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Virtual Riot
Rebels New Republic INTERGALACTIC WARPIGS
342
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Posted - 2014.04.14 22:28:00 -
[1] - Quote
This is the math for a Minmatar Commando Mk.0 with max proficiency skills, 2 complex damage mods, max lock on reduction time skills, max any skills that matter, using an Ishukone Swarm Launcher, vs a Madrugar using 2 complex heavy armor reps and 1 enhanced armor rep because you can't fit 3 complex armor reps. Everything is using max skills for a true end game comparison. TL;DR at bottom
Swarm launcher stats, prof 5, 2 cmplx dmg mods, minmatar comando 5, Ishukone Swarm Launcher 1320 base 15% from proficency (only against armor) 10% from commando bonus 9.56% from mods +20% against armor -20% against shields shields 19.56% - 20% = -0.44% armor 34.56% + 20% = 54.56%
damage vs shields = 1320 / 1.0044 = 1314.2 (1315) damage vs armor = 1320 / 0.4544 = 2904.9 (2905)
versus tripple rep maddy 2 complex reps 1 enhanced rep =512.5 (513) armor / s
1200 shield 4000 armor
1st shot
1200 - 1315 = -115
115 / 0.9956 = 115.5 (116)
116 / 0.4544 = 255.2 = 256
4000 - 256 = 3744
0 shield, 3744 armor after first shot
2nd shot
1.12s lock on time with max skill between shots
1.12 x 513 = 574.56 armor / s (575)
3744 + 575 = more than 4000 so he is back to 4000 armor
4000 - 2905 = 1095
3rd shot
1095 + 575 = 1670 armor
1670 - 2905 = -1235 (dead)
As we can see here, it take 3 direct hits from this dedicated swarm launcher suits to kill this Madrugar. BUT take into consideration that this math is done assuming the damage is hitscaned (applies instantly from moment of trigger pull), this av suit is basically standing right next to this tank. The farther away the swarm is launched, the longer the flight time, and the more the tank repairs in that time. even 2 or 3 seconds of flight time is going to make a dramatic difference in whether or not this tank can be killed. This gives the madrugar player 2.24 seconds to react, find cover, or retreat before being dead. ALSO this is considering SL are even currently applying damage correctly
Is it balanced? i just like putting the info out there and letting people take from it what they will
TL;DR 3 shots from an Ishukone SL to kill a triple rep maddy with maximum skills and damage. (he is dead on the 3rd shot)
Link to my tripple rep maddy vs FG post https://forums.dust514.com/default.aspx?g=posts&t=155084&find=unread
Fixing FGs > all
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Judge Rhadamanthus
Amarr Templar One
1925
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Posted - 2014.04.14 22:34:00 -
[2] - Quote
your math looks off as regards shield to armour pass-through. how are you calculating that?
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Virtual Riot
Rebels New Republic INTERGALACTIC WARPIGS
342
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Posted - 2014.04.14 22:37:00 -
[3] - Quote
Judge Rhadamanthus wrote:your math looks off as regards shield to armour pass-through. how are you calculating that?
I do the damage to shields there is damage left over, but it has to be recalculated to do damage to armor
so I take the left over damage vs shield and convert it back to normal un buffed damage by reversing the process
then I take that damage, apply the armor percentage bonus, and subtract it from the armor.
Fixing FGs > all
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
802
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Posted - 2014.04.14 22:38:00 -
[4] - Quote
I think your math is seriously off, gimme a minute, will update post
Fixing swarms
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Awry Barux
Ametat Security Amarr Empire
1848
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Posted - 2014.04.14 22:40:00 -
[5] - Quote
I can't be bothered to trawl through your math looking for the mistake, but maxed-out swarms definitely, definitely do not do 2900 armor damage.
Nerdier than thou
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Judge Rhadamanthus
Amarr Templar One
1926
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Posted - 2014.04.14 23:05:00 -
[6] - Quote
I just modeled this and the math is off. The damage to shields is more like 1578 (assuming infinite shields) , if I read your build correctly. So this error effects the carry over.
