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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Harpyja
Royal Uhlans Amarr Empire
678
|
Posted - 2013.11.02 02:40:00 -
[1] - Quote
I am proud to present, the 1.7 Vehicle Fitting Accessory!
It contains all the vehicles, modules, skills, and attributes released here!
To use:
- Go to File
- Make a copy...
- Voila!
Cover sheet has all the directions you need. All you have to do is enter a number next to the module name to add that many modules to the fit. Everything is automatic, even the stacking penalties!
I had to look up a function to get it to work correctly for the CPU and PG upgrades, because they all have different values at their different levels, and the modules with the highest attributes are applied first! Grrr, but I did it Also you may notice that adding Boosters or Afterburners changes nothing to the speed attribute of the vehicle; it's because I'm not sure just exactly what gets affected, acceleration or speed? (Because a HAV going faster than an LAV seemed a bit odd).
I know that this isn't as awesome as the Dust Fitting Tool, but there is only so much that I can do.
Please, any feedback will be much appreciated. I also did my best to ensure maximum accuracy.
Edit: I just realized that some of the formatting went bad at the very end. Not a big problem, just some extra borders is all!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Zekain K
Expert Intervention Caldari State
435
|
Posted - 2013.11.02 02:42:00 -
[2] - Quote
/ wrists |
Harpyja
Royal Uhlans Amarr Empire
678
|
Posted - 2013.11.02 02:43:00 -
[3] - Quote
?
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Foxbat 072
Oberon Orbital Operations
60
|
Posted - 2013.11.02 02:49:00 -
[4] - Quote
Thanks a lot for this! |
lcarus X
Eternal Beings
15
|
Posted - 2013.11.02 02:50:00 -
[5] - Quote
You're perfect <3 |
Cosgar
ParagonX
6999
|
Posted - 2013.11.02 02:53:00 -
[6] - Quote
+1 Good work
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
4446
|
Posted - 2013.11.02 03:29:00 -
[7] - Quote
Grats on level 7 bro.
Never forget
Level 4 Forum Warrior
King of airborne swine.
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dogmanpig
black market bank
27
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Posted - 2013.11.02 03:31:00 -
[8] - Quote
/ bets vehicle changes gets pushed to 1.8
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
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KenKaniff69
Subdreddit Test Alliance Please Ignore
816
|
Posted - 2013.11.02 03:33:00 -
[9] - Quote
Glad you could get done what IWS couldn't. Using this fitting tool we can see if any particular vehicle needs a buff/nerf in any capacity. From playing around for a few minutes it appears that the madrugar might need a bit of CPU, but not too much. I guess proto vehicles would answer a lot of questions, but we would never be allowed to have them. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
816
|
Posted - 2013.11.02 03:37:00 -
[10] - Quote
dogmanpig wrote:/ bets vehicle changes gets pushed to 1.8 From their past history 1.7 is probably just a few (2-3) weeks from being sent to PS for testing. I would guess that most of their work needs to be done by then. |
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Harpyja
Royal Uhlans Amarr Empire
683
|
Posted - 2013.11.02 13:04:00 -
[11] - Quote
Thanks everyone!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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daishi mk03
Brutor Vanguard Minmatar Republic
292
|
Posted - 2013.11.02 13:23:00 -
[12] - Quote
Thanks a lot, Harpyja, big thumb up! |
Fire of Prometheus
DUST University Ivy League
1367
|
Posted - 2013.11.02 14:05:00 -
[13] - Quote
Thanks Harpyja!
+1 :)
_(* *)>
<( . )> <----he's a penguin
~'''~'''~ Level 1 forum warrior :P
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Harpyja
Royal Uhlans Amarr Empire
688
|
Posted - 2013.11.02 14:06:00 -
[14] - Quote
daishi mk03 wrote:Thanks a lot, Harpyja, big thumb up!
Edit: CPU Upgrades are not taken into calculation (only complex works)?
Edit: Check that out: Madrugar, Neutron Blaster, 3 Complex Armor reppers, 1 CPU Upgrade, 1 Enhanced Fuel Injector Running around with 544 armor / sec regen ... lol ... infantry slayer
@Harp .. you could make those Input field rightclick -> Data Validation and e.g. List of Items 0,1,2,3 Ok thanks, I'll look at that soon. Maybe when I copied over the formulas used for the PG calculations I didn't change everything correctly
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Takahiro Kashuken
Red Star. EoN.
1599
|
Posted - 2013.11.02 14:18:00 -
[15] - Quote
I still need a proto tank
Making these fits is annoying when you can run out of PG/CPU when using 3mods with no turrets lol |
Harpyja
Royal Uhlans Amarr Empire
688
|
Posted - 2013.11.02 14:30:00 -
[16] - Quote
CPU mods are now applied correctly. The issue was that the first CPU mod wasn't being "seen" by the spreadsheet, while every mod after that was being applied with the appropriate stacking penalty. It was a simple copy and paste issue from transferring over from the PG calculations.
Also, the way in which the modules were organized in the calculations made it appear like only the Complex modules were being accounted for. This would've been most apparent if you had only one CPU module.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Patrick57
GunFall Mobilization Covert Intervention
1211
|
Posted - 2013.11.02 14:42:00 -
[17] - Quote
Sticky this! It's a vehicle version of the dropsuit fitting tool! :D
:D
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daishi mk03
Brutor Vanguard Minmatar Republic
293
|
Posted - 2013.11.02 15:28:00 -
[18] - Quote
Thanks for the update! As I said, your tool is amazing and we want a sticky! |
Tebu Gan
Dem Durrty Boyz Public Disorder.
185
|
Posted - 2013.11.02 16:08:00 -
[19] - Quote
dogmanpig wrote:/ bets vehicle changes gets pushed to 1.8
Let's hope they do! Give em all the time they need please. |
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CCP Logibro
C C P C C P Alliance
3213
|
Posted - 2013.11.02 16:13:00 -
[20] - Quote
In short, this looks pretty good.
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4543
|
Posted - 2013.11.02 16:33:00 -
[21] - Quote
Solid work. +1!
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Harpyja
Royal Uhlans Amarr Empire
695
|
Posted - 2013.11.02 16:37:00 -
[22] - Quote
Thanks everyone!
CCP Logibro wrote:In short, this looks pretty good. I <3 you!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Patrick57
GunFall Mobilization Covert Intervention
1222
|
Posted - 2013.11.02 17:15:00 -
[23] - Quote
CCP Logibro wrote:In short, this looks pretty good. Sticky it bro! This is really helpful :D
:D
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Flix Keptick
Red Star. EoN.
1124
|
Posted - 2013.11.02 18:23:00 -
[24] - Quote
This is awesome, thanks for sharing it with us :D
Please don't
GÿåForum warrior lvl.1Gÿå
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Tank Missile
Intara Direct Action Caldari State
21
|
Posted - 2013.11.02 20:38:00 -
[25] - Quote
Great stuff, but I don't think armor reppers are factoring into EHP.
