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Monkey MAC
killer taxi company General Tso's Alliance
812
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Posted - 2013.10.06 12:29:00 -
[1] - Quote
Concerning the active hardener there are some serious pseudo numbers on the shield tank, if I am correct in my calcs!
In chemistry you often measure one variable to better observe the changes in another. Here I will use hardners to create pseudo shield values, instead of calculating av change. The pseudo values better illustrate my point!
If I am correct a single shield hardner provides 60% resistance, all in incoming damage is multiplied by 0.4, now with 2 hardners you instead get,
0.4 +ù 0.35 = 0.14-á
Which is a 86% resistance, now to see the pseudo values we do this calculation,
1 ++ 0.14 = 7.14
What this means is that adding 86% resistance is equivalent to multiplying health by 7 times, which is a massive amount! This means with 2 hardners the base shield levels of ~2000 become,
2000 +ù 7.14 = 14,280
14,000 is a lot, especially considering av has confirmed to be re balanced! But this value is improved again when you add a Shield booster to the mix. A complex booster restores ~1200 in 1.5 secs, under 2 hardners this becomes,
1,200 +ù 7.14 = 8,568
In both circumstances this is a considerable proportion of the shield tanks health, over 50% of it! Meaning a shield tank will be capable of sustaining nearly 23,000 dmg while its modules are active, this is assuming the shields don't passively regenerate at any time while the modules are active. Furthermore, if the tanker is prepared to spend a little extra time out of battle this only uses a single complex mod, leaving room for better mods in the low slots.
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Monkey MAC
killer taxi company General Tso's Alliance
812
|
Posted - 2013.10.06 12:50:00 -
[2] - Quote
Arkena Wyrnspire wrote:How does this compare to armour hardening?
Well thats the thing armour hardening only provides 40% protection, a 0.6 multiplier. This means the pseudo values are only 1.6 times higher.
4000 +ù 1.6 = 6,400
Which is only an increase of 2,400, while better than a complex plate, the trade off for 600 hp, isn't worth it. Armour hardners only really become worth it when the passive health of the HAV is increased by at least ~80%, or two plates!
Until that point the limited time of the hardner is not worth the extra health, and the higher fitting costs! But it is much more preferable to put a repper in that 3rd low slot instead.
Saying that though 2 reppers at 400 each provide 10% health per second, meaning 2 reppers and a hardner could allow for some bad ass buffer tanking, oooh maths! I'll get back to you on that theory!
But basically, armour tankers are more effecient with higher overall EHP, while shield modules make it logical to keep it as low as possible! |
Monkey MAC
killer taxi company General Tso's Alliance
812
|
Posted - 2013.10.06 13:12:00 -
[3] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:As far as I know the game mechanics have never been fully explained, but based on my understanding I believe there are a few errors here. Monkey MAC wrote: 0.4 +ù 0.35 = 0.14-á
Calculating the damage reduction with one hardener in effect is easy enough. 1*(1-.6)=.4 The second hardener will apply to whatever damage got through the first. Using .87 as the stacking penalty mod .4*(1-.6*.87)=0.1912 Which isn't really a huge difference, but it's a difference. The bigger factor is that those hardeners can only be active for (with max skills) 30 seconds at a time. Then they're on cooldown for 45 seconds (max skills, prototype mod). So pretty much in keeping with CCP's vision of making vehicles very strong for thirty seconds, and then they die. Quote:How does this compare to armour hardening? Doubling up on armor hardeners gives you about a 60% resistance. So instead of turning 1000 hp into 5000 ehp like a shield hardener, it'd turn it into 2500 ehp. On the plus side, it can do it for longer. In fact, with max skills the prototype hardener has a shorter cooldown than activation time, so if you're running two of them you can alternate and always have at least one running. It should also be noted that there is typically much more armor to harden.
Thank you, like you said that was my interpretation, and are values are pretty similar anyway! Jlav based on the information given on the post by CCP the multipliernis 0.4 it would lower values of shields, this is based on the information there. Also this is a rework, they may do it differently, it also fits the goal better my way!
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Monkey MAC
killer taxi company General Tso's Alliance
813
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Posted - 2013.10.06 13:55:00 -
[4] - Quote
cranium79 wrote:this is why i love this community. there aren't too many other game forums where people use math like this. i (being a nerd myself) enjoy nerd talk.
Thats because maths is awsome, but when you look at it, either way if the hardners work like I believe they do, with abu's help refining the numbers sheild tanks are looking pretty powerful.
A hardened shield tank is likely to be able to survive its entire engagement on hardners, but like cinderrela the majic only lasts for a short while!
