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Koch Rosenzweig
S.K.I.L.L OF G.O.D
581
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Posted - 2015.08.20 19:49:00 -
[31] - Quote
F*CK MATHS
D4GG3R's FAN - - - SOG's Director & FC
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.08.20 20:00:00 -
[32] - Quote
Alena Ventrallis wrote:I think we could have something similar to how the charge sniper works. Perhaps under a certain threshold (say 20%) the scrambler does base damage, and we shorten the charge damage multiplier from 0%-100% to 20%-100% meaning you still get relatively the same amount of damage from a charge shot from 59%-100% charge without getting the microcharge values under 20%. Why though? What's been discovered isn't a bug. It doesn't need fixing.
If you think the scrambler does too much damage, just reduce the damage. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
12
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Posted - 2015.08.21 02:00:00 -
[33] - Quote
Varoth Drac wrote:Aeon, if you manage to do more testing, please would you test scrambler rifle dps by firing at a close target by spamming the trigger (realistically) and then using the damage done and time taken to calculate actual dps? Please also do this with an assault variant rifle (preferably CR, RR or AR) and a TacAR for comparison.
If you were able to fit this into your tests it would be awesome.
I don't know if you have an unusually fast or slow trigger finger, but it would be really interesting to see actual in game dps for semi auto weapons.
I suspect the scrambler rifles will do the most dps.
I feel that if the scrambler rifle were truly OP, more people would use it. I know this thread isn't calling for a nerf. I just think it would be a shame if the gun did get nerfed without the whole picture being taken into account. Rattati has the spawn efficiency numbers, which would probably be the most telling. If it does need a nerf, these investigations will help determine what to do. I suspect toning down damage or rate of fire threshold would be better balances, rather than messing with charge mechanics.
That's reasonable. I'll see what I can do when I get back home tonight :)
Thanks for all the support guys, let's fix Dust 514
:D
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Boot Booter
Dead Man's Game
1
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Posted - 2015.08.21 03:57:00 -
[34] - Quote
deezy dabest wrote:Tesfa Alem wrote:CHET CHEWS wrote:My head hurts, someone please explain to me what Aeon did here all other rifles fire when you press R1. hold the rigger and bullets fly. The scrambler rifle fires when you release R1. Because you need to hold the trigger for a charge shot, rounds only fly once youe release the tirgger. The longer the charge the increase in damage. No matter how quickly you hold and release the trigger, there is some damage build up. That makes the scrambler do more damage by about 10 hit points more than intended per single shot. good work Aeon. I am a staunch defender of the scrambler rifle, and good work on catching un-intended designs. Propose a charge damage delay? No charge damage increase below two rounds. Single shots do correct damage. Charge threshold starts at three, everybody wins. I disagree with needing this fix. What you are talking about here is a mess on a weapon that is already difficult for newbies. The damage multiplier at full charge is 3.5 The full charge time is 2 seconds. For simplicity we will say 2000 milliseconds hold for a full charge. 3.5 / 2000 = .00175% increase per millisecond. The DS3 has a refresh rate of 10 milliseconds. This makes the maximum variable .0175% based on your hold time versus refresh. It takes roughly 40 ms of hold time for the press to register and begin charging. So what we end up with is: 50 ms hold = .0175% base charge up from a very fast trigger tap. 70 ms hold = .0525% base charge up on a slightly slower trigger tap. At 71.5 base hp damage you end up with: 71.5 * 1.0175 = 72.75125 (*1.2 = 87.3015) (*.8 = 58.201) 71.5 * 1.0525 = 75.25375 (*1.2 = 90.3045) (*.8 = 60.203) The 2 to 3 extra HP that comes out of this is hardly worth an insanely over complicated band aid to feel like something has been accomplished. In reality it is the profile multipliers which spreads this gap to a point of even being notable. You should also remember that this increase in cycle time lowers the RoF effectively turning these into a near dead lock on the DPS.
OK...
1) you are assuming a linear build in damage. Maybe it's not... Would be interested in seeing this investigated.
2) evidence from this thread has showed damage upwards of + 10 (or whatever it was) not simply +2.
Just saying. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
12
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Posted - 2015.08.21 04:35:00 -
[35] - Quote
Okay. So, tested to see what happens in rapid fire or 'Panic Mode' conditions in which I accidentally killed Thaddeus Reynolds a few times during testing (sorry bro!) in order to illustrate what sort of increased damage occurs from Micro-Charging when firing rapidly.
You can see the results of that in Sheet 2 on the page which I will link again here: https://docs.google.com/spreadsheets/d/1CgTyBQgp5PLRG0wWFlRUitr9O0Gqawn-yue5iGpeb9s/edit?usp=sharing
VERY VERY IMPORTANT THAT YOU READ THIS PART AS IT ANTICIPATES SOME ARGUMENTATIVE VIEWS
I know a lot of you will be saying "but repair rate" - so we anticipated for that and factored it in using the in-game HP readout rather than mathematics. This was to prevent from rounding errors in the mathematics and the results were true to what happened in game.
