|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
18
|
Posted - 2013.04.03 00:05:00 -
[1] - Quote
After couple months of work, and beta testing, I am ready to present the:
Dust 514 Fitting Tool Short link: http://goo.gl/AU88Q Full link: https://docs.google.com/spreadsheet/ccc?key=0Aq6pdGj-zwyedDBIcnBpQXJLZlRBazQzUUU4YWExNGc
This is a Google Drive spreadsheet, which means that you will need to login to Google Drive and then do "File -> Make a copy" to save an editable copy for yourself.
To use, simply double click the green cells to select values, or start typing the module names in them.
Current Features: - *NEW* Skills and Characters sheet, allowing to save multiple characters, as well as preset ones such as "All LVL5" - *NEW* Online version check to inform you when the new version is available - Same layout as the in-game fitting screen UI - Advanced Fitting Tool mode, showing all calculations from base, after skills, after mods, after fitting, and the rounding. - Skills effecting your Dropsuit, Modules and Weapons stats - Fitting Skills giving reduction in fitting requirements - Proper stacking penalty calculation - Proper compounding bonuses - Indication of invalid fitting - Total cost of fitting - Accurate base data: market info data shows some values rounded only to 1 decimal place, whereas when you own the dropsuit, you can see the real values up to 2 decimal places. This makes a lot of difference.
Upcoming features - Weapon stats displayed in the Simple Fitting Tool sheet (right now, only fitting skills and stats are considered for weapons) - Vehicles *soon (tm)
Community suggested features (When these get moved to "Upcoming", you will know i am actively working on this) - "Clear all" button for fittings - Ability to have a few fittings saved at once (maybe 3 sheets) |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
18
|
Posted - 2013.04.03 00:05:00 -
[2] - Quote
How to update from 2.0.5 (and below) to 2.1.0 - To update, make a copy of the new version with a different name (for example prefix the version number) - Copy your skills from the previous version's "Adv Fitting Tool" sheet doing the following: --- Click on A3, --- Scroll to A115 (don't click) --- Hold SHIFT and click A115 (you should now have A3:A115 highlighted) --- Then CTRL+C - Paste your skills into new version's "Skills & Characters" sheet by doing the following --- Right-click on first skill level of "Your Char1" (default is I5) --- Select Paste Special -> Paste values only
Version History 2.1.0 - April 2nd Implemented "Skills & Characters" sheet. The skills are no longer enterable on "Adv Fitting Tool". Implemented online version check on "Simple Fitting Tool". Will check against the master. Enabled Stacking Penalty on Damage Modifiers. Added slot identifiers in big letters.
2.0.5 - April 1st Fixed Rapid Reload and Rapid Reload Proficiency skills. They were increasing reload time instead of decreasing it. Added link to Chankk Saotome's Character Skill Planner
2.0.4 - March 30th Fixed Knova Knive category. It is now a Sidearm weapon and will be effected by sidearm skills
2.0.3 - March 29th Fixed issue where all weapon slots where using the fitting reduction bonus of the first Light Weapon slot. Fixed a display bug on 'Simple Fitting Tool' where modules' PG usage was displayed twice
2.0.2 Fixed 'Armor' attribute of 'Armor Plates' not giving bonus.
2.0.1 Fixed CPU/PG/Armor/Shield on a lot of dropsuits. If you have 2.0.0 and your base numbers don't match, get this version.
2.0.0 Implemented "Simple Fitting Tool" sheet
1.0.2 Fixed Dropsuit Command skill bonus. 5% -> -5% Fixed Shield Recharge Rate, Movement, Sprint and Stamina to 2 decimal places (from in-game fitting screen) for a lot of suits. Confirmed values in green. Renamed all suits to be inline with in-game names Fixed Scout B-Series Melee Damage. 135 -> 285 Fixed 'Toxin' SMG missing CPU/PG Fixed Issue where Medium and Large Grenade slots were marked "in use" when Small Grenade slot was used. Fixed Shield Control bonus. 3% -> 5%
1.0.1 Added yellow highlight to slots that are not available, before the red errors are displayed Total fittable weapons calculation for Heavy and Sidearm weapons should work correctly now Separated Light and Heavy Weapon slots Added support for two Light Weapon slots Reworked Grenade slots to be inline with other Weapon slots Renamed all slots to be inline with in-game names Added auto-calculated "Total" for available weapons and grenades Fixed Logistics suits high-slots, removed erroneous multiple grenade slots
1.0.0 Initial release |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
18
|
Posted - 2013.04.03 00:05:00 -
[3] - Quote
ver |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
20
|
Posted - 2013.04.03 01:05:00 -
[4] - Quote
Released version 2.1.0 on April 2nd
New features: 2.1.0 - Implemented "Skills & Characters" sheet. The skills are no longer enterable on "Adv Fitting Tool". - Implemented online version check on "Simple Fitting Tool". Will check against the master. - Enabled Stacking Penalty on Damage Modifiers. - Added slot identifiers in big letters.
How to update from 2.0.5 (and below) to 2.1.0 - To update, make a copy of the new version with a different name (for example prefix the version number) - (Steps below are optional if you want to preserve your skills) - Copy your skills from the previous version's "Adv Fitting Tool" sheet doing the following: --- Click on A3, --- Scroll to A115 (don't click) --- Hold SHIFT and click A115 (you should now have A3:A115 highlighted) --- Then CTRL+C - Paste your skills into new version's "Skills & Characters" sheet by doing the following --- Right-click on first skill level of "Your Char1" (default is I5) --- Select Paste Special -> Paste values only
You can now select either of the 4 default starting characters. You now have an "All LVL5" character for all your theoretical testing Cool. You can now update skills for 3 of your characters (more can be added by following the instructions on the "Skills & Characters" sheet). Don't forget to rename them Blink. Your Character is selectable from the "Simple Fitting Tool" sheet same way you would select a Dropsuit.
I will warn against going wild with this however as the upcoming "Uprising" build of the game will change skills dramatically, and most of these will have to be re-entered.
The spreadsheet copy that you now make, will connect to the "master" spreadsheet and see if there is a newer version available. You will be prompted with a link to update that will take you to the new spreadsheet. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
20
|
Posted - 2013.04.03 01:09:00 -
[5] - Quote
N1ck Comeau wrote:I want to change the skills of my character but i don't know how can you tell me. I want to make this accurate.
Nevermind. I'm an idiot sometimes.
Glad you figured it out, but for the benefit of everyone else out there:
- Go to "Skills & Characters" sheet - Change only the green cells in here - In the column that starts with "Your Char1", rename this to your character name - In the same column, populate your skills - Now, on the "Simple Fitting Tool", under Character dropdown, you can select your character.
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
23
|
Posted - 2013.04.03 13:46:00 -
[6] - Quote
2100 Angels wrote:This is ridiculously awesome dude. Any plans to include officer weapons?
Adding weapons or suits is very easy. The difficult part is getting the stats. Even for items on the market, the stats are inaccurate as they are rounded off to 1 decimal point, whereas most stats have 2 decimal points when you actually own them and equip them
If you have the stats for specific officer weapons that you want, please post them here or send them to me in-game, and I will definitely include them |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
23
|
Posted - 2013.04.03 15:58:00 -
[7] - Quote
Done
Released version 2.1.1 on April 3rd
New features: 2.1.1 Added Militia suit BPOs (same stats as non-BPO) Added Type-I suit BPOs (same stats as non-BPO) Added all 'Neo' suit AUR variants (same stats as non-AUR counterparts) Added yellow highlight to "Click for update" message
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
38
|
Posted - 2013.04.04 13:22:00 -
[8] - Quote
CCP Eterne wrote:Glue applied. Thank you, much appreciated
MJ O'Mally wrote:Hi hydra, firstly, great tool and thanks for sharing it. Might have a small bug. I've selected the dragonfly suit and when I insert my chosen weapon then add in my sidearm it gives an error saying I've got too many light weapons. Both are in the correct slots. 1 for L and 1 for S. Hope this makes sense to you? Cheers........MJ
Were you using Knova Knives in the Sidearm slot? I've found the issue. A few fixes back, I've re-categorized Knova Knives from Light Weapon to Sidearm in terms of skills and which slot they appeared in, however I did not fix the slot that was used-up by them for the purposes of dropsuit validation.
This is fixed in 2.1.2. Your "Simple Fitting Tool" sheet should show an update is available.
2.1.2 - April 4th Fixed Knova Knives to actually use Sidearm slot instead of Light Weapon slot when validating dropsuit fitting
If you have an issue with something other than Knova Knives, please let me know and I will debug further. Thanks for bringing this to my attention. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
48
|
Posted - 2013.04.06 05:25:00 -
[9] - Quote
xAkantor wrote:Does the damage stats take into account the stacking penalties of damage mods?
Also, not sure if it shows but could you add a skill point total? Like how many skill points were used per skill? Have it show a total amount of skill points spent for the skills showing.
Also, can you see if you can add the AV Grenade direct damage stat? I know it would be hard to get the damage for all of them, I believe you can do it though!
