Pages: 1 2 [3] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Haerr
Molon Labe. RISE of LEGION
43
|
Posted - 2013.10.06 19:52:00 -
[61] - Quote
The way stacking penalties work in EVE ( and Dust, you can check the stacking penalties against Cardiac and Kinetics and they will follow this pattern. ) is like this:
For positive modifiers: Base * Skill Modifier * Skill Modifier * (1+Module_Modifier) * (1+Module_Modifier*Stacking Penalty) * (1+Module_Modifier*Stacking Penalty)GǪ
For negative ( reductions ) modifiers: Base * Skill Modifier * Skill Modifier * (1-Module_Modifier) * (1-Module_Modifier*Stacking Penalty) * (1-Module_Modifier*Stacking Penalty)GǪ
The stacking penalty increasing for each additional module.
The stacking penalty can be approximated by = 0.5^(((n-1)/2.22292081)^2) where n is the number of the module. This makes the modules work with the following efficacy. 1st module = 100% 2nd Gëê 86.91% 3rd Gëê 57.06% 4th Gëê 28.30% 5th Gëê 10.60%
If we apply this to a medium suit, which has a base scan profile of 50 dB, we get the following:
Base = 50 dB Skill Modifier = 2% reduction in scan profile per level of 'Profile Dampening' (10% reduction at level 5) Complex Profile Dampener = 25% reduction in scan profile Enhanced Profile Dampener = 20% reduction in scan profile Standard Profile Dampener = 15% reduction in scan profile
So a medium suit with level 5 in profile dampening and 2 complex profile dampeners will have: 50 * 0.9 * (1-0.25) * (1-0.25*0.8691) Gëê 26.42 dB scan profile
This is clearly lower than the 28 dB scan precision of a prototype active scanner and the suit will not be detected.
However if you have a medium suit with level 5 in profile dampening and 1 complex profile dampener and 1 enhanced profile dampener you will get the following: 50 * 0.9 * (1-0.25) * (1-0.20*0.8691) Gëê 27.88 dB scan profile
This is also clearly lower than the 28 dB scan precision of a prototype active scanner and the suit should not have been detected, how ever it is detected. ( we tried a few different prototype scanners and all of them detect this suit. )
Now we assume the reason for it being detected is because of the "armour bug".
In game: Complex armour plate has a movement penalty of 5%. Complex ferroscale plate has NO movement penalty how ever we assume it actually has one that is set to 0%. ( The calculation will show why we think this. ) Medium suit: 5.00 m/s 1st module, complex armour plate: 4.75 m/s 2nd module, complex armour plate: 4.54 m/s
Now the weird bit, we put on a ferroscale plate.
3rd module, complex ferroscale plate: 4.64 m/s
A few quick calculations to show stacking penalties: 5.00 * (1-0.05) = 4.75 5.00 * (1-0.05) * (1-0.05*0.8691) Gëê 4.54
Now for the weird bit: 5.00 * (1-0) * (1-0.05*0.8691) * (1-0.05*0.5706) Gëê 4.64
As you can see here both the assumption that the ferroscale actually has a movement penalty of 0% and that it is calculated 'first in line' in the stack is confirmed.
Now supposedly EVE ( and Dust ) are to apply the largest modifiers first and then the smaller ones. This leads us back to the example of a medium suit with 1 complex- & 1 enhanced profile dampener being detected by a prototype active scanner. You see if you apply the stacking penalty in the "wrong" order you will get: 50 * 0.9 * (1-0.20) * (1-0.25*0.8691) Gëê 28.18 dB scan profile
Which would explain why the suit is, currently, being detected by a prototype active scanner.
|
Bojo The Mighty
Zanzibar Concept
2141
|
Posted - 2013.10.08 04:19:00 -
[62] - Quote
So that's pretty cruddy, you can't dampen, amplify range, nor lower precision without an unspoken penalty. Seems like Active is going to win out especially with WP. |
IgniteableAura
Pro Hic Immortalis
196
|
Posted - 2013.10.08 04:38:00 -
[63] - Quote
Don't suppose you could work in what kind of scan precision that installations pick up....no matter how low I get my profile I tend to flash up around enemy installations. Perhaps thats something CCP needs to tone down a little bit. |
hydraSlav's
Ostrakon Agency Gallente Federation
290
|
Posted - 2013.10.11 14:15:00 -
[64] - Quote
Haerr wrote: The way stacking penalties work in EVE ( and Dust, you can check the stacking penalties against Cardiac and Kinetics and they will follow this pattern. ) is like this:
For positive modifiers: Base * Skill Modifier * Skill Modifier * (1+Module_Modifier) * (1+Module_Modifier*Stacking Penalty) * (1+Module_Modifier*Stacking Penalty)GǪ
For negative ( reductions ) modifiers: Base * Skill Modifier * Skill Modifier * (1-Module_Modifier) * (1-Module_Modifier*Stacking Penalty) * (1-Module_Modifier*Stacking Penalty)GǪ
The stacking penalty increasing for each additional module.