It's either that or my Sica will have a better total EHP than my Madrugar.
Drives a missile tank. Surprise.
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Harpyja
Royal Uhlans Amarr Empire
701
|
Posted - 2013.11.02 20:46:00 -
[26] - Quote
Tank Missile wrote:Great stuff, but I don't think armor reppers are factoring into EHP. It's either that or my Sica will have a better total EHP than my Madrugar. No, they do not factor into the EHP. It's simply because they are constantly repping up armor at a slow rate. You can't factor in time when calculating EHP. A a large proto missile turret will destroy a Madrugar with one clip (depending on fits of course ), which is less than 2 seconds. A large proto blaster will take ~20s. In the first case, you're lucky if the armor rep repaired ~300 armor. In the latter, your armor rep would have repaired much more. So you just can't factor in the rep towards EHP, but it's factored in for how much DPS it can tank.
Shield boosters, do, however, factor into the active EHP, because they provide an instantaneous boost to a vehicle's shields which can be then calculated for an EHP value.
You should notice that armor vehicles have more EHP during cooldown, while shield vehicle have more EHP with active modules. And this is one of the big differences coming with 1.7
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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daishi mk03
Brutor Vanguard Minmatar Republic
296
|
Posted - 2013.11.03 00:51:00 -
[27] - Quote
I guess Damage Amplifiers (e.g. a Gunnlogi with 3 complex damage mods) is calculated like this: 1.3*(1+0.3*0.87)*(1+0.3*0.57) and not 1+(0.3+0.3*0.87+0.3*0.57)
Have a look http://www.eve-wiki.net/index.php?title=Stacking_penalty 20% mods, 2 stacked yield 1.409 |
Grimmiers
0uter.Heaven Proficiency V.
306
|
Posted - 2013.11.03 01:06:00 -
[28] - Quote
Still no update on small blaster damage?
Grimm Grimm! \
Youtube Channel
Recruiter Link
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Reigning Shotz
CoRp KiLLeRz
5
|
Posted - 2013.11.03 01:48:00 -
[29] - Quote
[quote=Harpyja]I am proud to present, the 1.7 Vehicle Fitting Accessory!
It contains all the vehicles, modules, skills, and attributes released here!
I see nothing showing the logi lav or the logi dropship..?????? are they getting removed? and will my sp be returned? will we get a respect on all vehicle sp????????????????????????
please respond .. I have both ... n don't see them listed |
Harpyja
Royal Uhlans Amarr Empire
703
|
Posted - 2013.11.03 01:50:00 -
[30] - Quote
So they don't affect base attributes, but instead take effect after the previous effect? I've always wondered about that bit myself.
Also, I doubt a decent fit will have more than one damage amp. Max 1 damage amp on a Gunnlogi, otherwise your tank is thin, and I haven't worked up a good Madrugar fit without needing a CPU unit.
Grimmiers wrote:Still no update on small blaster damage? Apparently not. And still no Militia Large Missile Turret either...
Reigning Shotz wrote:I see nothing showing the logi lav or the logi dropship..?????? are they getting removed? and will my sp be returned? will we get a respect on all vehicle sp????????????????????????
please respond .. I have both ... n don't see them listed The Dev post with the vehicle changes states that those vehicles will be removed, temporarily at least. So far, we don't know what CCP will do as far as skill points are involved. It is likely they will refund SP for any skill that is removed or changed, but that's just my guess.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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hydraSlav's
Ostrakon Agency Gallente Federation
320
|
Posted - 2013.11.03 02:27:00 -
[31] - Quote
Good job, i approve
Daishi is correct. Everything is a modifier, so 20% increase is (1+0.2), while 20% decrease is (1-0.2) The stacking penalty is applied to the percentage part, not the modifier, so second 20% increase module is (1+(0.2*0.87))
The full formula is
Base * (1 + (SkillPerLevel% * SkillLevel)) * (1 + (Mod1% * S1)) * (1 + (Mod2% * S2)) and so on Where: S1 = 1 S2 = 0.87 and so on for the stacking penalty
Dust Fitting Tool
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Harpyja
Royal Uhlans Amarr Empire
705
|
Posted - 2013.11.03 02:29:00 -
[32] - Quote
Ok, thanks, I'll change that. Shouldn't of been much of an issue prior to this anyways, as I don't see a good fit utilizing more than 1 damage amp.
Edit: they should now be stacking appropriately
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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daishi mk03
Brutor Vanguard Minmatar Republic
307
|
Posted - 2013.11.03 10:37:00 -
[33] - Quote
Harpyja wrote:Ok, thanks, I'll change that. Shouldn't of been much of an issue prior to this anyways, as I don't see a good fit utilizing more than 1 damage amp.
Edit: they should now be stacking appropriately
Perfect!
Why not put 3 damage mods on a missile gunnlogi and 1shot that madrugar over there? ^.- |
Harpyja
Royal Uhlans Amarr Empire
718
|
Posted - 2013.11.04 03:02:00 -
[34] - Quote
I actually just thought of an important question: do PG and CPU modules stack the same way as Damage Amplifiers? If they do, then stacking those modules will give you a little bit more than what is currently calculated....
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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hydraSlav's
Ostrakon Agency Gallente Federation
321
|
Posted - 2013.11.04 03:43:00 -
[35] - Quote
Harpyja wrote:I actually just thought of an important question: do PG and CPU modules stack the same way as Damage Amplifiers? If they do, then stacking those modules will give you a little bit more than what is currently calculated....
That formula applies to all eve/dust maths. If the attribute is stacking penalized, use the stacking penalty. If not, use "1" instead of each stacking penalty.
If a module is providing an absolute value, as opposed to a percentage, the value is added/subtracted at the end of all calculations. There is usually no stacking penalty on modules that add/subtract absolute values.
Dust Fitting Tool
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Harpyja
Royal Uhlans Amarr Empire
719
|
Posted - 2013.11.04 05:05:00 -
[36] - Quote
hydraSlav's wrote:Harpyja wrote:I actually just thought of an important question: do PG and CPU modules stack the same way as Damage Amplifiers? If they do, then stacking those modules will give you a little bit more than what is currently calculated.... That formula applies to all eve/dust maths. If the attribute is stacking penalized, use the stacking penalty. If not, use "1" instead of each stacking penalty. If a module is providing an absolute value, as opposed to a percentage, the value is added/subtracted at the end of all calculations. There is usually no stacking penalty on modules that add/subtract absolute values. And they've been updated! You should get a little bit extra when stacking the modules!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Iron Wolf Saber
Den of Swords
9850
|
Posted - 2013.11.04 08:37:00 -
[37] - Quote
This thread has glue.
CPM 0 Secretary
Omni-Soldier Specialist
Curren/t Theme \\= Advanced Heavy Machine Gun =// Unlocked.