There are compounding bonuses from skills and modules, and stacking penalty on all modules that have it specified (which at this point is every % bonus dropsuit module). There was an issue specifically with damage mods (not any other module) where i disabled stacking penalty on them in the beginning. This was supposed to be fixed in 2.1.0 but is really fixed in 2.1.4
I like the idea of calculating total SP for the currently configured skills. I will add that to the backlog (but this is a Fitting tool first and foremost, so can't promise when i will get to that)
As for AV nade direct damage, i'd like that too :) In a month a new build is coming that would hopefully give us a better in-game fitting tool that would show all stats. CCP also promised to release a table of all item stats before that. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
51
|
Posted - 2013.04.07 03:49:00 -
[10] - Quote
I've been making a few bugfix and content updates for the past couple of days, but today, we get a new feature:
Weapon stats are now displayed on the main Simple Fitting Tool sheet. These are fully affected by skills, modules, and stacking penalty (note: these were already available on the "Adv Fitting Tool" sheet)
2.2.0 - April 6th Implemented Weapon Stats display below the dropsuit (the values displayed are after skills, modules and stacking penalty are applied). Removed second Light Weapon slot from Simple Fitting Screen (it was there for the `Black Eagle` suit, but now I realise it works differently). Fixed display bug not showing PG consumption of bottom-most Equipment slot (calculations were still correct). Re-added red highlight to "INVALID FITTING" text (probably was broken since 2.1.0) Removed ISK cost from 'Exile' AR. Added missing Allotek Flux Grenade stats Changed all initial category texts to "--- EMPTY ---"
2.1.5 Added missing 'Black Eagle' AR and Shotgun Max Ammo and Reload Time Fixed Mass Driver and 'Tsunami' Mass Driver Damage values
2.1.4 Fixed missing "Type" for modules' attributes that currently have no associated modules (however this was causing the weapon stats to show up blank) Really enabled Stacking Penalty on Damage Modifiers (this was not done in 2.1.0)
2.1.3 Added 'Black Eagle' dropsuit, 'Black Eagle' Shotgun and 'Black Eagle' Assault Rifle Added 'Exile' Assault Rifle, 'Syndicate' SMG, HK4M Shotgun Added missing weapon stats (Damage, ROF, etc) for most weapons (only visible on "Adv Fitting Tool" for now) |
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
67
|
Posted - 2013.04.09 13:36:00 -
[11] - Quote
Kevall Longstride wrote:Thanks for creating this. I've the thread in our own forums as its a good training tool. o7
Glad you like it and use it. Gives me motivation to continue to improve this. Please post here any feedback/suggestions/questions and/or bugs.
Speaking of improvements, here is what I am working on for the next release: - "Reset" fitting button - done - "Load/Save/Delete" fitting buttons - done - "Add Character Slot" button - done - Button to give ability to copy characters/saved fittings from previous versions after the update - still working on this.
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
72
|
Posted - 2013.04.12 00:42:00 -
[12] - Quote
Yeah, took me a while to figure out where the thread went. I'd rather if it was in Rookie Training Grounds.
Beren Hurin wrote:So HydraSlav, one thing I want to try to simulate is a timeline representing hypothetical damage scenarios and tanking scenarios.
I think people don't really respect the benefit of Armor as much as they should, or regen-tanks as much as they should.
Showing the merits of a variety of fittings and their ability to operate in different environemnts could reveal some good data.
I know what you are talking about. I saw something like this in EFT, and even in the old Eve-Fit (who remembers that?). I will see if i can do something like this (not any time soon however... the Uprising will have a lot of changes to catch up on).
"Artificer Ghost " wrote:In the 'Character' box in the middle of the Speadsheet, it has all the classes, and 'Arbiter' is spelled wrong. You spelled 'Arbitrer. :)
Other than that, great tool! Question: Does the whole spreadsheet update if you change the 'Dropsuit' section? That'd be so much easier, use-wise. :P
I will fix the typo, thanks for reporting
As for Dropsuit, if you mean "do all displayed stats reflect the currently selected dropsuit?", the answer is yes. You can change the dropsuit at any time, and the whole spreadsheet will recalculate based on the new dropsuit. Similarly, you can change the character/skills at any time, and everything will recalculate. If you change to a lower skilled character that no longer has enough CPU/PG, the dropsuit validation will turn red indicating "Invalid Fitting".
In the coming version, there are buttons to save/load fittings, as well as "reset" button to clear all modules
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
72
|
Posted - 2013.04.12 02:49:00 -
[13] - Quote
Artificer Ghost wrote:Alright. Just wondering, I'm running Windows 7 and using Chrome as my default browser, should I have downloaded it as a Windows Excel file? I don't see the CPU/PG bar and the slots/stats/etc isn't automatically updating. :P
"FAQ" wrote:Q: I can't change any values / I get permission error, what to do? A: This is a Google Drive spreadsheet. Before you can use it, you need to be logged in to Google Drive, then select "File -> Make a copy..."
Unfortunately, when downloaded as Excel, some lookup formulas don't get converted, which makes the whole thing useless. The only way to use it is online through Google Drive. And not on the "master" spreadsheet, but by making your own copy. The benefit to making your own copy (besides ability to change fields) is that your Characters and Fittings remain private to yourself.
I could have enabled public editing, but that would have been a chaos with everyone changing stuff at the same time.
Now, if you haven't already made a copy, give me a little time, i am about to release the next version that has many UI improvements including saving/loading of your fittings.
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
72
|
Posted - 2013.04.12 06:43:00 -
[14] - Quote
Version 2.3.0 is released. This one is all about the UI. Please note some of these scripts can take a while to run. Please don't modify values while the script is running. There are confirmation popup dialogs when the scripts finish.
You now have Saved Fittings management buttons. There is also the ability to import data from previous spreadsheets. Please note the import will overwrite existing data.
You can import Character skills data from your previous spreadsheets. You can also import Saved Fittings from other spreadsheets, but since no version prior to this one had it, it will only be useful in the next release.
However, corps can use this feature to come up with standard fittings for CB or whatnot, and share it with the members
2.3.0 Implemented button 'Save As' to save a new fitting or make a copy of fitting Implemented button 'Save' to save/overwrite as currently selected fitting Implemented button 'Load' to load currently selected fitting Implemented button 'Delete' to delete currently selected fitting Implemented button 'Reset' to remove all modules Implemented button 'Import' to import fittings from earlier/other spreadsheets (would only work on spreadsheets at 2.3.0 and above) Implemented button 'Add Character Slot' to insert new character slot Implemented button 'Replace Character Data' to bring over your character data from earlier/other spreadsheets Unfroze top 4 rows on 'Simple Fitting Tool' to better position new buttons. Let me know if this is cause issues for anyone Fixed spelling of 'Arbiter' starting character Added Fused Locus Grenade |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
81
|
Posted - 2013.04.17 11:24:00 -
[15] - Quote
CCP Frame wrote:Thread is now moved to the Rookie Training Grounds :)
Did i ever mention that you guys are the greatest? |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
95
|
Posted - 2013.05.01 01:11:00 -
[16] - Quote
Skybladev2 wrote:Great tool! But I don't see prerequisites for each item, only primary and secondary skill. Where to find minimal levels of each skill to use particular module?
Hi unfortunately i don't have that in the spreadsheet.
May i suggest this Dust 514 Wiki: http://wiki.dust514.info/index.php?title=Weapons_Overview
They have direct skill requirements for each weapon/module, and when you click on them, it takes you to the skills page with more in-depths per-requisites.
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
96
|
Posted - 2013.05.02 21:01:00 -
[17] - Quote
Poison Prey wrote:Without a doubt I am extremely grateful for al the work you shared with us.......
I am just curious, are you going to be updating with the new uprising stats?
Which I know would be an incredible amount of work...
Yes, i fully intend to update it with Uprising stats. If someone is willing to help me get the stats, please let me know, and i will explain how you can help me.
I hope there aren't many functional changes in Uprising, although i already heard about some suit having 2 Sidearms without Light Slot, and this won't work with current Spreadsheet out of the box.
The bigger issue with stats is that currently, unless you can actually fit a dropsuit on fitting screen, you don't get the accurate values from "show info" (they are rounded to 1 decimal place, while the fitting screen shows them at 2 decimal places). From what i've seen so far about Uprising, this didn't change. Add the fact that increased SP requirements for proto suits means fewer people will get them from the start. Chances are: i won't be able to collect accurate stats for quite some time.
In other news, my wife is looking into building this as an HTML5 application. And i am researching various mobile SDKs to make a cross platform (iOS and Android) app. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
97
|
Posted - 2013.05.06 17:43:00 -
[18] - Quote
2100 Angels wrote: I know Iron Wolf is collating all of the skill book passives as I write this Got a link please?
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
105
|
Posted - 2013.05.12 20:54:00 -
[19] - Quote
Just an update:
I've completed a prototype that accounts for the new Dropsuit role bonuses, and entering the data-dump data now. However in 2 days, there will be new skills and new data stats... so there is little value in releasing it for just 2 days.
Sorry i wasn't able to get the May 6th version out sooner. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
107
|
Posted - 2013.05.13 14:16:00 -
[20] - Quote
Chankk Saotome wrote: Uprising Dropsuit Data Charts Cleaned up from the mess we had posted. After the good word from hydraSlav's on my Skill Planner, I figured I should just promote his some more in my own menial way.
Wow that is very helpful. Are these the stats posted a few days go? Or the new ones coming May 14th? I couldn't find a link to May 14th stats yet.
Also, where did you get the High/Low/Equip slot counts? It wasn't in the data-dumps that i saw.
|
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
107
|
Posted - 2013.05.14 15:09:00 -
[21] - Quote
Chankk Saotome wrote:I've actually gone through and checked all the numbers and added the High/Low/Equip/Weapon slots manually. This means I could only look at the stats of suits either on the market or that I actually have myself in assets. An explanation for why I don't have Vanity Suit slots (though they match their respective level).
I'm really disappointed I never got those back but as they have heavy Skill requirements they're as useless to me as two of three MAG suits I collected.
I also gathered all the specific skill bonuses for my own Skill Planner the same way.
I have way too much free time and spend too much DUST time just gathering numbers.
Good work :) Do you have one for modules/weapons? (with the 10% damage increase)
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
107
|
Posted - 2013.05.14 16:09:00 -
[22] - Quote
Chankk Saotome wrote:I'm still waiting to see the proper stacking penalties math'd out, or at least get an idea of reduction percentages. There have been a lot of presumptions made from EVE-side, but don't know if anyone's got it quite down here in DUST as the whole situation is a bit of a mess.