The stacking penalty can be approximated by = 0.5^(((n-1)/2.22292081)^2) where n is the number of the module. This makes the modules work with the following efficacy. 1st module = 100% 2nd Gëê 86.91% 3rd Gëê 57.06% 4th Gëê 28.30% 5th Gëê 10.60%
If we apply this to a medium suit, which has a base scan profile of 50 dB, we get the following:
Base = 50 dB Skill Modifier = 2% reduction in scan profile per level of 'Profile Dampening' (10% reduction at level 5) Complex Profile Dampener = 25% reduction in scan profile Enhanced Profile Dampener = 20% reduction in scan profile Standard Profile Dampener = 15% reduction in scan profile
So a medium suit with level 5 in profile dampening and 2 complex profile dampeners will have: 50 * 0.9 * (1-0.25) * (1-0.25*0.8691) Gëê 26.42 dB scan profile
This is clearly lower than the 28 dB scan precision of a prototype active scanner and the suit will not be detected.
However if you have a medium suit with level 5 in profile dampening and 1 complex profile dampener and 1 enhanced profile dampener you will get the following: 50 * 0.9 * (1-0.25) * (1-0.20*0.8691) Gëê 27.88 dB scan profile
This is also clearly lower than the 28 dB scan precision of a prototype active scanner and the suit should not have been detected, how ever it is detected. ( we tried a few different prototype scanners and all of them detect this suit. )
Now we assume the reason for it being detected is because of the "armour bug".
In game: Complex armour plate has a movement penalty of 5%. Complex ferroscale plate has NO movement penalty how ever we assume it actually has one that is set to 0%. ( The calculation will show why we think this. ) Medium suit: 5.00 m/s 1st module, complex armour plate: 4.75 m/s 2nd module, complex armour plate: 4.54 m/s
Now the weird bit, we put on a ferroscale plate.
3rd module, complex ferroscale plate: 4.64 m/s
A few quick calculations to show stacking penalties: 5.00 * (1-0.05) = 4.75 5.00 * (1-0.05) * (1-0.05*0.8691) Gëê 4.54
Now for the weird bit: 5.00 * (1-0) * (1-0.05*0.8691) * (1-0.05*0.5706) Gëê 4.64
As you can see here both the assumption that the ferroscale actually has a movement penalty of 0% and that it is calculated 'first in line' in the stack is confirmed.
Now supposedly EVE ( and Dust ) are to apply the largest modifiers first and then the smaller ones. This leads us back to the example of a medium suit with 1 complex- & 1 enhanced profile dampener being detected by a prototype active scanner. You see if you apply the stacking penalty in the "wrong" order you will get: 50 * 0.9 * (1-0.20) * (1-0.25*0.8691) Gëê 28.18 dB scan profile
Which would explain why the suit is, currently, being detected by a prototype active scanner.
I can confirm that the above is all correct. I've tested and re-tested the "order" of modules for stacking penalty multiple times when developing DFT, and yes Dust simply sorts them from highest to lowest (numerically), which means for negative values (penalties), the hardest penalty gets the most stacking reduction, which is contrary to bonuses and normal logic. It should be fairly simple to make it work "correctly" by having an ABS function in front, but i am sure CCP has their reasons.
Interesting observation about Ferroscales counting as a 0% penalty. I could replicate the result by assigning -0.0000001% penalty to Ferroscales in DFT. Unfortunately can't use a penalty of 0% in DFT as very deep down in the formulas a zero value is used to determine if there is no penalty/bonus assigned.
Did DEVs confirm this to be a bug that will be fixed? Or intended? Should i just add -0.0000001% to DFT if it's staying like that for unforeseeable future?
Also, do you know if Basic Reactive Plates exhibit the same behavior (i am away from home for several days, can't check)?Other reactive plates have a small penalty, but Basic have none (according to stats). Just replace Ferroscale with Basic Reactive Plates in your example.
BTW, on topic of movement, did you know that the movement bonus and movement penalty are actually 2 separate attributes, and stack independently of each other, although they affect the same characteristic? Read about it here.
