vs a militia heavy. Splash seems to be working correctly. I got an exact -20% Vs shields.
One thing that springs to mind is whether in any of your tests (particulalry with the forge) did you cross over from shields in to armour. In that case the damage gets split and the relevant modifiers applied to each chunk. That could give confusing results in a test. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2479
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Posted - 2013.08.13 06:26:00 -
[38] - Quote
CCP Wolfman wrote:just did a quick test with the standard mass driver Vs a militia heavy. Splash seems to be working correctly. I got an exact -20% Vs shields.
One thing that springs to mind is whether in any of your tests (particulalry with the forge) did you cross over from shields in to armour. In that case the damage gets split and the relevant modifiers applied to each chunk. That could give confusing results in a test.
http://www.youtube.com/watch?v=uO9t2fqgsGM&feature=youtu.be
Watch the video please. |
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CCP Wolfman
C C P C C P Alliance
1046
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Posted - 2013.08.13 07:01:00 -
[39] - Quote
Aeon Amadi wrote:CCP Wolfman wrote:just did a quick test with the standard mass driver Vs a militia heavy. Splash seems to be working correctly. I got an exact -20% Vs shields.
One thing that springs to mind is whether in any of your tests (particulalry with the forge) did you cross over from shields in to armour. In that case the damage gets split and the relevant modifiers applied to each chunk. That could give confusing results in a test. http://www.youtube.com/watch?v=uO9t2fqgsGM&feature=youtu.beWatch the video please.
Yeah, I've not been able to replicate it, I was doing essentially the same thing. My debug output is correct. I'll get QA to have a more extended look to see if they can replicate. |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1450
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Posted - 2013.08.13 07:33:00 -
[40] - Quote
xxwhitedevilxx M wrote:Cosgar wrote:Draxus Prime wrote:wait... vehicles have weak spots????? Everything takes more damage from behind. except infantry.... Including infantry, I've checked the displayed efficiency ratings in match. |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1450
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Posted - 2013.08.13 07:40:00 -
[41] - Quote
CCP Wolfman wrote:Cross Atu wrote:CCP Wolfman wrote:Trust me, it is spherical. I can see the sphere on my screen right now :-)
On my local server it is literally impossible to drop shells at my feet and not take damage whilst jumping. There is a good chance the issues you are seeing are related to latency so the sphere (or the character) on the client and the server are not in exactly the same place. This would explain why it sometimes feels 'off'.
We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
The other thing to consider is that in first person distances can seem a lot closer than they actually are. So you think it went off very close to you but it was actually a fair bit further away.
Lastly, the guns do have both kick and dispersion. Latency would explain a lot, including the current inability to pin this down with my own testing. There was an additional aspect raised which I'd love to get your feedback on. That being how the damage is applied. If someone scores a direct hit with a weapon that has both direct and AoE damage do both values apply? If the sphere covers the head of the target do head shot efficiency modifiers apply, with the same question for splash being done to the back arc. More specifically it is verifiable in game that splash damage does get the bonus to efficiency when applied to the "sweet spot" areas, at least against vehicles (Infantry is harder to test this on due to relative HP constraints). So having established that this is currently happening in game is this working as intended and does it apply to infantry as well? These aspects, combined with latency, could be causing the issues seen with some of the AoE weaponry such as the MD and FG, while also explaining why users of them aren't generally seeing the extra performance which is frequently described. Any information/clarification you could provide here would be greatly appreciated, and thank you once again for your continued participation in this thread. Cheers, Cross Ok dokey... In the case of a direct hit only direct damage is applied to the target. Splash is not applied to the target but will be applied to any others that happen to be in range. A headshot modifier would apply if the explosion hits your head. A series of checks are done to different body parts and splash is applied to the first one it hits (typically not the head). I would need to check on vehicles, I'm not sure how splash is applied to the regular body Vs weak spots. Thank you for the additional information and clarification. For the record/in case it's useful (or I've overlooked something in my testing) the vehicles take extra damage from OBs/PSs when backing up (as opposed to standing still or moving forward). This has been tested in match by dropping PSs on the same HAV at more than one time and watching the results. In multiple instances of this test HAVs which had survived a PS earlier, usually without even catching fire, would be destroyed before the end of the PS if they tried to "run" by backing up through the radius of the blast.
Thanks again for the response o7 Cross |
ladwar
Dead Six Initiative Lokun Listamenn
1126
|
Posted - 2013.08.13 07:59:00 -
[42] - Quote
Aeon Amadi wrote:CCP Wolfman wrote:just did a quick test with the standard mass driver Vs a militia heavy. Splash seems to be working correctly. I got an exact -20% Vs shields.