No presumptions. I've proved it that it works just as EvE here: https://forums.dust514.com/default.aspx?g=posts&m=550644#post550644 With confirmed numbers from Dust (for previous build)
For the actual percentages of each penalty, look at the last sheet on my tool. It shows the table and nice graph of the stacking penalty reductions. The values are not random, it's actually a formula (although who knows how CCP came up with that formula)
The formula is actually this: 0.5^(((n) / 2.22292081)^2) where n is the module number (arranged highest-bonus to lowest-bonus) |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
109
|
Posted - 2013.05.15 19:12:00 -
[23] - Quote
Chankk Saotome wrote: Not sure why they would make it all so complicated, but meh... I'm sure there's SOME logical reason for it.
For the stacking penalty, they probably drew a curve first, and then found a formula to match the curve
Here is the update on the progress:
2.4.0 (not yet released) Implemented Uprising Skills and bonuses Implemented 'Role' attributes and bonuses to Dropsuits Implemented 'Role' bonuses for Modules Implemented 'Role' bonuses for Weapons Implemented 5th High and Low slots Implemented new slots for Saved Fittings and updated Save/Load functions Implemented new Attributes for Weapons TODO: Uprising Dropsuits, Modules and Weapon stats TODO: Add 10% (inaccurate) to all Uprising weapon damage stats, besides Nova Knives and Grenades TODO: Add weapon ranges from Musta Tornius's thread TODO: Star (*) for inaccurate/incomplete Dropsuits and Weapons Removed Chromosome predefined starter characters TODO: Are all Uprsing starter characters with same skills? Removed Chromosome predefined starter fits TODO: Add Uprising default starter fits Fixed '% Armor Repair' attribute typo Fixed 4th High Slot on Simple Fitting Tool displaying incorrect CPU/PG/Cost summary Fixed Damage Skills for Forge Gun, Mass Driver, Plasma Cannon, Swarm Launcher and Flaylock to increase Splash Damage as well TODO: Fix damage mods to apply to direct, splash, missile damage
I am working from work, so progress is sporadic. Code is complete. I will be adding the dropsuit stats next (thanks Chankk), and then importing the data-dump. The data-dump stats are inaccurate, so will be asking the community after that to collect the accurate data. And all the new weapon stats are missing.
Also, i am getting a ton of emails from people hitting the master spreadsheet and requesting me to share it. - Please: the master spreadsheet is unlisted while i do the updates. - There is an archive of previous (Chromosome) version here - Ragardless of whether you are trying to use the master spreadsheet or the archive, you don't need to request "sharing", you need to click "File -> Make a copy..." to make your own copy for editing (you need to be logged in to google drive) |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
109
|
Posted - 2013.05.15 21:59:00 -
[24] - Quote
Ahh bummer! It's missing grenades info. Do we just assume each suit has 1 grenade?
Small for Scout Medium for Logi Large for Heavy
What about assault? It's a medium frame, but last build it had "small" grenades
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
114
|
Posted - 2013.05.16 13:04:00 -
[25] - Quote
Chankk,
Open my spreadsheet (if you don't have a copy saved, use the 2.3.0 archive version linked in the OP) Go to the last sheet titled 'DataStacking'. You may need to use the 'right' arrow-button at the bottom right of the screen. That sheet has the formula, the values, and the graph for the stacking penalty.
I made a mistake when i copied the formula here. It is supposed to be: 0.5^(((n-1) / 2.22292081)^2) (note the missing -1 compared to previous one)
Anyways, the exact values are:
Module Penalty 11 20.869119980603939 30.570583142994654 40.28295515344762 50.105992649359361 60.029991166363798 70.00641018306537 80.001034920471206 90.00012621268072 100.000011626753717 110.000000809046389 120.000000042525345 130.000000001688425 140.000000000050638 150.000000000001147 160.00000000000002
Hope this helps.
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
114
|
Posted - 2013.05.16 13:14:00 -
[26] - Quote
Chankk Saotome wrote:There's only the one grenade size type as it stands now and everybody gets one...
All grenades are "small", but different suits have different grenade slots. The "higher" slots allow fitting "smaller" grenades, just like you can fit a Light Weapon into Heavy Weapon slot
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
114
|
Posted - 2013.05.16 14:25:00 -
[27] - Quote
Oh no no, i didn't come up with this formula. I was using widely-accepted EvE knowledge for that. There are tons of sites that quote that formula, for example the EvE Uni http://wiki.eveuniversity.org/Stacking_penalties
However, i just came across a very well written paper about the stacking penalty here (it's a PDF) http://forum.battleclinic.com/index.php?action=dlattach;topic=9196.0;attach=3848
That guy goes into deep deep detail about this, how he found it, and number comparisons. His formula is: EXP(-((n-1)^2/7.1289))
With his formula some values are a bit different, but only after the 10th decimal place. Since Dust doesn't even show more than 2 decimal places, it will be impossible to compare which is more accurate. But his results are spot on for EvE.
I will probably switch the spreadsheet to his formula, although the results remain same with both.
Quote:Maybe I'm not seeing these correctly but just using 3 of the 1.5dn Myofibril Stimulants I go, 110.00 > 137.5 > 167.38 > 191.25, Absolute bonuses per module of 27.5, 29.88 (an increase), and finally 23.87 (expected decrease below first module's bonus). Something doesn't seem quite right here... That doesn't seem right at all. Are you sure you've used the same module all 3 times? |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
114
|
Posted - 2013.05.17 02:42:00 -
[28] - Quote
Base stamina: 200 Module: Militia Cardiac Regulator Stamina bonus: 25% In game: 200 > 250 > 304.32
200 * (1+(0.25*1)) * (1+(0.25*0.869119980603939)) = 200 * 1.25 * 1.21727999515098475 = 304.3199987877461875 =~ 304.32 Exactly what the game shows
Note that if you use rounded 2 decimal point values for stacking, the results are NOT accurate. 200 * (1+(0.25*1)) * (1+(0.25*0.87) = 200 * 1.25 * 1.2175 = 304.375 =~ 304.36 See, the above is not what the game shows.
Lets look at your results again: 120 base > 150 > 182.59 > 208.64
Now lets break them in reverse 150/120 = 1.25 = 25% module 1 182.59/150 = 1.21727 = 21.727% module 2 208.64/182.59 = 1.14266 = 14.266% module 3
Now what it would have been had we followed the formula: 0.25 * 1 = 0.25 = 25% module 1 0.25 * 0.869119980603939 = 0.217279995200099 = 21.727% module 2 0.25 * 0.570583142994654 = 0.14264578587764 = 14.265 % module 3
As you see, everything matches, besides that 0.001 difference on module 3. This is due to the fact that the numbers we see in-game are rounded off. Therefore, when we extrapolated the per-module percentages from the numbers you posted, those numbers were already off due to fitting screen rounding. Proof? Let's take the correct values above, and apply the maths to them:
120 * 1.25 = 150 (same what you see in-game) 150 * 1.217279995200099 =182.59199928001485 (in-game correctly rounds to182.59, which is what you see, but the full value is used further in the formula) 182.59199928001485 * 1.14264578587764 = 208.637978512282045338019482954 (in-game correctly rounds to 208.64)
So everything is spot on. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
114
|
Posted - 2013.05.18 03:06:00 -
[29] - Quote
WOLF T wrote:is the dust fitting up to date for that changes that were made in uprising and the release of stuff on the 14th yet? if so where can i download the app from?
I am releasing the updated version today. It will have the data from the data-dump CCP provided for may 6th release + 10% damage increase (from may 14th) to everything but Grenades and Nova Knives + The new weapons (Scrambler Rifle, Plasma Cannon, Flaylock Pistol
I will be adding weapon ranges from Musta Tornius is the update after this one.
The link will be same as what's posted on the OP (which is currently unavailable)
Also, just to be clear: this isn't an app, this is spreadsheet, albeit a nice looking one ;) |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
114
|
Posted - 2013.05.18 17:40:00 -
[30] - Quote
Released Uprising version 3.0.0 - May 18th (Uprising data) Implemented Uprising Skills and bonuses Implemented 'Role' attributes and bonuses to Dropsuits Implemented 'Role' bonuses for Modules Implemented 'Role' bonuses for Weapons Implemented 5th High and Low slots Implemented new slots for Saved Fittings and updated Save/Load functions Implemented new Attributes for Weapons Implemented Equipment attributes (on Advanced Fitting Tool only for now) Implemented Uprising Dropsuits, Modules and Weapon stats Implemented Star (*) for inaccurate/incomplete Dropsuits and Weapons Removed Chromosome predefined starter characters Removed Chromosome predefined starter fits Removed unused Module attribute calculations in an effort to speed up performance Removed gridlines from Simple Fitting Tool to give it a more 'app-like' view Fixed '% Armor Repair' attribute typo Fixed 4th High Slot on Simple Fitting Tool displaying incorrect CPU/PG/Cost summary Fixed Damage Skills for Forge Gun, Mass Driver, Plasma Cannon, Swarm Launcher and Flaylock to increase Splash Damage as well
Notes: Note that there is no point in importing your previous Saved Fittings and Characters. They are not valid for Uprising. Also, considering the big differences between Chromosome and Uprising, if you try to use "Import" buttons it won't work.
I am missing the weapon Ranges and Optimals in this release. I will get them added ASAP.