P.S. You are the first i've seen here using Aenigma's stacking formula. I use that too in DFT. Don't know why it so unknown compared to the other formula in all wikis. |
hydraSlav's
Ostrakon Agency Gallente Federation
290
|
Posted - 2013.10.11 14:32:00 -
[65] - Quote
Oh, just noticed that DFT has Scan Profile as a non-stacking attribute (i guess it didn't mention stacking in the description). Your results suggest that it is stacking. Is this pretty much the consensus of the community? Also what about Scan Radius (it is also currently marked as non-stacking in DFT) |
Poonmunch
Sanguis Defense Syndicate
491
|
Posted - 2013.10.11 15:31:00 -
[66] - Quote
Very nice guys. Thanks for this.
On related note, I have noticed a few things that apply to longer (sniping) ranges. Obviously these ranges are not applicable to active scanners.
1. The chevron gets brighter as you move your sight closer to the target. 2. When you look right at a target, you can see it at pretty much any range. Out to >500m, even though your damage drop off makes it way less likely you will do serious damage. I have seen a few scout suits where all you get is a red dot and no chevron but I remember these from previous versions and can't remember (or don't notice!) if I have seen this recently. 3. The "wedge" where you can see something is progressively smaller than 60 degrees at longer distances. From your data at close (<80m) range, the "wedge" is 60 degrees. At 200m it is much smaller (I have not tested the width, but it is much smaller). At 400m it is even smaller (I have not tested the width, but it is quite a bit smaller). It would be interesting to see if this "width" changes depending on the precision modifiers and dB profile of the target suit.
If you catch me, I'd be happy to test the longer range observations with you in-game.
Again, thanks for this.
Munch |
Vrain Matari
ZionTCD
1076
|
Posted - 2013.10.11 15:42:00 -
[67] - Quote
Poonmunch wrote:Very nice guys. Thanks for this.
On related note, I have noticed a few things that apply to longer (sniping) ranges. Obviously these ranges are not applicable to active scanners.
1. The chevron gets brighter as you move your sight closer to the target. 2. When you look right at a target, you can see it at pretty much any range. Out to >500m, even though your damage drop off makes it way less likely you will do serious damage. I have seen a few scout suits where all you get is a red dot and no chevron but I remember these from previous versions and can't remember (or don't notice!) if I have seen this recently. 3. The "wedge" where you can see something is progressively smaller than 60 degrees at longer distances. From your data at close (<80m) range, the "wedge" is 60 degrees. At 200m it is much smaller (I have not tested the width, but it is much smaller). At 400m it is even smaller (I have not tested the width, but it is quite a bit smaller). It would be interesting to see if this "width" changes depending on the precision modifiers and dB profile of the target suit.
If you catch me, I'd be happy to test the longer range observations with you in-game.
Again, thanks for this.
Munch Good work all.
Likewise, if a test dummy is needed for some of this, hit me up if i'm on. |
Bojo The Mighty
Zanzibar Concept
2200
|
Posted - 2013.10.11 17:03:00 -
[68] - Quote
OK next tests will involve at least 3 people.
I have noticed things appearing on my radar when I am in a squad or team that are both outside my LOS and Passive Scan. It is possible that this is an accidental LOS sweep, a bug, or the Squad LOS sharing still occurs. |
Haerr
Molon Labe. RISE of LEGION
49
|
Posted - 2013.10.11 17:31:00 -
[69] - Quote
hydraSlav's wrote:Oh, just noticed that DFT has Scan Profile as a non-stacking attribute (i guess it didn't mention stacking in the description). Your results suggest that it is stacking. Is this pretty much the consensus of the community? Also what about Scan Radius (it is also currently marked as non-stacking in DFT)
Me and a corpmate did a bunch of testing with active and passive scanning and yes 'Precision Enhancers', 'Profile Dampeners' and 'Range Amplifiers' all suffer from stacking penalties.