In simple to read terms. The 6 missiles do 1320 base. Add 19.6% more due to the damage mods. So around 1578. This is the alpha that hits the shield. the reduction is 20% of this amount as swarms are 20% less efficient to shields. But its only 20% of the available shields. that's 240.
So the shield hit is 1578 - 240 = 1338. so shields are gone. 138 passes to armour.
I make it 3818 remaining HP after hit 1 (assuming a stacking penalty on the commando armour damage bonus - which is untested and unconfirmed.)
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
803
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Posted - 2014.04.14 23:07:00 -
[7] - Quote
Judge Rhadamanthus wrote:I just modeled this and the math is off. The damage to shields is more like 1578 (assuming infinite shields) , if I read your build correctly. So this error effects the carry over.
In simple to read terms. The 6 missiles do 1320 base. Add 19.6% more due to the damage mods. So around 1578. This is the alpha that hits the shield. the reduction is 20% of this amount as swarms are 20% less efficient to shields. But its only 20% of the available shields. that's 240.
So the shield hit is 1578 - 240 = 1338. so shields are gone. 138 passes to armour.
I make it 3818 remaining HP after hit 1
Damage mods are 5% now judge
Fixing swarms
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Judge Rhadamanthus
Amarr Templar One
1927
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Posted - 2014.04.14 23:10:00 -
[8] - Quote
Magnus Amadeuss wrote:Damage mods are 5% now judge
yes but two damage mods as stated in the OP @ 5% and the commando (proto lvl) 10% damage bonus is 19.6% assuming the stack penalty starts on the first 5 not the base 10
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Scheneighnay McBob
Nova Corps Marines Ishuk-Raata Enforcement Directive
4767
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Posted - 2014.04.14 23:13:00 -
[9] - Quote
My forum skimming read the title as "the math behind nipple bending"
I'm from the weird side of the internet
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
803
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Posted - 2014.04.14 23:14:00 -
[10] - Quote
Judge Rhadamanthus wrote:Magnus Amadeuss wrote:Damage mods are 5% now judge yes but two damage mods as stated in the OP @ 5% and the commando (proto lvl) 10% damage bonus is 19.6% assuming the stack penalty starys on the first 5 not the base 10
Sorry, the way you worded it made me assume you meant just from the damage mods was an additional 9.6% damage.
EDIT: also, damage mods are multiplicative with commandos bonus.
This means that you get 105%*104.35*110%=1.2043 or 120.4%
Thats probabaly what threw me, 1.196 is two old damage mods
Fixing swarms
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Judge Rhadamanthus
Amarr Templar One
1927
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Posted - 2014.04.14 23:27:00 -
[11] - Quote
just trying to clarify this Magnus
1) Commandos get a 10% damage bonus.
2) He adds a complex mod at 5%. That's 15% as this is the first mod so no stacking penalty.
3) Then another mod at 5% but this one has a stacking penalty.
This brings the total damage bonus to 19.6% as the initial 10% is not subject to a stacking penalty, nor is the first module as it is not stacked on anything.
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deepfried salad gilliam
Sanguine Knights
649
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Posted - 2014.04.14 23:33:00 -
[12] - Quote
the distance wouldn't matter because since the missiles travel at the same speed and their going the same distance the only the that makes the missiles arrive at different times is the time between the volleys themselves
and i think that 3 volleys is fair enough, considering how large of a target tanks are its dramatically easier to target them with a friend
especially if your friend has a forge gun before you fire your swarm volley
It'll help define roles, i promise:)
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Judge Rhadamanthus
Amarr Templar One
1927
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Posted - 2014.04.14 23:39:00 -
[13] - Quote
deepfried salad gilliam wrote:the distance wouldn't matter because since the missiles travel at the same speed and their going the same distance the only the that makes the missiles arrive at different times is the time between the volleys themselves
A swarmer fires 1 missile. It travels 100 meters to the tank at 100 meters a second. So It takes 1 second to arrive. The tanks reps trigger once while it is on the way.