I also know that a lot of you will be thinking, "Okay, well why does it say you shot nine 'rounds' but only recorded seven entries in some of the tests". His suit could only take eight rounds of fire (though statistically speaking it is -SUPPOSED- to take nine) before dying so there were some instances in which he lived (when I fired seven rounds) and some instances when I kept firing after he was already dead (when I fired nine rounds).
Beyond that, any more than seven rounds would not have provided any usable data as his HP was so low that the next round would have killed him -no matter what-, so we opted to simply put 'DEAD' as the result of that.
VERY VERY IMPORTANT THAT YOU READ THE ABOVE AS IT ANTICIPATES SOME ARGUMENTATIVE VIEWS
Now, down to the facts of the test: Mathematically speaking, his suit had enough armor (449) to survive nine rounds from my Quafe Scrambler Rifle as it is only supposed to do 54.6 damage per shot, even with the Warbarge Damage Bonus. Due to micro-charging when firing the Scrambler Rifle, he could only survive eight, as each round did higher than expected damage.
The AMOUNT of extra damage ranged from 4-7% - the equivalent of having a free enhanced or complex damage mod.
So, yes, there is some weight to stating that the Scrambler Rifle does more damage than it is supposed to - but whether or not that is over-powered or should be nerfed is debatable and argumentative. We're not here to say that, we're only here to provide the facts behind the weapon and the very simple fact is that due to Micro-Charging, YES, the Scrambler Rifle does more damage than it shows on paper.
Thanks for all the support guys, let's fix Dust 514
:D
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Sgt Kirk
Fatal Absolution Negative-Feedback
12
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Posted - 2015.08.21 04:41:00 -
[36] - Quote
Aeon Amadi wrote: YES, the Scrambler Rifle does more damage than it shows on paper. [/b][/i] That's all we needed.
Alright boys, take her away.
Once again good job Arkena.
Sgt Kirk's Propaganda Youtube Channel
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Nocturnal Soul
Primordial Threat
7
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Posted - 2015.08.21 05:01:00 -
[37] - Quote
Sgt Kirk wrote:Aeon Amadi wrote: YES, the Scrambler Rifle does more damage than it shows on paper. [/b][/i] That's all we needed. Alright boys, take her away. Once again good job Arkena. Got damn you Gallente!!! We could of gotten away with it if it wasn't for you meddling potatoes!!!
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Ghost Kaisar
Fatal Absolution
12
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Posted - 2015.08.21 05:16:00 -
[38] - Quote
Reign Omega wrote:Ydubbs81 RND wrote:lol dust players never cease to amaze me. I don't think that I've ever seen anything like this on any other game. I guess maybe it's the MMO crowd.
Good job though, no troll :) It's the mmo crowd combined with the competitive gaming crowd. You haven't seen number crunching until you've been to a live game tourney.
It's impressive, but I'm still more impressed by the fighting game community.
How the hell do they come up with stuff like this?
From 00:35 to 00:47 is a SINGLE COMBO (With two different videos showing different starting positions). Right afterwards is transitions for IF they try to react out of it in different ways.
Yes, I'm a Melty Blood fan, and H-Aoko is my favorite character. Kicking Ass never gets old. Love me a character with heavy zoning, meterless combos and seamless transitions into rushdown.
Currently listening to: Tsukihime OST
Re-Retired PC Scout. I miss the old days ;_;
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Thaddeus Reynolds
Facepunch Security
384
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Posted - 2015.08.21 05:51:00 -
[39] - Quote
@Deezy Debest A fairly large variance appeared when I used my device on the PS3 again, can't wait for your test data to be recorded...to see if this is just a problem on my end or something common). The Data recorded is also on the spreadsheet Aeon Posted, it seems to suggest that damage scales linearly with the charge, but more data is necessary to test this.
Edit:
It's also worth it to note that it appears to generate additional heat based on past data; however, more data needs to be gathered on the subject
Also...yes there is massive variance when I use the turbo functions, and I'm not sure what causes it, but I test the scripts on the PC to ensure that they are outputting correctly...the ScR is the only weapon where measured data has any noticeable variance at all.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
12
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Posted - 2015.08.21 07:29:00 -
[40] - Quote
Thaddeus Reynolds wrote:@Deezy Debest A fairly large variance appeared when I used my device on the PS3 again, can't wait for your test data to be recorded...to see if this is just a problem on my end or something common). The Data recorded is also on the spreadsheet Aeon Posted, it seems to suggest that damage scales linearly with the charge, but more data is necessary to test this. Edit: It's also worth it to note that it appears to generate additional heat based on past data; however, more data needs to be gathered on the subject Also...yes there is massive variance when I use the turbo functions, and I'm not sure what causes it, but I test the scripts on the PC to ensure that they are outputting correctly...the ScR is the only weapon where measured data has any noticeable variance at all.
I'm wondering if client <-> server latency has anything to do with it.
Thanks for all the support guys, let's fix Dust 514
:D
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.08.21 07:53:00 -
[41] - Quote
Another good test. I'd be careful saying it does more damage than it's supposed to. That's not quite right. It does more damage than it appears on paper, from our previous understanding of the way the weapon worked.