I did not get a chance to do a lot of testing for this release in favor of getting this out sooner. Some of the things i am not sure about: - The rounding on Armor Repairer skills (Amarr Logistics Dropsuits and Armor Repair Systems) . If you have a repairer that does 2 HP/s, and a skill that gives you 5%, you get 2.1 HP/s. Does the game only give you 2? Or does it round up to 3? - The rounding on the Clip Size skills (Minmatar Assault Dropsuits and Swarm Launcher Operation) Again, if you have a swarm launcher with clip size 2, and a skill that gives you 10%, you get 2.2 Does the game give clipsize of 2 or rounded up to 3? - Also, i didn't get a chance to test what's considered "explosives" for the purposes of the Explosives skill. Grenades and REs both have this skill as a requirement, so i am considering Grenades and REs as explosives.
Please post bugs and discrepancies that you find here. I will address them immediately. |
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
126
|
Posted - 2013.05.20 17:23:00 -
[31] - Quote
Kleanur Guy wrote:I don't know if its just me being silly, but your stacking penalties for armor and sprint mods don't work TOGETHER. Individually, their numbers work properly, but as soon as I had 1 sprint mod on top of some armor plates it jumps up 1+movement speed. Also I'm pretty sure the stats for most suits are funny, I've only checked the Minmatar Mk.0 and the Gallente Gk.0 but their base PG are 'off'.
Great job on this btw thanks.
I am gonna look into armor plate + speed mod.
However i was not able to find any PG values off for any Gk.0 or Mk.0 (and i've just checked them all in-game). The data comes from CCP's data-dump.
Now, are you talking about suit base (i've just checked, they're correct)? Or what you see in-game without any mods fitted (i.e. after all your skills before mods)? If the latter, please note this "Known Issue"
"hydraSlav's" wrote: - There is a bug on CCPs end where sometimes after skills are applied in-game it shows 1 less CPU and/or PG than you should have. Prime example: Militia Heavy CPU. Base value is 180. Circuitry skill gives 5% increase. 5% of 180 is 9. At circuitry LVL4, you should have 20% increase, or +36. Total should be 216 CPU, yet in-game it always shows 215. I've chosen this example in particular to show that this is not a rounding issue. I've tried creating threads in Bugs forum, I've created an official bug report, I've even petitioned this. I got a canned response that the game is in beta and discrepancies are expected and will be fixed "in future builds". The only way this maths can work is if the base CPU for Militia Heavy is really 179.5, and the calculation uses full values while the fitting screen rounds off. But I could not get CCP to confirm/deny this.
Please let me know exactly what issue you are seeing
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
131
|
Posted - 2013.05.20 23:41:00 -
[32] - Quote
Kleanur Guy wrote:I don't know if its just me being silly, but your stacking penalties for armor and sprint mods don't work TOGETHER. Individually, their numbers work properly, but as soon as I had 1 sprint mod on top of some armor plates it jumps up 1+movement speed
Ok so in-game, using Militia Gallente Medium Frame Base Sprint: 7 Militia Armor Plates penalty: -3% Militia Kinetic Catalyzer: 5%
In-game Base + 2 armor plates: 7 > 6.79 > 6.61
Which matches: 7 * (1+ (-0.03*1) * (1+ (-0.03*0.87) 7 * 0.97 * 0.9739 = 6.612781 ~= 6.61 (matches what the game shows) There is one important lesson here: module penalties are affected by stacking penalty Cause if not: 7 * 0.97 * 0.97 = 6.5863 (does not match in-game)
Next, let's add the speed mod In-game Base + 2 armor plates + 1 speed mod: 7 > 6.79 > 6.61 > 6.94 =================
If we take our mods, and arrange them with highest bonus first (the correct way), we get: 5%, -3% -3% 7 * (1+ (0.05*1) * (1+ (-0.03*0.87) * (1+ (-0.03*0.57) 7 * 1.05 * 0.9739 * 0.9829 =~ 7.04 (which what the spreadsheet shows) However the game shows differently. Even if we change the order: -3%,-3%, 5% 7 * (1+ (-0.03*1) * (1+ (-0.03*0.87) * (1+ (0.05*0.57) 7 * 0.97 * 0.9739 * 1.0285 =~ 6.80 (still different from the game)
We already know that module penalties do get stacking penalty, but just for theorizing, if no stacking penalty is applied to module penalties: 7 * 0.97 * 0.97 * 1.05 =~ 6.92 (close, but still not it)
The only way i could make it work is if the movement penalty stacks separate from sprint bonus 5%, (-3% and -3% stacked separately) 7 * 1.05 * (1+ (-0.03*1) * (1+ (-0.03*0.87) 7 * 1.05 * 0.97 * 0.9739 =~ 6.94 (this finally matches what the game shows) ==================
I don't have a 4-low-slot suit. Can someone get the in-game numbers with 2 armor plates and 2 kinetic catalyzers so we can confirm the numbers (please indicate the suit and the modules used)?
It could be another error on CCP's part. It's not like it hasn't happened before: damage mods wrong, base CPU/PG after skills wrong.
The good news: armor plates and kinetic catalyzers are the only module that i know of where penalty and bonus overlap, so it's only one scenario. The bad news: armor plates and kinetic catalyzers are the only module that i know of where penalty and bonus overlap, so getting a confirmation with another scenario is impossible, and short of petitioning CCP for reply, we are simply guessing. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
131
|
Posted - 2013.05.21 00:02:00 -
[33] - Quote
Kleanur Guy wrote:I'm seeing 78PG base, I was under the impression they were 70PG base, I might be wrong I haven't played on the new build :(
I can confirm they are correctly 78PG in the data-dump and in-game.
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
131
|
Posted - 2013.05.21 01:10:00 -
[34] - Quote
Greasepalms wrote:not sure if it's just me but every grenade has 0/0 CPU/PG Hmm... you are right. The data-dump did not contain CPU/PG fitting requirements for any weapons, so i had to collect them all by hand. Guess i got distracted when doing the nades and never finished it.
I will update that soon. In the meanwhile, you can go to DataWeapons sheet, and just enter the values manually for the nades that you use (scroll far right to get to nades) |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
133
|
Posted - 2013.05.21 13:50:00 -
[35] - Quote
Rynx Sinfar wrote:Also note that the Dren Sentinel Suit is not correct in that it lists it as having 0 module slots (both high and low), but you can get around this with just using the A-1 sentinel for now (or enter the data)
edit: appears to be same for all dren
Damn, i was supposed to mark those Drens with a star (*) indicating they have incomplete stats. This is what happens when you work till 3am for a week... All weapons/mods/suits marked with a star (*) have incomplete stats. The data-dump did not have slot information for any suits. Chankk was kind enough to provide stats for most suits
You have the slot stats for these suits, please post them here. Quafe' Scout G-I Quafe' Scout gk.0 Dren' Scout G-I Covenant' Assault C-I Dren' Assault C-I Templar' Assault A-I Dren' Logistics M-I Templar' Logistics A-I Dren' Sentinel A-I Templar' Sentinel A-I
I will make a thread in GD asking community for missing stats (not just suits, weapons too). If you guys could bump it there, we would get more responses and get this filled quicker |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
133
|
Posted - 2013.05.21 13:58:00 -
[36] - Quote
hydraSlav's wrote:Greasepalms wrote:not sure if it's just me but every grenade has 0/0 CPU/PG Hmm... you are right. The data-dump did not contain CPU/PG fitting requirements for any weapons, so i had to collect them all by hand. Guess i got distracted when doing the nades and never finished it. I will update that soon. In the meanwhile, you can go to DataWeapons sheet, and just enter the values manually for the nades that you use (scroll far right to get to nades)
Grenades are fixed in 3.0.1 Fixed Grenades missing CPU/PG/ISK stats Fixed 'Repair Tools' separator in the correct spot before Repair Tools Added star (*) to Dropsuits that are missing slot stats |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
133
|
Posted - 2013.05.21 14:49:00 -
[37] - Quote
Rynx Sinfar wrote:Might want to look at those grenades again... I think you may have sneezed at some point O,o
edit: also I can confirm that slot stats for Dren Sentinel is same as Sentinel A-1. I can also confirm the Dren Assault is equivalent to Assault C-1 for slots. I believe you can confidently use the Tier 1 role stats for all Dren suits. Templar suits are currently not released, only the Templar Uplink.
I did I sneezed and misaligned the names with the stats
Fixed in 3.0.2
If you guys don't want to reimport your skills/fittings, and you manually fix it by going to DataWeapons tab, scrolling to far right, and moving all grenade names (just the names) to the right by 1 cell.
BTW, while on topic of grenades, someone please check the effect of Explosives skill. It's supposed to reduce CPU of Explosives, but i've read someone that it doesn't in-game. Any confirmation?
Thanks for info on the Dren suits. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
134
|
Posted - 2013.05.21 15:51:00 -
[38] - Quote
Rynx Sinfar wrote:Also... *cough*... you may want to look at saved fitting slots on low side. It saves it correctly but when recovered, my low module in slot 1 (bottom) was moved to slot 3 (middle)
note: nvm it does break stuff. Slot 3 is not recovered when loading, it just uses slot 1
I should hire you as my QA
Fixed in 3.0.3 Pretty much all of low slots were mixed up after i added the 5th. The good news is that the saving was correct, so you can still reuse your existing saved fits.
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
134
|
Posted - 2013.05.21 15:57:00 -
[39] - Quote
Nice work. Oh and i've been using your formatted data-dump from here: https://docs.google.com/spreadsheet/ccc?key=0AjhtV2Pl_-oLdExRYnM2TFpOaVN6bC1zdS13RmZPa3c#gid=0 Someone linked it to me, didn't know who the owner was in Dust, until now when i saw the same name on that spreadsheet and the one you just linked. So now that i know: credits are up :) |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
136
|
Posted - 2013.05.21 18:56:00 -
[40] - Quote
Mmm... i like that. I've sent a share request (not for sharing, but so that you get my email address). I want to work together with you to bring this into the main spreadsheet.