The swarmers next missile has to travel 200 meters as the tank ran away but the swarmer stayed in the same spot. at 100 meters a second that's 2 seconds to travel to the tank before it hits. The tank reps twice in that time.
It makes a massive difference in the way a build works. It must be factored.
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Judge Rhadamanthus
Amarr Templar One
1929
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Posted - 2014.04.14 23:47:00 -
[14] - Quote
I hope you don't mind but I charted this for you OP (with corrected math) as many people won't make it past the wall of math text. This is the tank is still and zero meters away chart. This is not a realistic engagement
This is the tank is moving away as I shoot it chart with reloads factored, but assumes you never miss, no buildings get in the way and no-one interrupts your lock on.
Basically the second chart, which is very generous toward the swarmer means, you are not killing that tank alone. ever. Real world with buildings and people trying to kill you looks like this.
The second chart means you might kill a bad tanker solo....but he would have to be sucking more than anyone in the history of sucking. In reality chart 3 is the one to look at.....You'll need a friend. That much is clear.
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Virtual Riot
Rebels New Republic INTERGALACTIC WARPIGS
342
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Posted - 2014.04.15 00:17:00 -
[15] - Quote
Judge Rhadamanthus wrote:I hope you don't mind but I charted this for you OP (with corrected math) as many people won't make it past the wall of math text (which I totally enjoyed reading). This is when the tank is still and zero meters away and ther is no time between shots. This is not a realistic engagement This is the tank is moving away as you shoot it chart with reloads factored, but assumes you never miss, no buildings get in the way and no-one interrupts your lock on. Basically the second chart, which is very generous toward the swarmer means you are not killing that tank alone. ever. Real world with buildings and people trying to kill you looks like this. The second chart means you might kill a bad tanker solo....but he would have to be sucking more than anyone in the history of sucking. In reality chart 3 is the one to look at.....You'll need a friend. That much is clear. Oh, that red bar... that's you if he has a proto blaster turret.... Good luck.
Thanks judge and all who posted. I enjoy doing theorycrafting and i'm still working on perfecting it. Glad you enjoyed the wall of math lol, i'm surprised you could make most of it out.
Fixing FGs > all
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
803
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Posted - 2014.04.15 00:42:00 -
[16] - Quote
Judge Rhadamanthus wrote:just trying to clarify this Magnus
1) Commandos get a 10% damage bonus.
2) He adds a complex mod at 5%. That's 15% as this is the first mod so no stacking penalty.
3) Then another mod at 5% but this one has a stacking penalty.
This brings the total damage bonus to 19.6% as the initial 10% is not subject to a stacking penalty, nor is the first module as it is not stacked on anything.
I have not seen evidence to support the innate 10% increasing the modules % by 10%, making a 5% module do more than 5%.
In every form of the equation i have seen, each damage module is multiplicative after the stacking penalty applies.
This menas that you would have scenerio where
[Damage through skills (proficiency if applicaable)] * [damage through skills (suit bonus if applicable)] * [1+1st module] * [1+(2nd damage module*1st stacking penalty)]and so on.
In this instance that would be
[1.10] * [1.05] *[1+(0.05*0.87) = 1.205
Actually the same math is applied throughout dust, so allow me a courtesy here. I will do two sprinting modules with the aforementioned math on my scout suit.
I have lvl 5 biotic(+1% per lvl to sprint speed) upgrades and lvl 3 kintec catalyzation (+1% per lvl to module efficiency)
Using the equation described above my sprint speed should be
base * sprint multiplier * biotic skill * (1+ [module * skill]) * (1 + [module*skill*stacking penalty])
I have an amarr scout so:
5.25 * 1.4 * 1.05 * (1 + 0.08*1.03) * (1 + 0.08*1.03*0.87) = 8.9522 m/sec
This is confirmed in-game. This means that the modules themselves are each individually multiplied to for the end result, rather than added.