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Lorhak Gannarsein
531
|
Posted - 2013.11.04 10:13:00 -
[38] - Quote
Dayum, Harpy!
Super-impressive!
(now you just need to start playing teh gaem again! QQ)
Too busy clicking cookies to play DUST...
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Flix Keptick
Red Star. EoN.
1138
|
Posted - 2013.11.04 14:26:00 -
[39] - Quote
Seriously, 1 like a quite modest compensation for everything your tool has allowed me to do.
I know I have thanked you already, but I would like to to it again, Thanks.
"Please don't"
GÿåForum warrior lvl.1Gÿå
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Harpyja
Royal Uhlans Amarr Empire
722
|
Posted - 2013.11.04 14:45:00 -
[40] - Quote
Flix Keptick wrote:Seriously, 1 like a quite modest compensation for everything your tool has allowed me to do.
I know I have thanked you already, but I would like to to it again, Thanks. Thank you, and I'm really happy that you find it useful! Makes me really appreciate the work I did!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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hydraSlav's
Ostrakon Agency Gallente Federation
323
|
Posted - 2013.11.04 16:06:00 -
[41] - Quote
Interested in writing a plugin for DFT? I've sent you an email through the spreadsheet sharing
Dust Fitting Tool
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Lorhak Gannarsein
534
|
Posted - 2013.11.05 01:29:00 -
[42] - Quote
hydraSlav's wrote:Interested in writing a plugin for DFT? I've sent you an email through the spreadsheet sharing
This would make me super-happy.
Too busy clicking cookies to play DUST...
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Harpyja
Royal Uhlans Amarr Empire
734
|
Posted - 2013.11.05 03:08:00 -
[43] - Quote
Lorhak Gannarsein wrote:hydraSlav's wrote:Interested in writing a plugin for DFT? I've sent you an email through the spreadsheet sharing This would make me super-happy. The thing is, though, I don't know what writing a plugin involves.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Poonmunch
Sanguis Defense Syndicate
527
|
Posted - 2013.11.05 03:53:00 -
[44] - Quote
Is there one of these for dropsuit and weapon module fittings someplace?
Munch
What if the hokey pokey really is what it's all about?
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Lorhak Gannarsein
535
|
Posted - 2013.11.05 10:22:00 -
[45] - Quote
Poonmunch wrote:Is there one of these for dropsuit and weapon module fittings someplace?
Munch
hydraslav's has one stickied in the Rookie Training Grounds.
Harpyja wrote:Lorhak Gannarsein wrote:hydraSlav's wrote:Interested in writing a plugin for DFT? I've sent you an email through the spreadsheet sharing This would make me super-happy. The thing is, though, I don't know what writing a plugin involves.
:(
Too busy clicking cookies to play DUST...
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hydraSlav's
Ostrakon Agency Gallente Federation
325
|
Posted - 2013.11.05 14:01:00 -
[46] - Quote
Poonmunch wrote:Is there one of these for dropsuit and weapon module fittings someplace?
Munch
I always wanted to do this
Dust Fitting Tool
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Poonmunch
Sanguis Defense Syndicate
528
|
Posted - 2013.11.05 17:26:00 -
[47] - Quote
hydraSlav's wrote:Poonmunch wrote:Is there one of these for dropsuit and weapon module fittings someplace?
Munch I always wanted to do this
Thanks bro.
Munch
What if the hokey pokey really is what it's all about?
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Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
157
|
Posted - 2013.11.05 17:59:00 -
[48] - Quote
Harpyja wrote:I am proud to present, the 1.7 Vehicle Fitting Accessory! It contains all the vehicles, modules, skills, and attributes released here! To use:
- Go to File
- Make a copy...
- Voila!
Cover sheet has all the directions you need. All you have to do is enter a number next to the module name to add that many modules to the fit. Everything is automatic, even the stacking penalties! I had to look up a function to get it to work correctly for the CPU and PG upgrades, because they all have different values at their different levels, and the modules with the highest attributes are applied first! Grrr, but I did it Also you may notice that adding Boosters or Afterburners changes nothing to the speed attribute of the vehicle; it's because I'm not sure just exactly what gets affected, acceleration or speed? (Because a HAV going faster than an LAV seemed a bit odd). I know that this isn't as awesome as the Dust Fitting Tool, but there is only so much that I can do. Please, any feedback will be much appreciated. I also did my best to ensure maximum accuracy. Update 1: I just realized that some of the formatting went bad at the very end. Not a big problem, just some extra borders is all! Update 2: All vehicles now have correct shield regeneration attributes! Update 3: All formatting is fixed! I also fixed a calculation error regarding max ammo count after skills Update 4: Damage amps have been added to the stacking penalty calculator and are now factored into the final burst and sustained DPS attributes at the top! I think that's it, no more little things to fix! Update 5: I'd like to thank daishi for pointing this out to me: CPU modules weren't being calculated into the fitting attribute. Only the first CPU mod wasn't being "seen," but every mod after that was applied with the appropriate stacking penalty. Problem is fixed now. Final Update: I'd like to thank daishi and hydraSlav's for pointing out to me that Damage Amps stack directly one after the other, instead of applying to the base stats. The calculations now have Damage Amps applying bonuses after the previous bonus. PG and CPU modules have been updated to follow this stacking manner. Stacking those modules will now give you a little bit extra PG and CPU.
I applied 2 pg upgrades but the pg didn't change at all, neither increased or decreased.
Aerial master
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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Harpyja
Royal Uhlans Amarr Empire
740
|
Posted - 2013.11.05 19:12:00 -
[49] - Quote
Evolution-7 wrote:I applied 2 pg upgrades but the pg didn't change at all, neither increased or decreased. I was unable to reproduce your problem; I just checked and adding PG upgrades successfully increased the PG on the vehicles. Could you be a little more specific?
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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The-Errorist
341
|
Posted - 2013.11.06 16:59:00 -
[50] - Quote
The 'Total PG' (Q11) and 'Total CPU' (R11) needs to be renamed to 'PG" and "CPU'. 'PG' (A6) should be renamed to 'Total PG' ad 'CPU' (A7) should be renamed to 'Total CPU'. |
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Harpyja
Royal Uhlans Amarr Empire
742
|
Posted - 2013.11.06 21:39:00 -
[51] - Quote
The-Errorist wrote:The 'Total PG' (Q11) and 'Total CPU' (R11) needs to be renamed to 'PG" and "CPU'. 'PG' (A6) should be renamed to 'Total PG' ad 'CPU' (A7) should be renamed to 'Total CPU'. Those numbers are part of the calculations, where "Total PG/CPU" is the total PG/CPU of your current modules. Everything outside the main white area(s) should be of no concern to you.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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The-Errorist
342
|
Posted - 2013.11.07 08:04:00 -
[52] - Quote
Harpyja wrote:[quote=The-Errorist]The 'Total PG' (Q11) and 'Total CPU' (R11) needs to be renamed to 'PG" and "CPU'. 'PG' (A6) should be renamed to 'Total PG' ad 'CPU' (A7) should be renamed to 'Total CPU'.