BTW, instead of ='Simple Fitting Tool'!K12
Try: =FILTER(FILTER(FittingSuitStats,FittingSuitAttrb="Armor"),FittingSuitHeader="ModsR") The above makes sure that no matter where the cells move to during any other upgrade, you will still get the correct value.
Oh and don't even get me started on fighting with Google.... |
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
140
|
Posted - 2013.05.22 03:06:00 -
[41] - Quote
Rynx Sinfar wrote:You might want to check some math on here for the regulator. With a Assault C-1 and an Enhanced Regulator you have 5/8->4/6.4 when I have 0 skillpoints. However if I were to give myself skill levels in the regulator skill (let's say level 5) this changes to 4.5/7.2 Which is much less ideal (and equivalent to a 10% boost instead). Basic regulator does nothing
3.0.4 Fixed the issue with the Shield Regulation skill having inverse effect on the module.
As far as i can tell, this is the only module in such scenario. Not sure why you are saying the Basic Shield Regulator "does nothing". That i could not reproduce. Possible you were doing too many changes at once and the spreadsheet didn't catch up? |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
145
|
Posted - 2013.05.22 16:34:00 -
[42] - Quote
Rynx Sinfar wrote:HydraSlav from the looks of it you are adding the bonus to the mod rather than multiplying by it. So for example with the default setup of light frame that has a delay of 4/8, a basic regulator reduces this to 3.6 / 7.2 . both of which are a 10% decrease. However if I increase my skill level to 5 (with the character option of level 5 skill all) this number goes to 3.2 / 6.4 . Which indicates a 20% decrease. If I were to only have level 3 regulators I would get a 16% decrease with basic regulators. So what was it was adding a negative effect like discussed and because at level 5 you have 10%, and a basic has 10%, they were canceling eachother out.
I haven't used them personally in the new build (part of what I use this tool for, and what I use my armor calculator for is comparing Armor and Shield tanking) but I believe the skill only increases the effects by a percent of the base module, not a straight score. So at lvl 5 skill a basic module should give a 11% reduction, and an enhanced module should give a 22%, and a complex should give a 27.5%. Granted it's not exactly stunning but otherwise no matter what mod you used you'd get a free basic regulator as well.
I am multiplying them. Skill bonus 2% per level = 0.02 Base shield amount from complex shield extender: 66 66 * (1 + 0.02) = 67.32
However the same doesn't work when the module is giving a percentage increase Skill bonus 2% per level = -0.02 (i've had to change this to minus in the previous "fix") Base regen reduction from basic shield regulator: -10%, or -0.1 -0.1 * (1 + -0.02) = -0.098 or -9.8% This is actually a reduction to the module's -10%
I guess we rushed this. The skill bonus should remain a positive 2% -0.1 * (1 + 0.02) = -0.102 or 10.2% at LVL1 -0.1 * (1 + 0.1) = -0.11 or 11% at LVL5 Right? 11% is a 10% increase on 10%?
However the spreadsheet was not picking up this value. Here is a raw formula for each skill-calculated column: =IF($AL36="",0,$AL36 *IFERROR(PRODUCT(ARRAYFORMULA(1+FILTER(SkillTotal,SkillAttrb="% "&$T36&" "&$AL$5))),1) *IFERROR(PRODUCT(ARRAYFORMULA(1+FILTER(SkillTotal,SkillAttrb="% "&$T36&" "&$AL$6))),1) *IFERROR(PRODUCT(ARRAYFORMULA(1+FILTER(SkillTotal,SkillAttrb="% "&$T36&" "&$AL$5&" "&$I$5))),1) *IFERROR(PRODUCT(ARRAYFORMULA(1+FILTER(SkillTotal,SkillAttrb="% "&$T36&" "&$AL$5&" "&$I$6))),1) *IFERROR(PRODUCT(ARRAYFORMULA(1+FILTER(SkillTotal,SkillAttrb="% "&$T36&" "&$AL$6&" "&$I$5))),1) *IFERROR(PRODUCT(ARRAYFORMULA(1+FILTER(SkillTotal,SkillAttrb="% "&$T36&" "&$AL$6&" "&$I$6))),1) +IFERROR(SUM(FILTER(SkillTotal,SkillAttrb=$T36& " "&$AL$5))) +IFERROR(SUM(FILTER(SkillTotal,SkillAttrb=$T36& " "&$AL$6))) +IFERROR(SUM(FILTER(SkillTotal,SkillAttrb=$T36& " "&$AL$5&" "&$I$5))) +IFERROR(SUM(FILTER(SkillTotal,SkillAttrb=$T36& " "&$AL$5&" "&$I$6))) +IFERROR(SUM(FILTER(SkillTotal,SkillAttrb=$T36& " "&$AL$6&" "&$I$5))) +IFERROR(SUM(FILTER(SkillTotal,SkillAttrb=$T36& " "&$AL$6&" "&$I$6))))
To calculate percentage increases, it is looking for the attribute name (T36 in this case), and prefixes it with "% ". This works fine for a Shield Extender, where: The attribute is "Shield" (because it's a plain bonus) The skill is "% Shield" And the formula finds that and adds % increase to the module's plain bonus.
For the Shield Regulator it didn't work cause: The attribute is "% Shield Delay" The skill is "% Shield Delay" And it's looking for "% % Shield Delay" that it can't find. So the % bonus from line 2 of the formula does not get applied. Instead, it matches line 8 from the formula which is actually meant for plain-bonus addition, not % increases
The fix is stupidly simple: Change the skill to "% % Shield Delay"
However now i am rounding -0.102 to -0.10 which is same as without the skill bonus applied: Question: what does the game do? With Basic Regulator and Shield Regulation skill at lvl1: Does the game show final Shield Depleted Delay as 8 > 7.2 Or does the game show 8 > 7.184 (or 7.18)
What about with skill at lvl2?
I guess i am going to have to make an alt to test this out, skill level by level
*** This also means that all skills that effect modules that have %-based bonus are applied wrong right now However skills that effect modules that have plain-bonus (such as Shield Extenders) are correct ***
I don't want to rush this out until i confirm the values in-game, so i am putting this as a known issue |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
145
|
Posted - 2013.05.22 16:54:00 -
[43] - Quote
Driftward wrote:I noticed that the shotgun proficiency skill gives the wrong attribute. It no longer applies a damage bonus. Instead it "increases" RoF by 3% for each level applied. Also, this is probably true (not necessarily RoF but other bonuses depending on the weapon) for other weapon proficiencies.
EDIT: wrong percentage value. and the fact that I'm raging because I only just now noticed that EVERY other weapon receives a damage buff with proficiency.
EDIT EDIT: I did some DPS calculations and the DPS is the same regardless of damage buff or RoF buff. But I'm still annoyed.
Is this a new change?
I don't see any mention of this https://forums.dust514.com/default.aspx?g=posts&t=80463&find=unread |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
146
|
Posted - 2013.05.22 17:36:00 -
[44] - Quote
Rynx Sinfar wrote:My understanding is the respec didn't occur today, in which case I have regulators at level 3. I can test with basic and enhanced vs. the dren suits, and starter gallante. I may be able to level up regulator depending on how much spare SP I currently have, of which I think is atleast 100k.
For suits this would give us test cases of 4/8, 7/10, 5/8, 6/6, 7/10
of which I can test at least a 10% reduction *6%efficacy, 20% reduction * 6% efficacy. And then potentially also test with 8% efficacy. No way I'll reach 5 before respec
If you were gonna go for the respec anyways, i'd like those numbers.
If not, i have some alts that were accruing SP that i can use to test. I don't really need the high level skills, I am more interested in the progression from lvl1 to lvl3
Thank you |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
146
|
Posted - 2013.05.22 18:10:00 -
[45] - Quote
Byozuma Kegawa wrote:I'm noticing a discrepancy between the tool and the game. Using this arrangement I get two different HP totals;
3 enhanced shield extenders, 2 enhanced armor plates, Amarr advanced logistics suit, Dropsuit Armor Upgrades 5, Dropsuit Shield Upgrades 1
In the Fitting Tool - 637 In Game - 640
I'm not sure where the difference is coming from.
Are you sure that's the only skills you have affecting shield and armor? Cause with just those skills, i am getting 624 EHP
Please check levels of your: Armor Plating Shield Extension
Further, please check in-game vs in-tool - Dropsuit armor/shield after skills before modules are added - Shield after 3 shield mods are added - Armor after 2 armor mods are added Got to find the point where it breaks
Thanks |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
147
|
Posted - 2013.05.23 01:58:00 -
[46] - Quote
Oh boy... did this go into effect today? https://forums.dust514.com/default.aspx?g=posts&m=838163#post838163
Rynx, Byozuma, i am looking into the issues you dug up |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
148
|
Posted - 2013.05.23 04:36:00 -
[47] - Quote
Rynx Sinfar wrote:it did not, no word on when
also I can't accurately test the regulator as it doesn't display the value and the difference will be too small for me to manually record. Didn't they used to show the shield delays in the main stats before?
Not in the last build. Don't know from before.
I've collected a bunch of numbers from in-game. Will analyze them tomorrow. However some preliminary (not confirmed yet) findings are: - Unlike everyone else that rounds 0.5 and above up, CCP rounds 0.5 and below down. - Unlike the Chromosome build that truncated Shield/Armor values, Uprising seems to round them (with the above note) - Furthermore, seems like Shield/Armor decimal point values are preserved through the formula calculations (it is only rounded for display)
Like i said, i will analyze and present the results tomorr..... /me looks at the clock .... err later today |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
150
|
Posted - 2013.05.23 19:42:00 -
[48] - Quote
Issue 1: Last build Armor/Shield (and CPU/PG) values were rounded down (i.e truncated). Other values were rounded (both ways), but these 4 were rounded down, so i specifically set them so. In Uprising, Armor/Shield (and i will assume CPU/PG for now as well) are actually rounded (up and down).