One thing that springs to mind is whether in any of your tests (particulalry with the forge) did you cross over from shields in to armour. In that case the damage gets split and the relevant modifiers applied to each chunk. That could give confusing results in a test. http://www.youtube.com/watch?v=uO9t2fqgsGM&feature=youtu.beWatch the video please. on the first "direct hit" it appears the round hit behind your test subject. from side testing it appear AOE weapons don't hit other sockets other then foot and head but it'll always count the head being closer so the head shot cancels out the shield penalty for splash and direct shots that hit a socket point (even the head) are counted as none head shots. and you had an evil anti-test, i sorry about them, it happens.
my side testing is on the plasma cannon btw and it does appear to do more splash then it should. but this was from in combat and not w/ a test subject. so didn't have time to fully compare the numbers. and if you could do the test with plasma cannon as it gets a bonus to shields rather then the MD which gets a penalty for more data. |
S Park Finner
Guardian Solutions DARKSTAR ARMY
210
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Posted - 2013.08.13 12:09:00 -
[43] - Quote
CCP Wolfman wrote:just did a quick test with the standard mass driver Vs a militia heavy. Splash seems to be working correctly. I got an exact -20% Vs shields.
One thing that springs to mind is whether in any of your tests (particulalry with the forge) did you cross over from shields in to armour. In that case the damage gets split and the relevant modifiers applied to each chunk. That could give confusing results in a test. You may have mentioned it but I didn't find the reference. Does splash damage ever fall off for any weapon or does it always clip at the splash radius? Are there any plans to have it taper off? There have been some comments to the effect that decreasing damage over distance would be a better way to do splash damage.
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DJINN Jecture
Hellstorm Inc League of Infamy
49
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Posted - 2013.08.13 16:07:00 -
[44] - Quote
Splash damage is spherical on the horizontal and vertical planes which the splash occurs on yet it does not produce a ball of explosion only a plate that folds along the surfaces affected like a "Looney Tunes" hole that can be dragged below someone for them to fall into.
http://www.youtube.com/watch?v=bFNx7YFwFfI |
Cross Atu
Conspiratus Immortalis Covert Intervention
1457
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Posted - 2013.08.13 16:25:00 -
[45] - Quote
I'm also wondering how splash is applied past occlusion. If, for example, I am standing behind a stack of crates with my upper body exposed and a shell impacts the side of the crates opposite me what transpires with the AoE damage?
Is there a "hole" cut from the sphere starting at the crates, or is only the portion of the sphere directly blocked by the crates effected thus allowing the AoE to 'splash' over the crates hitting my upper body?
It would be useful to know how AoE interacts the occlusion from, cover, other Mercs (hostile or friendly), vehicles, installations, etc. knowing the context that is present on the in house testing rigs and is working as intended will aid in player based testing aimed at closing in on the source of these effects.
Also, on a related question, is it an intended feature for damage mods to increase splash radius on weapons with AoE? Testing is still preliminary but an initial pass seems to indicate that damage mods currently have this effect.
Cheers, Cross
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reydient
Rogue Spades EoN.
81
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Posted - 2013.08.13 17:47:00 -
[46] - Quote
I have noticed that the radius on the Plasma Cannon - is not 3.5 m- it seems to be more of 1m. What I also noticed is that shooting at somebody while they are against a wall seems to result in no splash damage at all. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2497
|
Posted - 2013.08.13 18:54:00 -
[47] - Quote
CCP Wolfman wrote:Aeon Amadi wrote:CCP Wolfman wrote:just did a quick test with the standard mass driver Vs a militia heavy. Splash seems to be working correctly. I got an exact -20% Vs shields.
One thing that springs to mind is whether in any of your tests (particulalry with the forge) did you cross over from shields in to armour. In that case the damage gets split and the relevant modifiers applied to each chunk. That could give confusing results in a test. http://www.youtube.com/watch?v=uO9t2fqgsGM&feature=youtu.beWatch the video please. Yeah, I've not been able to replicate it, I was doing essentially the same thing. My debug output is correct. I'll get QA to have a more extended look to see if they can replicate.
Possible that this is another case of "devs fixed it in our build but it hasn't been released yet because players are two months behind"? |
Buster Friently
Rosen Association
1622
|
Posted - 2013.08.13 19:28:00 -
[48] - Quote
Aeon Amadi wrote:CCP Wolfman wrote:just did a quick test with the standard mass driver Vs a militia heavy. Splash seems to be working correctly. I got an exact -20% Vs shields.
One thing that springs to mind is whether in any of your tests (particulalry with the forge) did you cross over from shields in to armour. In that case the damage gets split and the relevant modifiers applied to each chunk. That could give confusing results in a test. http://www.youtube.com/watch?v=uO9t2fqgsGM&feature=youtu.beWatch the video please.
Interesting video. Something I'd like to point out after watching is is the range at which the splash starts to hit.
The first hit, the 102 pts damage, is clearly just under 2m from the target's foot. I'm curious what MD you were using, and what skills you have in it.
It seems to me that you should be doing damage sooner than that, but without knowing the details, it's hard to tell.
