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Thread Statistics | Show CCP posts - 1 post(s) |
Fizzer XCIV
Tal-Romon Legion Amarr Empire
2665
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Posted - 2015.03.13 08:35:00 -
[1] - Quote
Wouldn't it be more accurate to measure from the ground go their feet, instead of from the ground to the top of their head? Kirks body length might be messing with the ratios...
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2665
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Posted - 2015.03.13 08:44:00 -
[2] - Quote
Aeon Amadi wrote:Fizzer XCIV wrote:Wouldn't it be more accurate to measure from the ground go their feet, instead of from the ground to the top of their head? Kirks body length might be messing with the ratios... .......... Did we forget how to basic math..? It wouldn't matter if the distance from the base control line (517) was to either the head or the feet. The distance from it's original position would still be the same in either case. Let's say the feet were 100 pixels away from the control line. If he jumps, we'll say 50 pixels high for the sake of reason, then the distance would be 150 pixels. If his head was 200 pixels away from the control line then it'd be 250 pixels high because the jump height would still be the same in either case.
Fine. I'll do the math then. It just makes more sense to me to measure jumping by how much you can clear, not by how high your head goes, like in the Olympics. Do you have the stills on Imgur or something?
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2665
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Posted - 2015.03.13 08:52:00 -
[3] - Quote
Aeon Amadi wrote:Fizzer XCIV wrote:Aeon Amadi wrote:Fizzer XCIV wrote:Wouldn't it be more accurate to measure from the ground go their feet, instead of from the ground to the top of their head? Kirks body length might be messing with the ratios... .......... Did we forget how to basic math..? It wouldn't matter if the distance from the base control line (517) was to either the head or the feet. The distance from it's original position would still be the same in either case. Let's say the feet were 100 pixels away from the control line. If he jumps, we'll say 50 pixels high for the sake of reason, then the distance would be 150 pixels. If his head was 200 pixels away from the control line then it'd be 250 pixels high because the jump height would still be the same in either case. Fine. I'll do the math then. It just makes more sense to me to measure jumping by how much you can clear, not by how high your head goes, like in the Olympics. Do you have the stills on Imgur or something? It doesn't make any sense at all because it doesn't matter. The distance from Point A-to-Point B is still the same regardless. Measuring from the top of the head is better because it stays relatively in place during the jump animation whereas the legs bend and move around during the animation. Measure to the feet at the height of the jump. The animation should be a constant, so the legs will always be in the same position at the height of the jump.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2665
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Posted - 2015.03.13 08:57:00 -
[4] - Quote
Well it depends on what you define as "jump height".
Personally, I define it as how high your feet come off the ground, since that it sorta the main point of jumping up anywhere. Getting your feet to a higher elevation. I couldn't care less how high the top of my head goes in most cases.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2665
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Posted - 2015.03.13 09:15:00 -
[5] - Quote
DUST Fiend wrote:Fizzer XCIV wrote:Well it depends on what you define as "jump height".
Personally, I define it as how high your feet come off the ground, since that it sorta the main point of jumping up anywhere. Getting your feet to a higher elevation. I couldn't care less how high the top of my head goes in most cases.
I really want to visually explain this, because I can't quite articulate it with words, but I can guarantee you that Kirk's body length is messing with the results... I SAID LIGHT BLUE, NOT BLUE!!!! Burn the car, it's useless to me.
:/ I appreciate the effort that went into the tests. I'm just pointing out something that I suspect is wrong...
Isn't that one of the basic tenets of the science? To question everything?
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2665
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Posted - 2015.03.13 09:47:00 -
[6] - Quote
Thank you for at least giving me the height of Kirk's body. I can work with that...
Now, if we go on to subtract 89p(with a 5p variance) from all of the jump heights you listed, so that we can effectively remove Kirks body length, we can extract his ground clearance from the pictures, measured in pixels.
No Myos: (79)74-84p 1 Myo: (129) 124-134p 2 Myos: (179) 174-184p 3 Myos: (271) 266-276p 4 Myos: (375) 370-380p
Let's say the base jump height of ~79p is considered 100% jump height(ground clearance) for the next part.
No Myos: 100% clearance 1 Myo: 163% clearance 2 Myos: 227% clearance 3 Myos: 343% clearance 4 Myos: 475% clearance
As you can see these numbers show a completely different story, and in my opinion, a more important one. After all, these modules were designed to get places, not get your head to places, right? These numbers more accurately displaying the boosts to mobility these modules are providing.
4 Myofibrils are allowing you to jump up onto things 475% better than you used to be able to. Even just the 1st one is providing a 63% boost to our ability to jump. In fact, the numbers appear to be all over the place. They appear linear at first, at least for the first two modules, but the 3rd and 4th are providing even larger boosts than the first two, and they seem to be increasing exponentially! Something is wrong here.
The cause of this? I have absolutely no idea. But something IS wrong.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2665
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Posted - 2015.03.13 10:09:00 -
[7] - Quote
Actually, you are right! The 3rd and 4th module data almost perfectly lines up with the stacking penalty. Close enough that the 5p leeway could easily be responsible... The 1st and 2nd modules seem a bit off, but some of that could be leeway as well... The rest? Again no idea. These modules seem all kinds of messed up though, so it could be anything.
However.. I think we might have just discovered what is actually happening.
The Myofibrils are, by my observations:
1.) Providing the melee damage boost to jump height. 2.) Affected by the skill. 3.) Affected by stacking penalties.
At least roughly...
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2665
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Posted - 2015.03.13 10:19:00 -
[8] - Quote
duster 35000 wrote: What suit was being tested?
It looked like a Prototype Galassault.p for the first 3 Myos. I don't know what Aeon was wearing for the 4th one. Hopefully it was a Callassault, since they have the same movement speed...
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2671
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Posted - 2015.03.13 10:36:00 -
[9] - Quote
Aeon Amadi wrote:Fizzer XCIV wrote:Actually, you are right! The 3rd and 4th module data almost perfectly lines up with the stacking penalty. Close enough that the 5p leeway could easily be responsible... The 1st and 2nd modules seem a bit off, but some of that could be leeway as well... The rest? Again no idea. These modules seem all kinds of messed up though, so it could be anything. However.. I think we might have just discovered what is actually happening. The Myofibrils are, by my observations: 1.) Providing the melee damage boost to jump height. 2.) Affected by the skill. 3.) Affected by stacking penalties. At least roughly... Now you're making stuff up and grasping at straws. You realize that if these things were applying the melee bonus AND the skill bonus itd be a 75% increase...? I -just said- that it was a 50% increase using your hackneyed 'bottom of the feet" math but again this does not explain the GROSS discrepancy of why the numbers originally posted were within reasonable parameters and not something so crazy as 50-75%. Figure out why that is and I'll buy into this tin foil. If you can explain why the distance from the control line to the top of the head is within 25% margins but the control line to the feet is 50-75% then Ill start to listen. Until then, Im calling tin foil until I can get home and figure it out myself. If I had to guess, the jump height increase is centered at the camera-level, as that makes the most sense. Many games have their camera levels not actually at the eyes of the character, which would explain the discrepancy.
A possibility. But in the chance that jump height isn't actually centered at the feet like it should be, that should change.
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