Proof: Most of the Dropsuits' base Armor/Shield are multiples of 10. The skills that increase Armor/Shield are in 5% increments. As a result, these values will either be a round number, or ending in 0.5 (not good for this test). There are a couple of Dropsuits that are different. I will use Militia Amarr Heavy Frame. I've actually increased my skill while recording the numbers.
Dropsuit Armor Upgrades: 5% Armor per level Militia Amarr Heavy Frame Base Armor: 304 After Skill LVL1: 304 * 1.05 = 319.2 (319 in-game, rounded down) After Skill LVL2: 304 * 1.10 = 334.4 (334 in-game, rounded down) After Skill LVL3: 304 * 1.15 = 349.6 (350 in-game, rounded up)
Conclusion A: Armor/Shield is rounded both ways, no longer truncated. (I will assume CPU/PG is the same way for now)
Issue 2: CCP is using round-half-down method instead of round-half-up that's used by everyone else. There isn't even a function in Google Spreadsheets to change the rounding to round-half-down.
What this means is: usually values >=0.5 are rounded up, and <0.5 are rounded down. What CCP is actually doing: values >0.5 are rounded up, and <=0.5 are rounded down.
Proof: Most of the Dropsuits' base Armor/Shield are multiples of 10. The skills that increase Armor/Shield are in 5% increments. As a result, these values will either be a round number, or ending in 0.5. I am using Militia Gallente Medium Frame
Dropsuit Armor Upgrades: 5% Armor per level Militia Gallente Medium Frame Base Armor: 210 After Skill LVL3: 210 * 1.15 = 241.5 (241 in-game)
Dropsuit Shield Upgrades: 5% Shield per level Militia Caldari Medium Frame Base Shield: 210 After Skill LVL1: 210 * 1.05 = 220.5 (220 in-game)
At first glance, looks like the values are rounded down/truncated. This would be an easy mistake, as most Dropsuits have stats that would end up in 0.5 after skills. However from Conclusion A we know that these values are in fact rounded (up and down). Therefore ...
Conclusion B: CCP is using round-half-down method. Values >0.5 are rounded up, and <=0.5 are rounded down.
Issue 3 In the previous builds, after skills were applied (to Armor/Shield and CPU/PG), the results were rounded down (as discussed in Issue 1). Whole values were then used when calculating module bonuses. Don't have any numbers from back then, but the whole reason i have a "SkillR" column, before having a "Mods" column is to account for that intermediate rounding. That seems to be no longer the case, as the full value is used (even if it is rounded on display)
Proof:
Dropsuit Armor Upgrades: 5% Armor per level Militia Gallente Medium Frame Base Armor: 210 After Skill LVL3: 210 * 1.15 = 241.5 (241 in-game)
Armor Plating: 2% bonus to Armor Plates per level Militia Armor Plates Armor Bonus: 40 After Skill LVL1: 40 * 1.02 = 40.8 (potentially rounded up?)
Basic Armor Plates Armor Bonus: 65 After Skill LVL1: 65 * 1.02 = 66.3 (potentially rounded down?)
Here are some raw results from in-game
Base > Militia Plate 1 > Militia Plate 2 > Militia Plate 3 241 > 282 > 323 > 364
Base > Basic Plate 1 > Basic Plate 2 > Basic Plate 3 241 > 308 > 374 > 440
Let's analyze this, while remembering Conclusion A and Conclusion B. The unknowns we are trying to solve are: - Is the full after skills Armor value or 241.5 being used, or the rounded 241? - Does the module's bonus get rounded (up and down)? Or truncated?
Test 1: Rounded Armor value after skills of 241 is used
If using truncated value of Armor Plates after skill at 40 and 66 241 + 40 = 281 [FAILED]
If using full value of Armor Plates after skill at 40.8 and 66.3 241 + 40.8 = 281.8 (display rounded to 282) [Passed] 241 + 40.8 + 40.8 = 322.6 (display rounded to 323) [Passed] 241 + 40.8 + 40.8 + 40.8 = 363.4 (display rounded to 363) [FAILED]
If using rounded value of Armor Plates after skill at 41 and 66 241 + 41 = 282 [Passed] 241 + 41 + 41 = 323 [Passed] 241 + 41 + 41 + 41 = 364 [Passed] 241 + 66 = 307 [FAILED]
Test 1 failed to pass. Conclusion C: When modules are calculated, it is not using rounded (displayed) value of dropsuit attribute after skills.
Test 2: Full Armor value after skills of 241.5 is used
If using truncated value of Armor Plates after skill at 40 and 66 241.5 + 40 = 281.5 (display rounded to 281) [FAILED]
If using full value of Armor Plates after skill at 40.8 and 66.3 241.5 + 40.8 = 282.3 (display rounded to 282) [Passed] 241.5 + 40.8 + 40.8 = 323.1 (display rounded to 323) [Passed] 241.5 + 40.8 + 40.8 + 40.8 = 363.9 (display rounded to 364) [Passed] 241.5 + 66.3 = 307.8 (display rounded to 308) [Passed] 241.5 + 66.3 + 66.3 = 374.1 (display rounded to 374) [Passed] 241.5 + 66.3 + 66.3 + 66.3 = 440.4 (display rounded to 440) [Passed]
If using rounded value of Armor Plates after skill at 41 and 66 241.5 + 41 = 282.5 (display rounded to 282) [Passed] 241.5 + 41 + 41 = 323.5 (display rounded to 323) [Passed] 241.5 + 41 + 41 + 41 = 364.5 (display rounded to 364) [Passed] 241.5 + 66 = 307.5 (display rounded to 307) [Passed] 241.5 + 66 + 66 = 373.5 (display rounded to 373) [FAILED]
Test 2 passed when using full values of Armor Plates after skill
Conclusion D: When modules are calculated, it is using full value of dropsuit attribute and module attribute after skills.
=== post size limit reached === |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
150
|
Posted - 2013.05.23 19:42:00 -
[49] - Quote
Summary of all conclusions Conclusion A: Armor/Shield is rounded both ways, no longer truncated. (I will assume CPU/PG is the same way for now) Conclusion B: CCP is using round-half-down method. Values >0.5 are rounded up, and <=0.5 are rounded down. Conclusion C: Superseded by Conclusion D Conclusion D: When modules are calculated, it is using full value of dropsuit attribute and module attribute after skills.
What does this all mean? When the spreadsheet was first written for Chromosome, a lot of things were different. Some columns exist solely for the purpose of working around the previous implementation, which has now changed for Uprising. Sigh...
I will change the whole structure to support these new findings now. Since these are some major changes I will publish a link to "beta" version of the changes so that the few people here can preview it and confirm that everything matches now. If this wouldn't break other existing stuff, then i will update the master spreadsheet.
Thank you guys for drilling this down with me
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
150
|
Posted - 2013.05.23 20:54:00 -
[50] - Quote
Byozuma Kegawa wrote: Adding on the two enhanced armor plates gives;
In-game CPU 148/320, PG 30/56, Shield 231, Armor 409, Movement Speed 4.13, Sprint Speed 5.79 Fitting Tool CPU 148/320, PG 30/56, Shield 228, Armor 409, Movement Speed 4.09, Sprint Speed 5.82
Seems the speed computation isn't quite on par, either, as I have no SP in Dropsuit Biotic Upgrades or it's tree. Adding on the last module of a Militia Armor Repairer yields this;
In-game CPU 173/320, PG 32/56, Shield 231, Armor 409, Armor Repair Rate 7.5, Movement Speed 4.13, Sprint Speed 5.79 Fitting Tool CPU 173/320, PG 32/56, Shield 228, Armor 409, Armor Repair Rate 7, Movement Speed 4.09, Sprint Speed 5.82
Mayhaps the tool rounds down where it shouldn't?
You've posted the same results twice, armor and speed.
Also, in Chromosome, the attributes displayed under "Show Info" were rounded to only 1 decimal place, but the actual value displayed inside the fitting screen was to 2 decimal places. The maths was quite wrong if the rounded value was used. CCP's data-dump is also listing Movement/Sprint (and others) to 1 decimal place.
Please confirm that the base Movement/Sprint for Logistics A/1-Series is 4.5/6.4 on the fitting screen.
The numbers you posted would be correct if the base values were 4.54/6.37 |
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
150
|
Posted - 2013.05.23 23:57:00 -
[51] - Quote
Byozuma Kegawa wrote:The base speed listed for the A/1-Series is 4.5/6.4 in the marketplace and 4.55/6.37 in the fitting screen.
Well, there you go.... now i got to run around the forums asking people for the real stats of all suits.... And it's not just Movement/Speed. Every attribute on fitting screen, besides CPU/PG/Armor/Shield, is correct to 2 decimal places, while the "show info" only shows 1 decimal place. Double sigh....
Although it doesn't seem like those values change between STD/ADV/PROTO, so i just need to get to STD role-specific suit of every class of every race. When is the respec again? |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
150
|
Posted - 2013.05.24 01:31:00 -
[52] - Quote
Well, this was actually easier done than said. There is a benefit to thinking ahead and making the spreadsheet dynamic and modular .
Here is a 3.1.0 Beta version https://docs.google.com/spreadsheet/ccc?key=0Aq6pdGj-zwyedGg2YlRzakRCTkFvV3NtSUdUcU1hNVE#gid=32 You do have to request access for this one. This will be a temporary sheet, i will delete it eventually. Please use this sheet to verify the new rounding/intermediate results calculations
Byozuma Kegawa, your fittings works fine in this version. Please note that all values that you see on the fitting screen (such as shield recharge rate, movement, etc) will not be calculated correctly unless the base value (from the data-dump) matches to in-game value.