Revising response... please wait. |
Nguruthos IX
PEN 15 CLUB
2111
|
Posted - 2013.11.07 10:17:00 -
[53] - Quote
What the heck does bonus to turret rotation mean |
Lorhak Gannarsein
552
|
Posted - 2013.11.07 12:54:00 -
[54] - Quote
Nguruthos IX wrote:What the heck does bonus to turret rotation mean
means the turret turns faster - we have modules that do that right now. They're the only module that takes Turret Upgrades 5. So basically wasted SP, IMHO.
Too busy clicking cookies to play DUST...
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Harpyja
Royal Uhlans Amarr Empire
743
|
Posted - 2013.11.07 13:49:00 -
[55] - Quote
The-Errorist wrote:Harpyja wrote:The-Errorist wrote:The 'Total PG' (Q11) and 'Total CPU' (R11) needs to be renamed to 'PG" and "CPU'. 'PG' (A6) should be renamed to 'Total PG' ad 'CPU' (A7) should be renamed to 'Total CPU'. Those numbers are part of the calculations, where "Total PG/CPU" is the total PG/CPU of your current modules. Everything outside the main white area(s) should be of no concern to you. I don't see the problem with renaming Renaming "Total PG/CPU" (Q11/R11) to "Used PG/CPU", as it is the sum of all the modules PG/CPU and the PG/CPU of turrets, which is essentially used PG/CPU. Having that say Total PG/CPU when it is not, is misleading. A7/A8 say how much Total PG/CPU you have to work with and it would be nice if you made it more specific. Also, since the remaining PG/CPU is located under "Modified Values", the user might not be sure what that modified PG/CPU values represent. You could make the equations say "remaining PG/CPU" after the number to clearly show what that number is. To do so, surround your original equation with ampersand signs and put all that in in parentheses. Next put the words next to it and put all that in a set of parentheses. It should look something like Quote:=""& 845*I113 &" Remaining PG" Everything in the spreadsheet is of concern to me because I try to find problems and I like to tweak things as well as knowing how something I'm using works. I know I'm being very nit-picky, but I'm just trying to help and give feedback. Ok I'll look into it when I have time. My apologies if I sounded harsh.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Kazeno Rannaa
BIG BAD W0LVES
308
|
Posted - 2013.11.14 00:48:00 -
[56] - Quote
Harpyja wrote:I am proud to present, the 1.7 Vehicle Fitting Accessory! It contains all the vehicles, modules, skills, and attributes released here! To use:
- Go to File
- Make a copy...
- Voila!
Cover sheet has all the directions you need. All you have to do is enter a number next to the module name to add that many modules to the fit. Everything is automatic, even the stacking penalties! I had to look up a function to get it to work correctly for the CPU and PG upgrades, because they all have different values at their different levels, and the modules with the highest attributes are applied first! Grrr, but I did it Also you may notice that adding Boosters or Afterburners changes nothing to the speed attribute of the vehicle; it's because I'm not sure just exactly what gets affected, acceleration or speed? (Because a HAV going faster than an LAV seemed a bit odd). I know that this isn't as awesome as the Dust Fitting Tool, but there is only so much that I can do. Please, any feedback will be much appreciated. I also did my best to ensure maximum accuracy. Update 1: I just realized that some of the formatting went bad at the very end. Not a big problem, just some extra borders is all! Update 2: All vehicles now have correct shield regeneration attributes! Update 3: All formatting is fixed! I also fixed a calculation error regarding max ammo count after skills Update 4: Damage amps have been added to the stacking penalty calculator and are now factored into the final burst and sustained DPS attributes at the top! I think that's it, no more little things to fix! Update 5: I'd like to thank daishi for pointing this out to me: CPU modules weren't being calculated into the fitting attribute. Only the first CPU mod wasn't being "seen," but every mod after that was applied with the appropriate stacking penalty. Problem is fixed now. Final Update: I'd like to thank daishi and hydraSlav's for pointing out to me that Damage Amps stack directly one after the other, instead of applying to the base stats. The calculations now have Damage Amps applying bonuses after the previous bonus. PG and CPU modules have been updated to follow this stacking manner. Stacking those modules will now give you a little bit extra PG and CPU.
I had a quick question, does everyone have problems with finding Flux grenades on the Dust fitting tool, and are there similar problems on the vehicle one? |
Harpyja
Royal Uhlans Amarr Empire
769
|
Posted - 2013.11.14 02:36:00 -
[57] - Quote
Kazeno Rannaa wrote:I had a quick question, does everyone have problems with finding Flux grenades on the Dust fitting tool, and are there similar problems on the vehicle one? Flux grenades most definitely are found in DFT.
There aren't any problems in the Vehicle Fitting Accessory that I know of.
I'm also currently working on making the vehicle version of DFT in collaboration with hyrdaSlav.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
hydraSlav's
Ostrakon Agency Gallente Federation
344
|
Posted - 2013.11.14 05:13:00 -
[58] - Quote
Kazeno Rannaa wrote: I had a quick question, does everyone have problems with finding Flux grenades on the Dust fitting tool, and are there similar problems on the vehicle one?
If you can't find it in the list, you can simply start typing the name in the box, and then click the suggestion. Just make sure you select an actual item, not the 'header' that starts with ---. I've tested on the latest version, and 3 flux grenades show up
Harpyja wrote:I'm also currently working on making the vehicle version of DFT in collaboration with hyrdaSlav.
Dust Fitting Tool
|
Void Echo
KNIGHTZ OF THE ROUND
2145
|
Posted - 2013.11.14 19:01:00 -
[59] - Quote
completely useless... couldn't find anything to do with vehicles at all... just found a blank spreadsheet page with nothing on it.
Youtube
Closed Beta (Tanker) Vet
Level 2.1 Forum Warrior
|
Harpyja
Royal Uhlans Amarr Empire
773
|
Posted - 2013.11.14 19:26:00 -
[60] - Quote
Void Echo wrote:completely useless... couldn't find anything to do with vehicles at all... just found a blank spreadsheet page with nothing on it. Can't tell if serious or troll.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
|
Void Echo
KNIGHTZ OF THE ROUND
2145
|
Posted - 2013.11.14 19:27:00 -
[61] - Quote
Harpyja wrote:Void Echo wrote:completely useless... couldn't find anything to do with vehicles at all... just found a blank spreadsheet page with nothing on it. Can't tell if serious or troll.
being serious... I found nothing in the page. just empty columns...