EDIT: Crap, I totally forgot to adress your steps there.
1.1 (commando bonus)
add in one complex light damage modifier
1.1*1.05=1.155 or 15.5% more damage at this point
add in a third
1.1*1.05*(1+ [0.05*.87])=1.2052425 or +20.52425% damage
or you could just multiply the 2nd damage mod directly into the end result.
One last edit:
I should have enough to do kinetic catalyzation lvl 4 soon, I will do that and reapply the forumla to ensure accuracy, if you would like I can also post here with the results.
Fixing swarms
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Delanus Turgias
Subdreddit Test Alliance Please Ignore
383
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Posted - 2014.04.15 00:52:00 -
[17] - Quote
Why has nobody pointed out the fact that the Minmatar Commando bonus doesn't affect swarms? The explosive bonus is only for the Mass Driver, not the Swarm Launcher as well, CCP has stated this multiple times.
Closed Beta Vet since May, 2012
TEST Alliance Best Alliance
Proud owner of essentially every BPO in Dust
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Virtual Riot
Rebels New Republic INTERGALACTIC WARPIGS
342
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Posted - 2014.04.15 01:30:00 -
[18] - Quote
Delanus Turgias wrote:Why has nobody pointed out the fact that the Minmatar Commando bonus doesn't affect swarms? The explosive bonus is only for the Mass Driver, not the Swarm Launcher as well, CCP has stated this multiple times.
well thats super misleading lol
Fixing FGs > all
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
804
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Posted - 2014.04.15 01:35:00 -
[19] - Quote
Delanus Turgias wrote:Why has nobody pointed out the fact that the Minmatar Commando bonus doesn't affect swarms? The explosive bonus is only for the Mass Driver, not the Swarm Launcher as well, CCP has stated this multiple times.
I actually did not know that. +1 to you sir.
Fixing swarms
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Alena Ventrallis
PAND3M0N1UM Top Men.
1183
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Posted - 2014.04.15 01:43:00 -
[20] - Quote
Your statement at the end is wrong. It doesn't matter if you are right next to the tank or at the max limit of lock on. The time between the swarms will be the same, and therefore the DPs will be the same.
That's what you get!! - DA Rick
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The dark cloud
The Rainbow Effect
2773
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Posted - 2014.04.15 01:57:00 -
[21] - Quote
Yeah right ive seen tripple rep madrugars. They take the combined force of 2 swarmers at the same time without exploding.
Head of public relations from The Rainbow Effect.
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Judge Rhadamanthus
Amarr Templar One
1933
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Posted - 2014.04.15 07:33:00 -
[22] - Quote
Delanus Turgias wrote:CCP has stated this multiple times.
Source link?
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Supacharjed
Alpha Response Command
56
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Posted - 2014.04.15 07:38:00 -
[23] - Quote
>Minmatar Commando Bonus: +2% damage to light projectile and explosive weapons. (1.8 Devblog) >Swarms are explosive. >No reference to where CCP says otherwise. >Can't spell Triple.
I think I'll stick with my double swarms.
Diehard Commandbro.
Part Time Ninja Turtle
Full Time Badass.
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Judge Rhadamanthus
Amarr Templar One
1933
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Posted - 2014.04.15 07:45:00 -
[24] - Quote
Magnus Amadeuss wrote:Judge Rhadamanthus wrote:just trying to clarify this Magnus
1) Commandos get a 10% damage bonus.
2) He adds a complex mod at 5%. That's 15% as this is the first mod so no stacking penalty.
3) Then another mod at 5% but this one has a stacking penalty.
This brings the total damage bonus to 19.6% as the initial 10% is not subject to a stacking penalty, nor is the first module as it is not stacked on anything.
