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Rynx Sinfar
Subdreddit Test Alliance Please Ignore
1183
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Posted - 2014.03.14 17:02:00 -
[1] - Quote
This is what I'd call version 1.0 from what I originally built to go along with HydraSlav's own tool.
Special thanks to HydraSlav's for showing me what could be done with a spreadsheet as I had not had occasion to fiddle with them before.
[Health Analysis Tool 1.0] Long URL: https://docs.google.com/spreadsheets/d/1HEXSsA3G3hoiwwKuuOnpauAU2lqBbuTM4mKrH2IYxIs/edit?usp=sharing Short URL: http://goo.gl/UceqKT
To use this tool you'll need to copy it to your own Drive account by selecting "File"->"Make a copy..." Simple instructions are on the first sheet, but basically any number that is underlined can be edited. Add your stats in the upper right corner and all calculations will be based off of them.
What this tool does: Primarily it is used to examine how your health recovers over time. Not all combat is fought with full health, knowing when you're at what health levels can be very important. Even with a logi healing you your shields may take half a minute to recover. I've also added a simple graph for comparison of two suits. This will see improvements to make things easier but for now it is pretty simple. It will take the total health over time graph line for each suit and compare them.
Secondly there is an "Effective Health Total" tool. It will show how your health stacks up to different damage types. Your resulting shield, armor, or total is how much health you "appear" to have when hit with those damage types. So in the case of a Rail type weapon the "Resulting Total" is the amount of damage they will have to output in order to kill you. Keep in mind when you look at the average that you are more likely to be hit by some damage types than others depending on what weapons are more popular. I also intend to upgrade the efficiency chart by incorporating proficiency skill into the impact. But as you can see it is getting... pretty large.
Math Explanation for resistances First I'm not 100% sure of the resistance numbers because we have not previously had any skills that modified it. I am guessing it is a multiplier though. Second, it may not be readily apparent how the numbers result. The numbers are based on the gun, not the health. So an Explosive weapon has a 120% efficiency versus armor. That means that Explosive Damage * 1.20 = Damage Dealt. However health is on the opposite side. So to see how much explosive damage armor can take you would take 1.20 (120%) and divide it from your normal health. So if you have 100 armor you would take 100 / 1.20 = 83.3 health. That means if a Flaylock Pistol did 83.3 Explosive damage and all you had left was armor, you would be dead. Why? Becuase 83.3 * 1.2 = 100.0 (when rounded to 1 decimal). On the flip side if you had 100 Shield it could endure 125 explosive damage before breaking. Because 125 * 0.80 = 100.
SO assuming you have a heavy in front of you spinning up an HMG and you are wearing the brand new Gallante Heavy suit with 0 skills and 0 modules equipped (odd of you) you'd have 525 armor and 390 shields for a total of 1015 health. The HMG does 95% damage against shields but 110% damage against armor. You're "effective" health against his HMG will be 477.3 armor and 410 shield or 887.3 total health. That means when you add up the damage from the bullets you will die when that number hits 887.3 instead of 1015 because of their extra effectiveness against armor. Instead let's say you're wearing a caldari heavy in the same conditions. 390 Armor, 525 Shield. 1015 total health. When hit by the HMG it will be as if you had 354.6 armor and 552.6 shields. For a total of 907.2 health. Still lower than normal but HMG is good like that.
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Rynx Sinfar
Subdreddit Test Alliance Please Ignore
1183
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Posted - 2014.03.14 17:02:00 -
[2] - Quote
Math Explanation for resistances First I'm not 100% sure of the resistance numbers because we have not previously had any skills that modified it. I am guessing it is a multiplier though. Second, it may not be readily apparent how the numbers result. The numbers are based on the gun, not the health. So an Explosive weapon has a 120% efficiency versus armor. That means that Explosive Damage * 1.20 = Damage Dealt. However health is on the opposite side. So to see how much explosive damage armor can take you would take 1.20 (120%) and divide it from your normal health. So if you have 100 armor you would take 100 / 1.20 = 83.3 health. That means if a Flaylock Pistol did 83.3 Explosive damage and all you had left was armor, you would be dead. Why? Becuase 83.3 * 1.2 = 100.0 (when rounded to 1 decimal). On the flip side if you had 100 Shield it could endure 125 explosive damage before breaking. Because 125 * 0.80 = 100.
SO assuming you have a heavy in front of you spinning up an HMG and you are wearing the brand new Gallante Heavy suit with 0 skills and 0 modules equipped (odd of you) you'd have 525 armor and 390 shields for a total of 1015 health. The HMG does 95% damage against shields but 110% damage against armor. You're "effective" health against his HMG will be 477.3 armor and 410 shield or 887.3 total health. That means when you add up the damage from the bullets you will die when that number hits 887.3 instead of 1015 because of their extra effectiveness against armor. Instead let's say you're wearing a caldari heavy in the same conditions. 390 Armor, 525 Shield. 1015 total health. When hit by the HMG it will be as if you had 354.6 armor and 552.6 shields. For a total of 907.2 health. Still lower than normal but HMG is good like that.
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Rynx Sinfar
Subdreddit Test Alliance Please Ignore
1183
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Posted - 2014.03.14 17:03:00 -
[3] - Quote
Reserved for idk and because I talk a lot
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Rynx Sinfar
Subdreddit Test Alliance Please Ignore
1183
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Posted - 2014.03.14 17:05:00 -
[4] - Quote
Reserved because... a LOT a lot.
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G Torq
ALTA B2O
502
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Posted - 2014.03.15 18:56:00 -
[5] - Quote
Hey Rynx :) Cool stuff!
I grabbed a quick screenshot from my own stuff, where admittedly I don't do nice graphs or comparisons (I really should), but just the most basics: http://dust.thang.dk/img/dustthang_hpstats.png
The code used to calculate the eHP (simplified):
Quote: var damageShield = new Array(); damageShield['plasma'] = 1.1; damageShield['projectile'] = 0.95; damageShield['laser'] = 1.20; damageShield['railgun'] = 0.90; damageShield['explosive'] = 0.80;
var damageArmor = new Array(); damageArmor['plasma'] = 0.90; damageArmor['projectile'] = 1.10; damageArmor['laser'] = 0.80; damageArmor['railgun'] = 1.10; damageArmor['explosive'] = 1.20;
var armor = data[data.core]['mVICProp.maxArmor']; var shield = data[data.core]['mVICProp.maxShield']; Base = " (shield + armor) HP"; plasma= " (shield / damageShield['plasma'] + armor / damageArmor['plasma']) eHP"; projectile= " (shield / damageShield['projectile'] + armor / damageArmor['projectile']) eHP"; laser=" (shield / damageShield['laser'] + armor / damageArmor['laser']) eHP"; railgun= " (shield / damageShield['railgun'] + armor / damageArmor['railgun']) eHP"; explosive= " (shield / damageShield['explosive'] + armor / damageArmor['explosive']) eHP";
(This of cause is missing the resists (hardeners and skills), but we don't have these in the current SDE, so I've skipped that.)
I hope this helps in some way, and if any questions, just ask :)
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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Rynx Sinfar
Subdreddit Test Alliance Please Ignore
1189
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Posted - 2014.03.16 00:09:00 -
[6] - Quote
If you can confirm again for me (heard yes once before) that slash damage is based on initial damage and not explosive I'd appreciate it.
Also do nova knives or melee attacks have resists?
Thanks for the info btw
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