If you have accurate data for the suits, please let me know.
I am interested if CPU/PG reduction of equipment is working correctly
|
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 13:43:00 -
[53] - Quote
xAckie wrote: But on the one linked in the first post the CPU for the basic SMG is wrong and the toxins etc dont load.
Hi
Items with star (*) are incomplete. That means i do not have all stats for them. Weapons that start with a star (*) in their name are missing CPU/PG requirements. Dropsuits that start with a star (*) in their name are missing their slots layout (high/equipment/low/weapons/grenades).
I have Toxin SMG listed with a star (*), because i don't have the stats for it. If you have the base CPU/PG/Damage of Toxin SMG, please paste it here and i will updated the spreadsheet.
Also what is wrong with Basic SMG? Is the CPU not 15?
Quote: This is where the suit I am trying to build gets maxed out quite quickly and tbh putting 1 in SMG operation bumps it up 1pg which cant be right? though I put in 1 operation for assault (with duvolle) and core upgrades up to 5
I am not sure what you mean there. Please explain.
SMG Operation does not change PG. Dropsuit Core Upgrades increases CPU/PG by 1% per level. I am afraid i don't understand what you are saying here. Can you tell me what values you see in-game, and in the tool? |
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 14:17:00 -
[54] - Quote
2100 Angels wrote:hey hyrda, first of all awesome job mate.
Just wondering about the calculations for kinetic catalyzers and movement speed. Have you taken stacking penalties into account for these? Version 3.04 (still waiting for 3.1 access) is telling me I can get a 10.87 moving speed on a Logistics mk.0 and 10.43 on my minmatar medium frame mk.0....
My own calculations with stacking show this:
Medium Frame mk.0 (2 complex kinetic catalyzers): 9.8 m/s Logistics mk.0 (3 complex kinetic catalyzers): 9.75 m/s
This is taking into account Level 5 biotic upgrades and level 5 kinetic catalyzation... not sure if I'm missing something else?
I can confirm that in 3.0.4 all skills that affect modules with %-based bonuses are broken and don't work correctly. I had put that into known issues
Known Issues wrote: - Skills that effect modules that have %-based bonus are applied wrong right now. This includes: Cardiac Regulation, Kinetic Catalyzation, Shield Regulation, Shield Recharging and Hand to Hand Combat. However skills that effect modules that have plain-bonus (such as Shield Extension, Armor Plating and Armor Repair Systems) are correct.
If you don't want to wait for the update, you can manually fix it. Open Skills & Characters sheet, find one of the broken skills (listed above), and where you see, for example, "% Sprint Kinetic Catalyzer" add extra percentage with space, like this "% % Sprint Kinetic Catalyzer". If you want to fix Shield Regulation, you also need to change the -2% modifier to 2%.
Version 3.1.0 fixes this (i've give access to 2 people this morning, i guess that's xAckie and yourself)
With 3.1.0, i am getting: Medium Frame mk.0 (2 complex kinetic catalyzers): 9.71 m/s Logistics mk.0 (3 complex kinetic catalyzers): 9.85
Let's see the maths: Base Sprint: 7.4 Biotic Upgrades: 1% Sprint per level At LVL5 skill = 7.4 * 1.05 = 7.77
Kinetic Catalyzation: 1% bonus to Kinetic Catalyzer per level Complex Kinetic Catalyzer Base bonus: 12% or 0.12 At LVL5 skill = 0.12 * 1.05 = 0.126 or 12.6%
First module: 0.126 Second module: 0.126 * 0.87 = 0.10962 or 10.962%
Final bonus: 7.4 * 1.05 * 1.126 * 1.10962 = 9.7080875724 =~ 9.71
Please note As noted in post #120, unless the base values match the 2 decimal point values on fitting screen, your in-game numbers will be off. CCP did not provide stats precise to 2 decimal points, yet in-game uses 2 decimal point precision.
|
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 14:23:00 -
[55] - Quote
xAckie wrote:Not sure if this will help. They are from the fitting screen in the game.
Balac
CPU 90 PG 13 damage: 39.3 Rate of fire 857.1 Accuracy rating 59.6 Clip size 72 Max Ammo 360 reload time 3.0s meta level 10
Krins CPU 90 PG 13 damage 37.4 rate of fire 750 accuracy 59.5 clip size 90 max ammo 450 reload time 3.0s meta level 10
ARs, right? Nice, i will put that in.
|
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 14:54:00 -
[56] - Quote
xAckie wrote:sorry, trying to type from phone.
on the beta the SMG is indeed 15 CPU. On the spreadsheet from the first post link it says it comes up with 14 CPU. If the numbers behind it are saying 15 I am not sure what is changing the number.
sorry, I meant SMG fitting optimisation.
Settings were engineering level 5, dropsuit core level 5, assault rifle fitting optimisation level 2 - this was the base I was starting from. (assault rifle in fitting is a duvolle (in the spreadsheet it says its PG is 12 but in the game it is 13 - are you decreasing the numbers in the slots as the levels are added?)
And then if I put SMG fitting optimisation to level 1 I get a decrease of 1PG. I am not sure if this is right as 5% of 3pg...
OK, 2 issues i see here
First, there is a skill Sidearm Operation that reduces Sidearm CPU by 3% per level. There is also a skill Light Weapon Operation that does the same. I don't have access to in-game right now, but i am getting conflicting information.... Some other spreadsheets/sites i am looking at are showing these skills reducing CPU, others list them only as unlocks.
Can someone please confirm from in-game what does the skill do?
Second issue is related to what's described in #115. In Chromosome, CPU/PG were always rounded down, so even if you had 14.90 CPU after skills, it would be rounded down to 14. Version 3.0.4 follows this implementation. This is why you see a decrease of 1PG when 5% is applied to 3PG.
Version 3.1.0 changes that implementation (look at post #115 for details). However the testing was done on Armor/Shield. That's why i am letting you guys preview 3.1.0 Beta, as the impact of the change is significant. Please let me know if 3.1.0 works correct for you
Also, final note: in-game fitting screen does not show skill affects on modules (well, it didn't last build). The only way to see correct CPU/PG usage of a module in-game is to highlight it for fitting (don't press X yet), and then press Square for stats. The stats page will now show the CPU/PG before and after fitting side by side. Calculate that difference, and that's your real number.
Hope this helps. |
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 15:12:00 -
[57] - Quote
xAckie wrote:the SMG CPU has dropped to 14 - but the strange thing is I havent put anything in SMG optimisation yet.
the PG is quite key for suits and a 5% reduction in SMG PG giving an increase in 1PG is quite major
Found the issue in the 3.1.0 beta. The fixes i did were only for dropsuit and modules. I've updated it for Weapons as well now (try again). This will fix the issue were it was jumping from 15 to 14 for 5% decrease.
Everything else i said above still stands though. There is a skill "Sidearm Operation" that reduces CPU. Can you please confirm in-game this is what the description there says (some sources i find have it, some don't), and confirm if you are putting any levels into it in your skills in the spreadsheet
Quote:Do you know how CCP is changing the numbers that are then displayed on the in game fitting screen? Last build they simply didn't display it (didn't check in this build)
Module/weapon stats were not effected by skills on display. Only way to get the correct number was to go to "Stats" page (square button), just before you fitted the module/weapon and calculate the difference.
For dropsuits stats they are using half-round-down method, as explained in post #115 |
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 15:45:00 -
[58] - Quote
xAckie wrote:On screen check: sidearm operation is 3% reduction to CPU usage Light weapon operation is 3% reduction to CPU usage
Thank you
Quote:Slightly confused on your conclusions. Will CCP not tell you how they are calculating the bonuses? No. They may have confirmed that roles, skills and module bonuses are compounded. But i've never seen them go into details of their implementation and rounding.
Even the stacking penalty: it was EvE players that had to figure it out all those years go (link to a players research paper on stacking penalty).
Or the half-down-rounding... i had to find this out the hard way.
Or the change to how Dropsuit's Armor/Shield/CPU/PG are rounded between Chromosome and Uprising.... where are the change notes?
Quote:and are they rounding down for sidearm and assault weapons like dropsuits - or are you just presuming? Since CCP won't tell, this fall into hands of players research. I've checked Armor/Shields and 100% certain of those conclusions (post #115 again). I don't know about weapon/module CPU/PG requirements in Uprising.
In Chromosome, it was truncated: 0.80 PG consumed 0 PG on in-game fitting screen. In Uprising, since finding out they changed Shield/Armor, i can't tell for sure anymore. This is why i stopped updating the spreadsheet and version 3.1.0 is released as beta so we can figure this out first.
If 3.1.0 matches with in-game (remember, module/weapon stats are not updated with skills in in-game fitting screen, so we have to rely on final numbers on the dropsuit), then we will know this presumptions are correct. If it doesn't match, we will keep figuring this out.
And i really appreciate your help guys in getting this right. When i get home today, i will be doing more testing in-game with my alt's SP and recording the results |
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 18:15:00 -
[59] - Quote
alten hilt wrote:I think I found a mistake with the Minmatar Logistics suits
The High and low slots are mixed up between the M-1 and the M/1. You have 2 slots on the M/1 and 3 on the M-1. Shouldn't this be swapped?
I'm not ingame at the moment to confirm.
It's possible. The slot information was not in the data-dump, so i was copying that from elsewhere. Please confirm in-game when you get a chance.