Youtube
Closed Beta (Tanker) Vet
Level 2.1 Forum Warrior
|
Harpyja
Royal Uhlans Amarr Empire
773
|
Posted - 2013.11.14 19:30:00 -
[62] - Quote
Void Echo wrote:Harpyja wrote:Void Echo wrote:completely useless... couldn't find anything to do with vehicles at all... just found a blank spreadsheet page with nothing on it. Can't tell if serious or troll. being serious... I found nothing in the page. just empty columns... I don't know what to tell you; it's opening up for me on my phone
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Foundation Seldon
Gespenster Kompanie Villore Accords
187
|
Posted - 2013.11.15 08:22:00 -
[63] - Quote
Just a heads up but the PG amount for the Complex Light Armor Repairer is off.
Listed Stats : CPU : 105 PG : 160
Actual Stats : CPU : 105 PG : 260
Small typo but it messes with some fittings pretty significantly.
Thanks again for this wonderful tool by the way. |
Harpyja
Royal Uhlans Amarr Empire
776
|
Posted - 2013.11.15 14:09:00 -
[64] - Quote
Foundation Seldon wrote:Just a heads up but the PG amount for the Complex Light Armor Repairer is off.
Listed Stats : CPU : 105 PG : 160
Actual Stats : CPU : 105 PG : 260
Small typo but it messes with some fittings pretty significantly.
Thanks again for this wonderful tool by the way. Thank you for spotting this! It's fixed now.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Giovan Galantra
SAM-MIK
0
|
Posted - 2013.11.15 19:59:00 -
[65] - Quote
Took a quick look, looks really good.. only one thing I want to comment on... looks like there is going to be some real cookie cutter builds... |
Spkr4theDead
Red Star. EoN.
1242
|
Posted - 2013.11.17 08:20:00 -
[66] - Quote
Giovan Galantra wrote:Took a quick look, looks really good.. only one thing I want to comment on... looks like there is going to be some real cookie cutter builds... Tank fits are going to be more pathetically limited than they are now.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
|
Spkr4theDead
Red Star. EoN.
1242
|
Posted - 2013.11.17 08:34:00 -
[67] - Quote
I think the last time I tried to use this, I had been drinking. Now that I'm not, it doesn't look good for tanks. Fits are going to be more limited than they are now. At least now, I could put a light shield booster on my Madrugar if I so choose. Dual tanking isn't as viable as it used to be, but it's at least possible right now.
Madrugar looks like one complex heavy armor rep, two complex armor hardeners, complex CPU upgrade, and a complex fuel injector.
And I about wet myself fitting out a Gunnlogi.
Not really sure how viable the Madrugar is going to be.
Thanks for making this, Harp. Is there any way to fiddle with the skill levels involved, instead of assuming everything being at level 5?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
|
Harpyja
Royal Uhlans Amarr Empire
783
|
Posted - 2013.11.17 15:09:00 -
[68] - Quote
Spkr4theDead wrote:I think the last time I tried to use this, I had been drinking. Now that I'm not, it doesn't look good for tanks. Fits are going to be more limited than they are now. At least now, I could put a light shield booster on my Madrugar if I so choose. Dual tanking isn't as viable as it used to be, but it's at least possible right now. Madrugar looks like one complex heavy armor rep, two complex armor hardeners, complex CPU upgrade, and a complex fuel injector. And I about wet myself fitting out a Gunnlogi. Not really sure how viable the Madrugar is going to be. Thanks for making this, Harp. Is there any way to fiddle with the skill levels involved, instead of assuming everything being at level 5? Of course you can! Just change the skill level to whatever you want on the skills spreadsheet. Some skills don't have any effect for now due to unknown attributes (like turret rotation, for example).
As stated now in the OP, I am working on making the vehicle version of the Dust Fitting Tool in collaboration with hydraSlav's. It will be a lot easier to add attributes to DFT than it is for this one, so it might be possible that this will become outdated once 1.7 drops, just wanted to let you and everyone else know. I hope to release the vehicle version of DFT at some point during Thanksgiving week, if not earlier.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
984
|
Posted - 2013.11.18 05:00:00 -
[69] - Quote
Very nice! You've saved me a lot of work in some of the calculations Im doing for a report on the upcoming vehicle changes.
Out of curiosity, have you taken cooldown time into consideration for Blasters? I'm finding that the heat buildup actually limits the sustained DPS far more than the magazine size, and because we are losing heat sinks, this could be problematic.
Regardless I will be referencing the data you've put together and of course giving due credit. Thanks for saving me a ton of Excel work
ADS Reports - Defining Racial Themes
|
Harpyja
Royal Uhlans Amarr Empire
783
|
Posted - 2013.11.18 06:22:00 -
[70] - Quote
Pokey Dravon wrote:Very nice! You've saved me a lot of work in some of the calculations Im doing for a report on the upcoming vehicle changes. Out of curiosity, have you taken cooldown time into consideration for Blasters? I'm finding that the heat buildup actually limits the sustained DPS far more than the magazine size, and because we are losing heat sinks, this could be problematic. Regardless I will be referencing the data you've put together and of course giving due credit. Thanks for saving me a ton of Excel work Thanks!
Also thanks for pointing that out, it never would have occurred to me! Alright, maybe I would've at some later point...
So for now, heat build up is not accounted for. I'll see if I can update this tomorrow!
Until I correct this, just take (burst DPS)*[100/(heat cost per second)]/[100/(heat cost per second)+(cooldown time)]. What this does is it figures DPS compensated for cooldown times by calculating what proportion of your time is spent firing one clip without a reload. This is of course assuming you don't overheat the turret.
It's past midnight and I apologize if this equation is wrong, but it looks sound to me at the moment. It will be 100% correct when I update the DPS calculator.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
989
|
Posted - 2013.11.18 06:49:00 -
[71] - Quote
Harpyja wrote:Pokey Dravon wrote:Very nice! You've saved me a lot of work in some of the calculations Im doing for a report on the upcoming vehicle changes. Out of curiosity, have you taken cooldown time into consideration for Blasters? I'm finding that the heat buildup actually limits the sustained DPS far more than the magazine size, and because we are losing heat sinks, this could be problematic. Regardless I will be referencing the data you've put together and of course giving due credit. Thanks for saving me a ton of Excel work Thanks! Also thanks for pointing that out, it never would have occurred to me! Alright, maybe I would've at some later point... So for now, heat build up is not accounted for. I'll see if I can update this tomorrow! Until I correct this, just take (burst DPS)*[100/(heat cost per second)]/[100/(heat cost per second)+(cooldown time)]. What this does is it figures DPS compensated for cooldown times by calculating what proportion of your time is spent firing one clip without a reload. This is of course assuming you don't overheat the turret. It's past midnight and I apologize if this equation is wrong, but it looks sound to me at the moment. It will be 100% correct when I update the DPS calculator.
Man it's too late for me to check your work haha, I'm basically awake just to keep working on my report so I can get this next section done before tomorrow night.