|
hydraSlav's
Ostrakon Agency Gallente Federation
303
|
Posted - 2013.10.23 14:15:00 -
[70] - Quote
Haerr wrote:hydraSlav's wrote:Oh, just noticed that DFT has Scan Profile as a non-stacking attribute (i guess it didn't mention stacking in the description). Your results suggest that it is stacking. Is this pretty much the consensus of the community? Also what about Scan Radius (it is also currently marked as non-stacking in DFT) Me and a corpmate did a bunch of testing with active and passive scanning and yes 'Precision Enhancers', 'Profile Dampeners' and 'Range Amplifiers' all suffer from stacking penalties. Edit 1: I do not know if anyone got a confirmation that this is a bug from a dev, to be fair I do not remember anyone saying that they heard back from any dev regarding this. I am certain, how ever, that it was reported back when ferroscales were introduced. Edit 2: It was confirmed as a defect by 'CCP Cmdr Wang' back in july. Link to weekly bug reports: https://forums.dust514.com/default.aspx?g=posts&m=1057188#post1057188 - '[BUG] Ferroscale speed bonus?' 'xxwhitedevilxx M' reported the bug on the forums in the begining of july: https://forums.dust514.com/default.aspx?g=posts&m=1009079#post1009079
Thank you Haerr
I've released DFT 3.4.2 which enables stacking penalty on those modules, thanks to your evidence.
It also replicates the "armor bug" by giving it a minuscule negative penalty. I should have caught that one sooner If you find more such issues, please post them in the DFT thread so i can take care of it.
Cheers |
|
Haerr
Molon Labe. RISE of LEGION
62
|
Posted - 2013.10.23 15:05:00 -
[71] - Quote
hydraSlav's wrote:Haerr wrote:hydraSlav's wrote:Oh, just noticed that DFT has Scan Profile as a non-stacking attribute (i guess it didn't mention stacking in the description). Your results suggest that it is stacking. Is this pretty much the consensus of the community? Also what about Scan Radius (it is also currently marked as non-stacking in DFT) Me and a corpmate did a bunch of testing with active and passive scanning and yes 'Precision Enhancers', 'Profile Dampeners' and 'Range Amplifiers' all suffer from stacking penalties. Edit 1: I do not know if anyone got a confirmation that this is a bug from a dev, to be fair I do not remember anyone saying that they heard back from any dev regarding this. I am certain, how ever, that it was reported back when ferroscales were introduced. Edit 2: It was confirmed as a defect by 'CCP Cmdr Wang' back in july. Link to weekly bug reports: https://forums.dust514.com/default.aspx?g=posts&m=1057188#post1057188 - '[BUG] Ferroscale speed bonus?' 'xxwhitedevilxx M' reported the bug on the forums in the begining of july: https://forums.dust514.com/default.aspx?g=posts&m=1009079#post1009079 Thank you Haerr I've released DFT 3.4.2 which enables stacking penalty on those modules, thanks to your evidence. It also replicates the "armor bug" by giving it a minuscule negative penalty. I should have caught that one sooner If you find more such issues, please post them in the DFT thread so i can take care of it. Cheers
Will do!
|
Slag Emberforge
Immortal Retribution
64
|
Posted - 2013.10.23 15:23:00 -
[72] - Quote
Great posts people, props to bojo and Haerr for providing nice in depth math, I have saved these calculations for future reference.
I am most interested in characteristics of passive scanning as I am a heavy and dodging profile scans would eat up to valuable of real estate. |
Bojo The Mighty
Zanzibar Concept
2243
|
Posted - 2013.10.23 20:42:00 -
[73] - Quote
Slag Emberforge wrote:Great posts people, props to bojo and Haerr for providing nice in depth math, I have saved these calculations for future reference.
I am most interested in characteristics of passive scanning as I am a heavy and dodging profile scans would eat up to valuable of real estate. LOL Like I did any math other than calculating my own scan range. I'm depositing those credits to Haerr
*Deposit Coins* |
Haerr
Molon Labe. RISE of LEGION
66
|
Posted - 2013.10.29 11:16:00 -
[74] - Quote
Base range on all Light and Scout suits change from 10 -> 16
Gallente Scout Base: 16 m +Suit L5: 24 m +Range L5: 36 m +1Complex: 52.2 m +2Complex: 72.62 m +3Complex: 91.26 m +4Complex: 102.88 m
Light Frames and the other Scouts Base: 16 m +Range L5: 24 m +1Complex: 34.8 m +2Complex: 48.41 m +3Complex: 60.84 m +4Complex: 68.59 m
Google Docs - documents is updated as well.
|
Bojo The Mighty
Zanzibar Concept
2252
|
Posted - 2013.10.29 18:15:00 -
[75] - Quote
I assume those are implicating the stacking penalty?