I have not seen evidence to support the innate 10% increasing the modules % by 10%, making a 5% module do more than 5%. In every form of the equation i have seen, each damage module is multiplicative after the stacking penalty applies. This menas that you would have scenerio where [Damage through skills (proficiency if applicaable)] * [damage through skills (suit bonus if applicable)] * [1+1st module] * [1+(2nd damage module*1st stacking penalty)]and so on. In this instance that would be [1.10] * [1.05] *[1+(0.05*0.87) = 1.205 Actually the same math is applied throughout dust, so allow me a courtesy here. I will do two sprinting modules with the aforementioned math on my scout suit. I have lvl 5 biotic(+1% per lvl to sprint speed) upgrades and lvl 3 kintec catalyzation (+1% per lvl to module efficiency) Using the equation described above my sprint speed should be base * sprint multiplier * biotic skill * (1+ [module * skill]) * (1 + [module*skill*stacking penalty]) I have an amarr scout so: 5.25 * 1.4 * 1.05 * (1 + 0.08*1.03) * (1 + 0.08*1.03*0.87) = 8.9522 m/sec This is confirmed in-game. This means that the modules themselves are each individually multiplied to for the end result, rather than added. EDIT: Crap, I totally forgot to adress your steps there. 1.1 (commando bonus) add in one complex light damage modifier 1.1*1.05=1.155 or 15.5% more damage at this point add in a third 1.1*1.05*(1+ [0.05*.87])=1.2052425 or +20.52425% damage or you could just multiply the 2nd damage mod directly into the end result. One last edit: I should have enough to do kinetic catalyzation lvl 4 soon, I will do that and reapply the forumla to ensure accuracy, if you would like I can also post here with the results.
I think you are testing a bug with kincats not applying a stacking penalty or it being inverse, rather than the formula for innate skills effect on modules.
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
817
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Posted - 2014.04.15 07:51:00 -
[25] - Quote
Judge Rhadamanthus wrote:Magnus Amadeuss wrote:Judge Rhadamanthus wrote:just trying to clarify this Magnus
1) Commandos get a 10% damage bonus.
2) He adds a complex mod at 5%. That's 15% as this is the first mod so no stacking penalty.
3) Then another mod at 5% but this one has a stacking penalty.
This brings the total damage bonus to 19.6% as the initial 10% is not subject to a stacking penalty, nor is the first module as it is not stacked on anything.
I have not seen evidence to support the innate 10% increasing the modules % by 10%, making a 5% module do more than 5%. In every form of the equation i have seen, each damage module is multiplicative after the stacking penalty applies. This menas that you would have scenerio where [Damage through skills (proficiency if applicaable)] * [damage through skills (suit bonus if applicable)] * [1+1st module] * [1+(2nd damage module*1st stacking penalty)]and so on. In this instance that would be [1.10] * [1.05] *[1+(0.05*0.87) = 1.205 Actually the same math is applied throughout dust, so allow me a courtesy here. I will do two sprinting modules with the aforementioned math on my scout suit. I have lvl 5 biotic(+1% per lvl to sprint speed) upgrades and lvl 3 kintec catalyzation (+1% per lvl to module efficiency) Using the equation described above my sprint speed should be base * sprint multiplier * biotic skill * (1+ [module * skill]) * (1 + [module*skill*stacking penalty]) I have an amarr scout so: 5.25 * 1.4 * 1.05 * (1 + 0.08*1.03) * (1 + 0.08*1.03*0.87) = 8.9522 m/sec This is confirmed in-game. This means that the modules themselves are each individually multiplied to for the end result, rather than added. EDIT: Crap, I totally forgot to adress your steps there. 1.1 (commando bonus) add in one complex light damage modifier 1.1*1.05=1.155 or 15.5% more damage at this point add in a third 1.1*1.05*(1+ [0.05*.87])=1.2052425 or +20.52425% damage or you could just multiply the 2nd damage mod directly into the end result. One last edit: I should have enough to do kinetic catalyzation lvl 4 soon, I will do that and reapply the forumla to ensure accuracy, if you would like I can also post here with the results. I think you are testing a bug with kincats not applying a stacking penalty or it being inverse, rather than the formula for innate skills effect on modules. Well then you should tell the owner of ProtoFits because his/her math lines up exactly with mine. Also I would be willing to do this with any number of modules on any amarrian suit you if wish to verify the math. Trust me, this method is spot on.