We should get together and chat someone, I have a deep love for vehicles and follow their development closely. I deal a lot with numbers but I think my true strength lies in conceptual analysis and development, so having someone who is as talented as you are helping crunch the numbers with me would be very beneficial. If you're interested I'll send you my contact info in-game.
ADS Reports - Defining Racial Themes
|
Harpyja
Royal Uhlans Amarr Empire
783
|
Posted - 2013.11.18 06:56:00 -
[72] - Quote
Pokey Dravon wrote:Harpyja wrote:Pokey Dravon wrote:Very nice! You've saved me a lot of work in some of the calculations Im doing for a report on the upcoming vehicle changes. Out of curiosity, have you taken cooldown time into consideration for Blasters? I'm finding that the heat buildup actually limits the sustained DPS far more than the magazine size, and because we are losing heat sinks, this could be problematic. Regardless I will be referencing the data you've put together and of course giving due credit. Thanks for saving me a ton of Excel work Thanks! Also thanks for pointing that out, it never would have occurred to me! Alright, maybe I would've at some later point... So for now, heat build up is not accounted for. I'll see if I can update this tomorrow! Until I correct this, just take (burst DPS)*[100/(heat cost per second)]/[100/(heat cost per second)+(cooldown time)]. What this does is it figures DPS compensated for cooldown times by calculating what proportion of your time is spent firing one clip without a reload. This is of course assuming you don't overheat the turret. It's past midnight and I apologize if this equation is wrong, but it looks sound to me at the moment. It will be 100% correct when I update the DPS calculator. Man it's too late for me to check your work haha, I'm basically awake just to keep working on my report so I can get this next section done before tomorrow night. We should get together and chat someone, I have a deep love for vehicles and follow their development closely. I deal a lot with numbers but I think my true strength lies in conceptual analysis and development, so having someone who is as talented as you are helping crunch the numbers with me would be very beneficial. If you're interested I'll send you my contact info in-game. Problem is that I'll be on Dust maybe a week or a month at a time, with weeks or months in between. If you can get a hold of me through g-mail that'd be better.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
989
|
Posted - 2013.11.18 07:01:00 -
[73] - Quote
Harpyja wrote: Problem is that I'll be on Dust maybe a week or a month at a time, with weeks or months in between. If you can get a hold of me through g-mail that'd be better.
I will be back for Thanksgiving week, so if you'd rather wait or won't mind waiting until then, we can do that in-game.
Haha I was just going to send you my email, but like hell I'd post that directly here on the forums. I'm old school, I prefer communication via email or instant messenger far more than long voice chats in-game.
ADS Reports - Defining Racial Themes
|
hydraSlav's
Ostrakon Agency Gallente Federation
348
|
Posted - 2013.11.18 14:04:00 -
[74] - Quote
Pokey Dravon wrote: Haha I was just going to send you my email, but like hell I'd post that directly here on the forums. I'm old school, I prefer communication via email or instant messenger far more than long voice chats in-game.
Open his spreadsheet in the OP, click the blue Share button at the top right, enter your email, click add message, explain that it's you just looking for email. He will get your message and email, and can reply now.
Dust Fitting Tool
|
dogmanpig
black market bank
46
|
Posted - 2013.11.19 01:41:00 -
[75] - Quote
harpyja.... you need to recheck you maths on shield hardeners... more so about stacking them... its wrong! and you should know better.
/wag of the finger rest looks fine but i haven't battle tested your numbers so them might be more.
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
|
Harpyja
Royal Uhlans Amarr Empire
786
|
Posted - 2013.11.19 03:27:00 -
[76] - Quote
dogmanpig wrote:harpyja.... you need to recheck you maths on shield hardeners... more so about stacking them... its wrong! and you should know better.
/wag of the finger rest looks fine but i haven't battle tested your numbers so them might be more. What do you mean? It's working correctly.
1 shield hardener: 60% resists 2 shield hardeners: 60% + .87*60%*40% = ~80% resists 3 shield hardeners: 80% + .57*60%*20% = ~87% resists
I don't see how this can possibly be wrong.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Harpyja
Royal Uhlans Amarr Empire
786
|
Posted - 2013.11.19 03:40:00 -
[77] - Quote
Harpyja wrote:Pokey Dravon wrote:Very nice! You've saved me a lot of work in some of the calculations Im doing for a report on the upcoming vehicle changes. Out of curiosity, have you taken cooldown time into consideration for Blasters? I'm finding that the heat buildup actually limits the sustained DPS far more than the magazine size, and because we are losing heat sinks, this could be problematic. Regardless I will be referencing the data you've put together and of course giving due credit. Thanks for saving me a ton of Excel work Thanks! Also thanks for pointing that out, it never would have occurred to me! Alright, maybe I would've at some later point... So for now, heat build up is not accounted for. I'll see if I can update this tomorrow! Until I correct this, just take (burst DPS)*[100/(heat cost per second)]/[100/(heat cost per second)+(cooldown time)]. What this does is it figures DPS compensated for cooldown times by calculating what proportion of your time is spent firing one clip without a reload. This is of course assuming you don't overheat the turret. It's past midnight and I apologize if this equation is wrong, but it looks sound to me at the moment. It will be 100% correct when I update the DPS calculator. Oh silly me, I've been working with DFT too much and I've forgotten what my tool can or cannot do! Just realized that I didn't even have the heat attributes. I think I ended up adding DPS calculations at the end, as I hadn't planned for them in the beginning.
Adding them in now will take too much effort, and as I mentioned previously, I'm working on the DFT version. It will be much more "official" than this. Sorry if this causes any inconvenience to anyone. Majority of the work on the DFT version I feel has been completed, so you can expect it soon.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Vulpes Dolosus
SVER True Blood Public Disorder.
301
|
Posted - 2013.11.19 22:34:00 -
[78] - Quote
Hey Harpyja, I think your resistance calculation is off, though I might be wrong.
Looking at a base Myron, by your calculation, 1 active hardener gives it 3,438 shield, where I calculated, at a 40% resist, you get 1925 (1375+(1375*.40)=1925, and at 60% I get 2200 (1375+(1375*.6)=2200) (Because I don't know which one applies, but either way it's wrong)
I may be calculating things wrong, but no matter how I work it, I can't seem to get your numbers and it doesn't make sense to me when I think about it (how can it increase over 100%?).
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 2; Pythons: 0; Logistics: 0; Militia: 10
|
Harpyja
Royal Uhlans Amarr Empire
787
|
Posted - 2013.11.20 00:46:00 -
[79] - Quote
Vulpes Dolosus wrote:Hey Harpyja, I think your resistance calculation is off, though I might be wrong.
Looking at a base Myron, by your calculation, 1 active hardener gives it 3,438 shield, where I calculated, at a 40% resist, you get 1925 (1375+(1375*.40)=1925, and at 60% I get 2200 (1375+(1375*.6)=2200) (Because I don't know which one applies, but either way it's wrong)
I may be calculating things wrong, but no matter how I work it, I can't seem to get your numbers and it doesn't make sense to me when I think about it (how can it increase over 100%?). That's not how you figure out EHP. You take HP divided by the weapon damage multiplier.