As is too often the case in Dust, the in game information poorly describes how things really work.
It would be interesting to know how quickly you fired those 7 or 8 shots. |
DeadlyAztec11
8
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Posted - 2015.08.21 08:20:00 -
[42] - Quote
I always thought this was the case. Though I thought about it for the Ion Pistol.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.08.21 16:46:00 -
[43] - Quote
Boot Booter wrote:deezy dabest wrote:Tesfa Alem wrote:CHET CHEWS wrote:My head hurts, someone please explain to me what Aeon did here all other rifles fire when you press R1. hold the rigger and bullets fly. The scrambler rifle fires when you release R1. Because you need to hold the trigger for a charge shot, rounds only fly once youe release the tirgger. The longer the charge the increase in damage. No matter how quickly you hold and release the trigger, there is some damage build up. That makes the scrambler do more damage by about 10 hit points more than intended per single shot. good work Aeon. I am a staunch defender of the scrambler rifle, and good work on catching un-intended designs. Propose a charge damage delay? No charge damage increase below two rounds. Single shots do correct damage. Charge threshold starts at three, everybody wins. I disagree with needing this fix. What you are talking about here is a mess on a weapon that is already difficult for newbies. The damage multiplier at full charge is 3.5 The full charge time is 2 seconds. For simplicity we will say 2000 milliseconds hold for a full charge. 3.5 / 2000 = .00175% increase per millisecond. The DS3 has a refresh rate of 10 milliseconds. This makes the maximum variable .0175% based on your hold time versus refresh. It takes roughly 40 ms of hold time for the press to register and begin charging. So what we end up with is: 50 ms hold = .0175% base charge up from a very fast trigger tap. 70 ms hold = .0525% base charge up on a slightly slower trigger tap. At 71.5 base hp damage you end up with: 71.5 * 1.0175 = 72.75125 (*1.2 = 87.3015) (*.8 = 58.201) 71.5 * 1.0525 = 75.25375 (*1.2 = 90.3045) (*.8 = 60.203) The 2 to 3 extra HP that comes out of this is hardly worth an insanely over complicated band aid to feel like something has been accomplished. In reality it is the profile multipliers which spreads this gap to a point of even being notable. You should also remember that this increase in cycle time lowers the RoF effectively turning these into a near dead lock on the DPS. OK... 1) you are assuming a linear build in damage. Maybe it's not... Would be interested in seeing this investigated. 2) evidence from this thread has showed damage upwards of + 10 (or whatever it was) not simply +2. Just saying.
To point 1
If this thread is correct then it most certainly is linear as there is no other way damage would be accumulated from just the time it takes a player takes to release the trigger. My preliminary testing has shown that it does accumulate in a uniform fashion. I will be releasing a full video and test results some time over the weekend as so far I have not had time to complete the test.
To point number 2
That is why I broke down the damage based on a 10ms cycle. Actual damage is decided by how fast the player presses and releases the trigger. Based on my numbers you could actually reverse engineer based on your damage and figure out a good estimate of how long you are actually holding the trigger. To give a little more perspective on those numbers it takes roughly 3 to 400 milliseconds to blink. The +2 was only meant to be a base for showing the difference between different players not as an actual measure of the damage being applied.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.08.21 16:51:00 -
[44] - Quote
Thaddeus Reynolds wrote:@Deezy Debest A fairly large variance appeared when I used my device on the PS3 again, can't wait for your test data to be recorded...to see if this is just a problem on my end or something common). The Data recorded is also on the spreadsheet Aeon Posted, it seems to suggest that damage scales linearly with the charge, but more data is necessary to test this. Edit: It's also worth it to note that it appears to generate additional heat based on past data; however, more data needs to be gathered on the subject Also...yes there is massive variance when I use the turbo functions, and I'm not sure what causes it, but I test the scripts on the PC to ensure that they are outputting correctly...the ScR is the only weapon where measured data has any noticeable variance at all.
If you are going to be online soon let me know. I would love to go ahead and record test data from both views and discuss some things.
I do see a bit of room for variance in your hardware but can not say for sure without a little more information.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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Thaddeus Reynolds
Facepunch Security
385
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Posted - 2015.08.21 16:55:00 -
[45] - Quote
deezy dabest wrote:Thaddeus Reynolds wrote:@Deezy Debest A fairly large variance appeared when I used my device on the PS3 again, can't wait for your test data to be recorded...to see if this is just a problem on my end or something common). The Data recorded is also on the spreadsheet Aeon Posted, it seems to suggest that damage scales linearly with the charge, but more data is necessary to test this. Edit: It's also worth it to note that it appears to generate additional heat based on past data; however, more data needs to be gathered on the subject Also...yes there is massive variance when I use the turbo functions, and I'm not sure what causes it, but I test the scripts on the PC to ensure that they are outputting correctly...the ScR is the only weapon where measured data has any noticeable variance at all. If you are going to be online soon let me know. I would love to go ahead and record test data from both views and discuss some things. I do see a bit of room for variance in your hardware but can not say for sure without a little more information.
I should have some time soon anyway...I'm logged on right now
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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