It means shield tanks with a missile or blaster turret will be ideal for punching holes, solo, but they need support if they are to escape without loosing the tank!
However I might think that prehaps armour tanks need a little more ehp per plate to make up for it, just a little! Maybe 2200 at complex 120mm plates? |
Monkey MAC
killer taxi company General Tso's Alliance
813
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Posted - 2013.10.06 16:08:00 -
[5] - Quote
Ryder Azorria wrote:Takahiro Kashuken wrote:Thats if the maths are right
TBH i have no clue
It looks good on paper but in game its different The maths is correct. (EDIT: Nope, not the bit about double hardeners but the method of getting EHP from resist values is - Derp.) However, there is still some ambiguity as to what the listed multiplier for armour and shield hardeners actually is, it could either be damage reduction (ie. a listed value of 0.4 results in 40% resists, actual damage = incoming damage * [1 - 0.4]) or a damage multiplier (ie. a listed value of 0.4 results in 60% resists, actual damage = incoming damage * 0.4). In practice it means that we're not quite sure what value armour and shield hardeners will get - we know that one gets 40% resists and the other 60%, and we think that shields get 60% and armour 40% - but it could easily be the other way around.
You'll have to forgive me on the double hardnerners, im working of a tablet, and did most of the calculations in my head! I had assumed hardners stacked multiplicativly, because of the multiplier modifier type!
We aren't exactly sure how it works but, this is theory crafting, gets people talking, making fits, etc etc! |
Monkey MAC
killer taxi company General Tso's Alliance
814
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Posted - 2013.10.06 23:10:00 -
[6] - Quote
J Lav wrote:Alan-Ibn-Xuan Al-Alasabe wrote:J Lav wrote:Your math is wrong. This is an area CCP hasn't been very clear in their wording. Think of it this way:
If my shields are 60% more durable, then 1000 shields requires 1600 damage to get the shields down, 1800 against explosive damage. This is based on observable in game tests. The math is not based on the incoming attack. Let's imagine you have 1600 ehp after a 60% resist has been applied, and you want to know what your base hp is. Since by definition the base HP is 40% of the eHP, the answer is obvious: 1600*(1-.6)=640 In other words eHP*(1-resist)=baseHP Some simple algebra then gives us eHP = baseHP/(1-resist) In other words, when you make something 60% more durable you don't multiply by 1.6, you divide by .4. After examining the math more accurately, I think you're right, but that CCP hasn't published if the resistance modifier is applied to the attack or the shields/armour. That is where the value needed to overcome the shields would change. It makes sense for it to be damage coming in since shield tanks are supposed to be more reliant upon hardners!
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Monkey MAC
killer taxi company General Tso's Alliance
814
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Posted - 2013.10.06 23:19:00 -
[7] - Quote
Meeko Fent wrote:Go tanks!
These are active, right?
So my Sica can only be survivable for like thirty seconds right?
Sad Panda.
For a standard hull it isn't bad, assuming +1 H&L slot per level, a shield tank could run two pairs of hardners in series for 60 secs of engagement time, and would only require approx 25 secss downtime to reach operating proficency! |
Monkey MAC
killer taxi company General Tso's Alliance
819
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Posted - 2013.10.07 14:08:00 -
[8] - Quote
J Lav wrote:Monkey MAC wrote:J Lav wrote:Alan-Ibn-Xuan Al-Alasabe wrote:J Lav wrote:Your math is wrong. This is an area CCP hasn't been very clear in their wording. Think of it this way:
If my shields are 60% more durable, then 1000 shields requires 1600 damage to get the shields down, 1800 against explosive damage. This is based on observable in game tests. The math is not based on the incoming attack. Let's imagine you have 1600 ehp after a 60% resist has been applied, and you want to know what your base hp is. Since by definition the base HP is 40% of the eHP, the answer is obvious: 1600*(1-.6)=640 In other words eHP*(1-resist)=baseHP Some simple algebra then gives us eHP = baseHP/(1-resist) In other words, when you make something 60% more durable you don't multiply by 1.6, you divide by .4. After examining the math more accurately, I think you're right, but that CCP hasn't published if the resistance modifier is applied to the attack or the shields/armour. That is where the value needed to overcome the shields would change. It makes sense for it to be damage coming in since shield tanks are supposed to be more reliant upon hardners! Maybe, but I might be too, unless CCP tells us we need a large amount of data to extrapolate the real effects! We can meet up in game to test it prehaps? It would make sense, but when running tests, the math lines up with the modifier being applied to the shield value, and not the attack. ie. my Limbus takes about 4 shots from a proto swarm with no damage modules, at 20% shield and 50% armour resistance. According to your math, it should take more like 7-8. But then maybe I'm looking at it wrong.
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