The last miss seems to be just over 3m, so I'm thinking the splash area isn't as large as is stated on the stats. |
Driftward
Subdreddit Test Alliance Please Ignore
373
|
Posted - 2013.08.13 21:35:00 -
[49] - Quote
Buster Friently wrote:Aeon Amadi wrote:CCP Wolfman wrote:just did a quick test with the standard mass driver Vs a militia heavy. Splash seems to be working correctly. I got an exact -20% Vs shields.
One thing that springs to mind is whether in any of your tests (particulalry with the forge) did you cross over from shields in to armour. In that case the damage gets split and the relevant modifiers applied to each chunk. That could give confusing results in a test. http://www.youtube.com/watch?v=uO9t2fqgsGM&feature=youtu.beWatch the video please. Interesting video. Something I'd like to point out after watching is is the range at which the splash starts to hit. The first hit, the 102 pts damage, is clearly just under 2m from the target's foot. I'm curious what MD you were using, and what skills you have in it. It seems to me that you should be doing damage sooner than that, but without knowing the details, it's hard to tell. The last miss seems to be just over 3m, so I'm thinking the splash area isn't as large as is stated on the stats.
Might there be a difference in ranges that results from the distance calculated not from center mass but from weapon tip? Probably making this more complex than it really is, but it strikes me that this could explain differences between what we "measure" using the ADS and the actual damage radius'. Food for thought anyways. |
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CCP Wolfman
C C P C C P Alliance
1063
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Posted - 2013.08.14 06:02:00 -
[50] - Quote
S Park Finner wrote:CCP Wolfman wrote:just did a quick test with the standard mass driver Vs a militia heavy. Splash seems to be working correctly. I got an exact -20% Vs shields.
One thing that springs to mind is whether in any of your tests (particulalry with the forge) did you cross over from shields in to armour. In that case the damage gets split and the relevant modifiers applied to each chunk. That could give confusing results in a test. You may have mentioned it but I didn't find the reference. Does splash damage ever fall off for any weapon or does it always clip at the splash radius? Are there any plans to have it taper off? There have been some comments to the effect that decreasing damage over distance would be a better way to do splash damage.
Splash damage does have a fall off.
I've asked our QA to look in to this and see if they can track down any problems. |
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Doyle Reese
OSG Planetary Operations Covert Intervention
381
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Posted - 2013.08.14 07:21:00 -
[51] - Quote
splash damage definitely taper off, because I've thrown Fluxes that didn't take out all shields |
S Park Finner
Guardian Solutions DARKSTAR ARMY
210
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Posted - 2013.08.14 10:31:00 -
[52] - Quote
CCP Wolfman wrote:S Park Finner wrote:CCP Wolfman wrote:just did a quick test with the standard mass driver Vs a militia heavy. Splash seems to be working correctly. I got an exact -20% Vs shields.
One thing that springs to mind is whether in any of your tests (particulalry with the forge) did you cross over from shields in to armour. In that case the damage gets split and the relevant modifiers applied to each chunk. That could give confusing results in a test. You may have mentioned it but I didn't find the reference. Does splash damage ever fall off for any weapon or does it always clip at the splash radius? Are there any plans to have it taper off? There have been some comments to the effect that decreasing damage over distance would be a better way to do splash damage. Splash damage does have a fall off. I've asked our QA to look in to this and see if they can track down any problems. FWIW I went back and checked the threads more thoroughly -- complaints of full damage at the edge of the splash radius came from folks talking about the mass driver and forge guns.
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
30
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Posted - 2013.08.14 13:00:00 -
[53] - Quote
i wonder how many meters in game my character is tall, so i know how many body links are needed away from splash dmg in question |
BL4CKST4R
WarRavens League of Infamy
1075
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Posted - 2013.08.15 03:51:00 -
[54] - Quote
CCP Wolfman wrote:S Park Finner wrote:CCP Wolfman wrote:just did a quick test with the standard mass driver Vs a militia heavy. Splash seems to be working correctly. I got an exact -20% Vs shields.
One thing that springs to mind is whether in any of your tests (particulalry with the forge) did you cross over from shields in to armour. In that case the damage gets split and the relevant modifiers applied to each chunk. That could give confusing results in a test. You may have mentioned it but I didn't find the reference. Does splash damage ever fall off for any weapon or does it always clip at the splash radius? Are there any plans to have it taper off? There have been some comments to the effect that decreasing damage over distance would be a better way to do splash damage. Splash damage does have a fall off. I've asked our QA to look in to this and see if they can track down any problems.
There is splash fall off but it is extremely small and practically negligible. |
JONAHBENHUR
Trans Worlds Operations League of Infamy
24
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Posted - 2013.08.21 18:01:00 -
[55] - Quote
CCP Wolfman wrote:We are going to be taking a look at splash damage to see if there is anything fishy going on with it. However I can confirm it is a sphere.
if it is a sphere then how come people can jump out of the damage ? |
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