Say you have 1000 HP and the multiplier is 1. 1000/1=1000, because there are no resists. Not 1000+1000*1=2000. That's just wrong.
Now let's say the multiplier is .5. 1000/.5=2000. If your weapon is only 50% effective, you need to deal twice as much normal damage. Makes sense, right?
Now let's move on to your question. 1375 shield with 60% resists (it should be 60% resists for shield hardeners and 40% resists for armor hardeners). Weapons damage multiplier is .4. 1375/.4=3438. Again, this makes sense, because weapons aren't even half as effective, so they will have to do more than twice the normal damage which is 1375*2=2750.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Vulpes Dolosus
SVER True Blood Public Disorder.
301
|
Posted - 2013.11.20 01:10:00 -
[80] - Quote
Harpyja wrote:Vulpes Dolosus wrote:Hey Harpyja, I think your resistance calculation is off, though I might be wrong.
Looking at a base Myron, by your calculation, 1 active hardener gives it 3,438 shield, where I calculated, at a 40% resist, you get 1925 (1375+(1375*.40)=1925, and at 60% I get 2200 (1375+(1375*.6)=2200) (Because I don't know which one applies, but either way it's wrong)
I may be calculating things wrong, but no matter how I work it, I can't seem to get your numbers and it doesn't make sense to me when I think about it (how can it increase over 100%?). That's not how you figure out EHP. You take HP divided by the weapon damage multiplier. Say you have 1000 HP and the multiplier is 1. 1000/1=1000, because there are no resists. Not 1000+1000*1=2000. That's just wrong. Now let's say the multiplier is .5. 1000/.5=2000. If your weapon is only 50% effective, you need to deal twice as much normal damage. Makes sense, right? Now let's move on to your question. 1375 shield with 60% resists (it should be 60% resists for shield hardeners and 40% resists for armor hardeners). Weapons damage multiplier is .4. 1375/.4=3438. Again, this makes sense, because weapons aren't even half as effective, so they will have to do more than twice the normal damage which is 1375*2=2750. Ok, so I was figuring it backwards. So the resists reduce the attacking weapons' effectiveness, not shadow-boosting the hp?
That means my ADS will actually have 12k ehp!
Thanks for clearing that up. Also, when do you expect to have an official Python/Incubus chart? I made one off of the Myron/Grimsnes you made and just altered some stats, but I'd like an 'official' one.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 2; Pythons: 0; Logistics: 0; Militia: 10
|
|
Harpyja
Royal Uhlans Amarr Empire
794
|
Posted - 2013.11.20 02:06:00 -
[81] - Quote
Vulpes Dolosus wrote:Ok, so I was figuring it backwards. So the resists reduce the attacking weapons' effectiveness, not shadow-boosting the hp? That means my ADS will actually have 12k ehp! Thanks for clearing that up. Also, when do you expect to have an official Python/Incubus chart? I made one off of the Myron/Grimsnes you made and just altered some stats, but I'd like an 'official' one. The 'official' one has just been posted!
Of course if anyone spots any attribute error, please let me know! I had to update this in-between homework, but I gave a quick but hopefully good look at all of the attributes.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
102
|
Posted - 2013.11.20 05:28:00 -
[82] - Quote
"2013.11.20 Updated attribute changes" what was changed aside from the ADS's are staying?
recuruit link
5 to 11 mil isk per 100k recuruit
|
Harpyja
Royal Uhlans Amarr Empire
794
|
Posted - 2013.11.20 05:42:00 -
[83] - Quote
jerrmy12 kahoalii wrote:"2013.11.20 Updated attribute changes" what was changed aside from the ADS's are staying? Turret damage, ROF, max ammo Vehicle movement (shield HAVs and LAVs affected) Also corrected a typo on a fitting stat for a module, don't remember which anymore (it was off by 10 though)
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
103
|
Posted - 2013.11.20 05:50:00 -
[84] - Quote
Harpyja wrote:jerrmy12 kahoalii wrote:"2013.11.20 Updated attribute changes" what was changed aside from the ADS's are staying? Turret damage, ROF, max ammo Vehicle movement (shield HAVs and LAVs affected) Also corrected a typo on a fitting stat for a module, don't remember which anymore (it was off by 10 though) ps3 browser's bzd, tell me speed changes. ex 2100>2200. and whats the small missile clip? 5?
recuruit link
5 to 11 mil isk per 100k recuruit
|
Harpyja
Royal Uhlans Amarr Empire
795
|
Posted - 2013.11.20 06:02:00 -
[85] - Quote
jerrmy12 kahoalii wrote:Harpyja wrote:jerrmy12 kahoalii wrote:"2013.11.20 Updated attribute changes" what was changed aside from the ADS's are staying? Turret damage, ROF, max ammo Vehicle movement (shield HAVs and LAVs affected) Also corrected a typo on a fitting stat for a module, don't remember which anymore (it was off by 10 though) ps3 browser's bzd, tell me speed changes. ex 2100>2200. and whats the small missile clip? 5? Shield HAVs -> 2150 movement (was 2400) LAVs -> around 3000 movement (was 4000) with shield slightly less Clip sizes are unchanged except for small blasters are increased Max ammo increased for blasters and small railguns ROF for large blasters increased ROF for small blasters decreased ROF for railguns increased (I believe it was for both sizes) ROF for large missiles decreased Damage for blasters increased Damage for small railguns increased
Also, not sure if typo or not, but it appears that CPU upgrades have become low power modules
If you want more details you'll just have to see them for yourself, there's only so much I can do from my phone at midnight
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
103
|
Posted - 2013.11.20 06:12:00 -
[86] - Quote
Harpyja wrote:jerrmy12 kahoalii wrote:Harpyja wrote:jerrmy12 kahoalii wrote:"2013.11.20 Updated attribute changes" what was changed aside from the ADS's are staying? Turret damage, ROF, max ammo Vehicle movement (shield HAVs and LAVs affected) Also corrected a typo on a fitting stat for a module, don't remember which anymore (it was off by 10 though) ps3 browser's bzd, tell me speed changes. ex 2100>2200. and whats the small missile clip? 5? Shield HAVs -> 2150 movement (was 2400) LAVs -> around 3000 movement (was 4000) with shield slightly less Clip sizes are unchanged except for small blasters are increased Max ammo increased for blasters and small railguns ROF for large blasters increased ROF for small blasters decreased ROF for railguns increased (I believe it was for both sizes) ROF for large missiles decreased Damage for "Shield HAVs -> 2150 movement (was 2400)" from vehicles part 2 and beyond? or from 1.6 but wats the small missile clip size thx btw
recuruit link
5 to 11 mil isk per 100k recuruit
|
Tank Missile
Intara Direct Action Caldari State
44
|
Posted - 2013.11.20 22:13:00 -
[87] - Quote
Just a heads up, you gave the Incubus 2H and 4L, which is what it is now, but according to CCP's stat sheet, it will be 1H 3L.