This is, case in point, the same way that penalties work in eve.
Also, please elaborate on your theory, where in the equation is the suspected mistake.
Fixing swarms
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Jack McReady
DUST University Ivy League
1274
|
Posted - 2014.04.15 08:20:00 -
[26] - Quote
Virtual Riot wrote: 1320 base 15% from proficency (only against armor) 10% from commando bonus 9.56% from mods +20% against armor -20% against shields shields 19.56% - 20% = -0.44% armor 34.56% + 20% = 54.56%
damage vs shields = 1320 / 1.0044 = 1314.2 (1315) damage vs armor = 1320 / 0.4544 = 2904.9 (2905)
wrong math is wrong.
(220 * 1,15 * 1,1 * 1.0956 * 1.2) * 6 = 2195 => this is your damage per volley against armor (220 * 1,15 * 1,1 * 1.0956 * 0.8) * 6 = 1463 => this is your damage per volley against shields
total damage (also taking into account leftover damage through shields into armor) from a full swarm clip would be ~5985
realistically you can fire every 1.5s with max skills at most (lag, input lag, human reaction time & short delay between firing), that leaves the tank around 3s + a bit of flight time for repairs after the first hit, that is more than enough armor repaired to survive it.
there are also other factors like tank driver stupidity exposing his rear for extra damage against his weakspots or bad swarm pathing where swarm spontaneously decide to crash into the ground because they always target the lower part of the vehicle which you really cannot calculate but the general consensus is that the tank survives if the driver is not braindead.
beside that, tripple rep fitting isnt optimal. |
Judge Rhadamanthus
Amarr Templar One
1933
|
Posted - 2014.04.15 08:34:00 -
[27] - Quote
Jack McReady wrote: wrong math is wrong.
(220 * 1,15 * 1,1 * 1.0956 * 1.2) * 6 = 2195 => this is your damage per volley against armor (220 * 1,15 * 1,1 * 1.0956 * 0.8) * 6 = 1463 => this is your damage per volley against shields
Are you not applying the 15% prof against armour to shields here? (using the numbers provided as they are by the OP)
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Jack McReady
DUST University Ivy League
1274
|
Posted - 2014.04.15 08:39:00 -
[28] - Quote
Judge Rhadamanthus wrote:Jack McReady wrote: wrong math is wrong.
(220 * 1,15 * 1,1 * 1.0956 * 1.2) * 6 = 2195 => this is your damage per volley against armor (220 * 1,15 * 1,1 * 1.0956 * 0.8) * 6 = 1463 => this is your damage per volley against shields
Are you not applying the 15% prof against armour to shields here? (using the numbers provided as they are by the OP) is it not 1263? (assuming infinate shields) I had better go double check the Minne prof skill description to be sure. I corrected everything :) I just didnt bother to check everything first. |
Judge Rhadamanthus
Amarr Templar One
1933
|
Posted - 2014.04.15 08:41:00 -
[29] - Quote
Are we sure the Commando bonus does not effect swarms? I cannot seem to find a source that supports or does not support this. Anyone have one? Anyone properly tested this?
EDIT : Also you can tell which parts of the world we are from by the way we have both spelled or spelt Armour/armor.
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Nothing Certain
Bioshock Rejects
484
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Posted - 2014.04.15 08:41:00 -
[30] - Quote
I get 2156 against armor and 1437 against shields. Again, a completely maxed swarm fit in ideal conditions can theoretically kill this tank, but with just a small change to the fit and not being completely maxed and it is not even theoretically possible. Possible, not plausible.
Because, that's why.
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