But hot dang that's a hot scout buff (Unrelated: Looks like heavies are getting a buff as well, I think that bringing the heavy and light closer to par is a step in right direction)
-Bojo (n)
Bone Jockey will become a widely popular insult around 2014, then be shortened to "BoJo" in 2015.
|
Reav Hannari
Red Rock Outriders
1657
|
Posted - 2013.10.29 18:23:00 -
[76] - Quote
You mean my Level 5 in Scout will let me be a Scout? Sweet. |
Haerr
Molon Labe. RISE of LEGION
75
|
Posted - 2013.10.30 15:49:00 -
[77] - Quote
Bojo The Mighty wrote:I assume those are implicating the stacking penalty?
But hot dang that's a hot scout buff (Unrelated: Looks like heavies are getting a buff as well, I think that bringing the heavy and light closer to par is a step in right direction)
Sadly yes when me and Hellcab did those tests I had a gallente scout with 4 comlex range amplifiers and he turned up around 63~64 m out a bit difficult to tell exactly when since there is the fading effect on the mini map though close enough to 64.3m to tell that it has stacking penalties. If there had been no stacking penalties he would have tunred up around 99.46 m out.
|
Bojo The Mighty
Zanzibar Concept
2386
|
Posted - 2013.12.17 00:23:00 -
[78] - Quote
I'm bumping this in light of this response of a passive scanning question.
Cosgar wrote:It works but modules are vastly underpowered compared to active scanners and nobody but CCP knows how passive scanning actually works.
I Buy Officer Weapons, from 200K to 500K a pop, contact me for arrangements
Gallente + Amarr: Do it
|
Bojo The Mighty
Zanzibar Concept
2411
|
Posted - 2013.12.18 04:43:00 -
[79] - Quote
Haerr wrote:Base range on all Light and Scout suits change from 10 -> 16
Gallente Scout Base: 16 m +Suit L5: 24 m +Range L5: 36 m +1Complex: 52.2 m +2Complex: 72.62 m +3Complex: 91.26 m +4Complex: 102.88 m Google Docs - documents is updated as well.
I have found that a passive scan of at least 43 meters is really useful for most sockets, because they seem to be built with a 20 meter radius, so if approaching from the outside, you can "see" the socket in it's entirety and when you are in it's center (defending) you can be omniscient of reds approaching the socket.
However some sockets are definitely larger than a 20 meter radius.
I Buy Officer Weapons and IA5 Pistols Contact me for arrangements; 200k-500k a pop
Lentarr Legionaire
|
AP Grasshopper
The Unholy Legion Of DarkStar DARKSTAR ARMY
83
|
Posted - 2013.12.18 06:24:00 -
[80] - Quote
Good info! |
|
Valmorgan Aubaris
Stellar and Orbital Strategic Services ACME Holding Conglomerate
27
|
Posted - 2013.12.18 06:30:00 -
[81] - Quote
I am a blip.
EVE alliance seeks mercs, join Stellar and Orbital Strategic Services today!
Let's gank Scotty.
|
GET ATMESON
Dem Durrty Boyz Renegade Alliance
191
|
Posted - 2013.12.18 06:51:00 -
[82] - Quote
Why do players have to do this kind of stuff. It isnt beta. ooo wait
Heavys only have 2 heavy guns. Please dont turn the NERF bat on them. Give heavys more suits or guns soonGäó
|
Bojo The Mighty
Zanzibar Concept
2414
|
Posted - 2013.12.18 07:03:00 -
[83] - Quote
Valmorgan Aubaris wrote:I am a blip. I am not I'm sub 30 dB
I Buy Officer Weapons and IA5 Pistols Contact me for arrangements; 200k-500k a pop
Lentarr Legionaire
|
Bojo The Mighty
L.O.T.I.S.
2739
|
Posted - 2014.01.17 07:07:00 -
[84] - Quote
Aeon Amadi wrote:Alright, I've brought this up two or three times but I have re-done my testing videos to provide a more clear demonstration of what I'm getting at. I'd like to bring this up for discussion and see what the rest of you think about this, whether it should be changed or not. http://www.youtube.com/watch?v=TNmx53VMazo- Targets at 0m will appear on minimap, regardless of profile/precision. - Targets on screen will appear on minimap, regardless of profile/precision, up to 75m - Aiming down the sights of your weapon increases the brightness of their chevron/icon on the minimap, even if they are not on screen. - Bringing the crosshair over a target will reveal their icon/chevron regardless of profile/precision (a tactic used by snipers to reveal location even if they cannot visibly see them). Think there needs to be changes to this? Edit: Grit_Breather on IRC explains it pretty well: "ADS increases forward scan cone range but doesn't reduce angle accordingly"
Check out latest BSOTT Guide
|
|
|
|
Pages: 1 2 [3] :: one page |
First page | Previous page | Next page | Last page |