"History is written by the victor-" Blah, blah blah, let's go shoot some stuff!
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Harpyja
Royal Uhlans Amarr Empire
797
|
Posted - 2013.11.20 23:34:00 -
[88] - Quote
Tank Missile wrote:Just a heads up, you gave the Incubus 2H and 4L, which is what it is now, but according to CCP's stat sheet, it will be 1H 3L. Oh yes, thanks! I must've forgotten to change those when I copied the Grimsnes sheet. It's changed to 1H and 3L now
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Vulpes Dolosus
SVER True Blood Public Disorder.
309
|
Posted - 2013.11.21 05:32:00 -
[89] - Quote
I don't think your PG mods are working right. They'll take away CPU but don't effect PG at all.
Also, the tan fill-in boxes aren't changing color when the values are changed.
I'll keep an eye out for more fixes.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 2; Pythons: 0; Logistics: 0; Militia: 10
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dogmanpig
black market bank
50
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Posted - 2013.11.21 06:28:00 -
[90] - Quote
Harpyja wrote:dogmanpig wrote:harpyja.... you need to recheck you maths on shield hardeners... more so about stacking them... its wrong! and you should know better.
/wag of the finger rest looks fine but i haven't battle tested your numbers so them might be more. What do you mean? It's working correctly. 1 shield hardener: 60% resists 2 shield hardeners: 60% + .87*60%*40% = ~80% resists 3 shield hardeners: 80% + .57*60%*20% = ~87% resists I don't see how this can possibly be wrong. they give 40% not 60%.
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
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Lorhak Gannarsein
618
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Posted - 2013.11.21 06:47:00 -
[91] - Quote
dogmanpig wrote:Harpyja wrote:dogmanpig wrote:harpyja.... you need to recheck you maths on shield hardeners... more so about stacking them... its wrong! and you should know better.
/wag of the finger rest looks fine but i haven't battle tested your numbers so them might be more. What do you mean? It's working correctly. 1 shield hardener: 60% resists 2 shield hardeners: 60% + .87*60%*40% = ~80% resists 3 shield hardeners: 80% + .57*60%*20% = ~87% resists I don't see how this can possibly be wrong. they give 40% not 60%.
Arguably they do not.
The mod is listed as "Modifier Value #1" "0.4". This could either translate to 40% resists granted, which is equal to 40% resists, or to 40% damage taken, which is equal to 60% resists. I personally lean towards the latter, even though it'd be awesome to run a Madrugar with 80% resists... |
Harpyja
Royal Uhlans Amarr Empire
798
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Posted - 2013.11.21 13:38:00 -
[92] - Quote
Vulpes Dolosus wrote:I don't think your PG mods are working right. They'll take away CPU but don't effect PG at all.
Also, the tan fill-in boxes aren't changing color when the values are changed.
I'll keep an eye out for more fixes. Ok, they were working before, maybe something happened when I copy and pasted into the shared version? I'll check that as soon as I can.
As for the colors not changing, it must be that data validation doesn't copy over either. Easy to fix.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Royal Uhlans Amarr Empire
798
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Posted - 2013.11.21 14:38:00 -
[93] - Quote
Lorhak Gannarsein wrote:dogmanpig wrote:Harpyja wrote:dogmanpig wrote:harpyja.... you need to recheck you maths on shield hardeners... more so about stacking them... its wrong! and you should know better.
/wag of the finger rest looks fine but i haven't battle tested your numbers so them might be more. What do you mean? It's working correctly. 1 shield hardener: 60% resists 2 shield hardeners: 60% + .87*60%*40% = ~80% resists 3 shield hardeners: 80% + .57*60%*20% = ~87% resists I don't see how this can possibly be wrong. they give 40% not 60%. Arguably they do not. The mod is listed as "Modifier Value #1" "0.4". This could either translate to 40% resists granted, which is equal to 40% resists, or to 40% damage taken, which is equal to 60% resists. I personally lean towards the latter, even though it'd be awesome to run a Madrugar with 80% resists... Actually, the only thing a multiplier value of 0.4 can refer to is damage multiplier. It cannot be a multiplier for resistance, because otherwise it would be 1 (100%) to begin with, which is obviously false. But damage multipliers are 1 (before natural shield/armor resists are applied), so this value can modify the damage multiplier. This means a 0.4 damage multiplier is a 60% resistance value.
Also, it makes sense to have the shield hardeners provide more resistance than armor hardeners 1) They have shorter active times and longer cooldown times 2) Shields have a low HP ceiling while armor has a high HP ceiling 3) Shields are burst tankers, so it'd make sense to have the higher resistance for a shorter amount of period
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
24
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Posted - 2013.11.21 17:54:00 -
[94] - Quote
Hopefully the CPU uprades are in fact HI slots, as that ****** up my fit...... |
Harpyja
Royal Uhlans Amarr Empire
801
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Posted - 2013.11.21 18:00:00 -
[95] - Quote
Roger Cordill wrote:Hopefully the CPU uprades are in fact HI slots, as that ****** up my fit...... Yeah, I was surprised they became low power
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Lorhak Gannarsein
626
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Posted - 2013.11.22 03:55:00 -
[96] - Quote
Harpyja wrote:Roger Cordill wrote:Hopefully the CPU uprades are in fact HI slots, as that ****** up my fit...... Yeah, I was surprised they became low power
I hope they put them back... I kinda need those in the highs to actually fit something in my other high... |
KenKaniff69
Fatal Absolution
924
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Posted - 2013.11.22 15:42:00 -
[97] - Quote
My PG isn't updating with PG extensions
So about those vehicle locks...
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Harpyja
Royal Uhlans Amarr Empire
815
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Posted - 2013.11.22 15:58:00 -
[98] - Quote
KenKaniff69 wrote:My PG isn't updating with PG extensions Could you elaborate? Like which sheet, which cell?
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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KenKaniff69
Fatal Absolution
934
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Posted - 2013.11.26 18:25:00 -
[99] - Quote
Harpyja wrote:KenKaniff69 wrote:My PG isn't updating with PG extensions Could you elaborate? Like which sheet, which cell? I assumed that you were looking at "Base" and "Modified" values and stating that those didn't change. They will always be equal to each other, but PG/CPU upgrades most definitely modify those values. I inserted some notes to make that more clear. TY! It works perfectly now.
So about those vehicle locks...
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Harpyja
DUST University Ivy League
820
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Posted - 2013.11.27 00:41:00 -
[100] - Quote
If you haven't seen already, the vehicle version of DFT is out! (You can find it in the OP or somewhere in the forums)
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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