So far, the raised issues are: - Logi M-I and Logi M/1-Series have wrong high slots. Will update. - Shotgun Proficiency skills is increasing damage instead of ROF. Will update - Shield Regulation skill is still incorrect in it's bonus (essentially 3.0.4 did not fix anything, just messed around). Fixed in 3.1.0 - All skills that affect modules that have a %-based module are currently not correct. Fixed in 3.1.0 - Some weapons have missing CPU/PG. I am aware of that, they are marked with a star (*). Will update them as i manage to collect their stats. - Some dropsuits have missing slots layouts. I am aware of that, they are marked with a star(*). Will update them as i manage to collect their stats. - I've made a thread in GD for the purposes of the above 2 issues, bump it up please so we can get all (xAckie already provided some in current thread): https://forums.dust514.com/default.aspx?g=posts&m=845132#post845132 - CCP data-dump provided dropsuit attributes accurate to 1 decimal point (like in "show info"), but the fitting tool in-game is using values accurate to 2 decimal points (only visible when you are actually fitting the suit). This will affect speed, shield recharge and similar calculations. Will update as i manage to collect these stats (not a single resource i've seen provides correct values for these). - CPU/PG/Armor/Shields is truncated (including any fitting skill calculations). This was the behavior in Chromosome. 3.1.0 fixes this and we are testing if this has unexpected effect anywhere else. - CCP uses round-half-down method. This is implemented in 3.1.0. Show me one other spreadsheet/tool that's doing round-half-down |
hydraSlav's
Ostrakon Agency Gallente Federation
152
|
Posted - 2013.05.25 19:55:00 -
[60] - Quote
Kaelan Masterson wrote:I am not sure if I just didn't find it or if it is not there, but the Dragonfly Assault [nSv] definitely needs to be added :)
Got the stats? Please post, and i will add |
|
hydraSlav's
Ostrakon Agency Gallente Federation
152
|
Posted - 2013.05.25 20:00:00 -
[61] - Quote
Spacetits CDXX wrote:Something about the way you're calculating sprint speed with Biotics at 5 is incorrect. Your spreadsheet predicts me being much faster than I actually am (according to in-game stats). There appears to be no discrepancy on a Biotics 0 char.
hydraSlav's wrote:- CCP data-dump provided dropsuit attributes accurate to 1 decimal point (like in "show info"), but the fitting tool in-game is using values accurate to 2 decimal points (only visible when you are actually fitting the suit). This will affect speed, shield recharge and similar calculations. Will update as i manage to collect these stats (not a single resource i've seen provides correct values for these).
What suit are you using? What is the base Sprint/Movement that you see on the Fitting Screen with 2 decimal places (not from "Show Info", but on fitting screen) and what is your in-game skill of Dropsuit Biotic Upgrades?
Using the above info, i can deduce the base of the dropsuit. It is probably inaccurate in the data-dump. |
hydraSlav's
Ostrakon Agency Gallente Federation
152
|
Posted - 2013.05.26 04:05:00 -
[62] - Quote
Spacetits CDXX wrote: Kinetic Catalyzation Ahh.... you didn't mention that before
Known Issues wrote: - Skills that effect modules that have %-based bonus are applied wrong right now. This includes: Cardiac Regulation, Kinetic Catalyzation, Shield Regulation, Shield Recharging and Hand to Hand Combat. However skills that effect modules that have plain-bonus (such as Shield Extension, Armor Plating and Armor Repair Systems) are correct.
This is fixed in 3.1.0 (not yet out, but i have a link to the beta version a few posts up).
Just a little longer before i release 3.1.0 to everyone. |
hydraSlav's
Ostrakon Agency Gallente Federation
156
|
Posted - 2013.05.27 03:11:00 -
[63] - Quote
Kaelan Masterson wrote:hydraSlav's wrote:Kaelan Masterson wrote:I am not sure if I just didn't find it or if it is not there, but the Dragonfly Assault [nSv] definitely needs to be added :) Got the stats? Please post, and i will add Sure. 'Dragonfly' Assault [nSv] Max. PG. 30kW Max. CPU 150gF Shield 210HP Armor 120HP Shield Recharge Rate 25.0 HP/s SHield Recharge Delay 5.0s Shield Depleted Recharge Delay 8.0s Armor Repair Rate 0.0 HP/s Movement Speed 5.0 m/s Sprint Speed 7.0 m/s Sprint Duration 15.0 s Stamina 150.0 Stamina Recovery Rate 15.0 /s Scan Profile 50dB Scan Precision 55dB Scan Radius 10.0m Melee Damage 110.0 HP Meta Level 1
Nice. Slot layouts please, including weapons and grenades
Thank you
|
hydraSlav's
Ostrakon Agency Gallente Federation
156
|
Posted - 2013.05.27 14:48:00 -
[64] - Quote
Kaelan Masterson wrote:I knew I forgot something. I made a screenshot of the Fit. Slot Layout.
Great. Added in 3.1.0. I assume it's got Caldari Assault bonus based off other stats. |
hydraSlav's
Ostrakon Agency Gallente Federation
156
|
Posted - 2013.05.27 21:19:00 -
[65] - Quote
Byozuma Kegawa wrote:Not sure if this has been reported yet, but the fitting tool isn't calculating the value of weapons into the fitting ISK cost.
Append: Nor the cost of grenades. Maybe that whole section of the tool isn't being read in regards to ISK.
You are looking at 3.1.0 Beta, right? Thanks for pointing this out. I must have broke it when the rounding was changed. It is fixed now in 3.1.0 Beta.
|
hydraSlav's
Ostrakon Agency Gallente Federation
164
|
Posted - 2013.05.28 14:23:00 -
[66] - Quote
Laurent Cazaderon wrote:By the way. Maybe i missed it but is there any way to see the total SP requirement for your char ?
Sorry, not at the moment, although this had been requested a few times. There are several other spreadsheets that do the Skills and SP far better than i could, here and here Also please note that currently there is no enforcement of skill pre-requisites.
And while we have CPM member attention, could you inquire with CCP regarding Dust API and CREST to help tools such as this? Thank you. |
hydraSlav's
Ostrakon Agency Gallente Federation
166
|
Posted - 2013.05.29 02:48:00 -
[67] - Quote
A note on Saved Fittings If you had saved a fitting that had a starred (*) item, and this item was updated in this release, your fitting will fail to load. To fix this, go to Saved Fittings sheet, find the relevant fitting, and remove the star (*) and the trailing space.
To beta version testers If you had 3.1.0 beta version, please discontinue its use and update to proper 3.1.0
3.1.0 - May 28th Implemented CCP's round-half-down method for Dropsuit attributes (display only). For research, refer to post #115 Implemented rounding changes for the following Dropsuit attributes. Change in Uprising is that these values are no longer truncated, but rounded, and full value is used for calculations. Dropsuit SkillsR column is now not used. For research, refer to post #115: - CPU/PG - Armor/Shield Implemented rounding changes for the following Module attributes. Change in Uprising is that these values are no longer truncated, but rounded. For research, refer to post #115: - Fitting CPU/PG - Shield - % CPU - PG - Armor - Armor Repair Rate - All attributes had their precision raised to 9 decimal places Implemented rounding changes for the following Weapon attributes: - Fitting CPU/PG - Max Ammo - Clip Size - All attributes had their precision raised to 9 decimal places Implemented accurate 2 decimal precision values for Movement/Sprint on all Dropsuits: Implemented Aenigma's Stacking Formula instead of the other common one: - From: 0.5^(((n-1)/2.22292081)^2) - To: EXP(-((n-1)^2/7.1289)) Added new Dropsuits: - 'Dragonfly' Assault [nSv] - Balac's Modified Assault ck.0 Added missing Slot Layout stats for the following Dropsuits: - 'Quafe' Scout G-I - 'Quafe' Scout gk.0 - 'Covenant' Assault C-I - 'Dren' Scout G-I - 'Dren' Assault C-I - 'Dren' Logistics M-I - 'Dren' Sentinel A-I Added new Modules: - 1.5dn Myofibril Stimulant - HEP Metabolic Enhancer Added missing Fitting CPU/PG stats for the following Modules: - Hacked Nanohive - Hacked Drop Uplink - 'Templar' Drop Uplink - Basic Kinetic Catalyzer Added accurate Damage values for all Weapons. The 10% boost from data-dump was not accurate. Added known Weapon Min Optimal range and Max Optimal range from Musta Tornius's thread Added missing Fitting CPU/PG for the following Weapons: - Gastun's BRN-50 Forge Gun - Gastun's MIN-7 HMG - Recruit Assault Rifle - 'Exile' Assault Rifle - 'Toxin' Assault Rifle - 'Dren' Assault Rifle - Krin's SIN-11 Assault Rifle - Balac's GAR-21 Assault Rifle - 'Covenant' Sniper Rifle - C27-N Specialist Sniper Rifle - Thale's TAR-07 Sniper Rifle - 'Dren' Swarm Launcher - 'Black Eagle' Shotgun - 'Dren' Shotgun - 'Black Eagle' Assault Rifle - 'Syndicate' Submachine Gun - 'Toxin' ICD-9 Submachine Gun - Cala's MK-33 Submachine Gun - 'Dren' Scrambler Pistol - IA5 Tactical Scrambler Pistol - Wolfman's PCP-30 Scrambler Pistol - Fused Locus Grenade - Hacked EX-0 AV Grenade Fixed Logistics M-I and Logistics M/1-Series slot layout (it was swapped) Fixed 'Sever' Logistics M-I Shield/Armor (it was swapped) Fixed Scan Radius on all Dropsuits: 5 -> 10 Fixed Shotgun Proficiency skill to increase ROF instead of Damage Fixed "efficacy" skills for %-based modules: - Cardiac Regulation - Kinetic Catalyzation - Shield Regulation - Shield Recharging - Hand to Hand Combat Removed Sentinel role bonus from Mauler Heavy (unconfirmed, but it does not look like Sentinel) Updated Credits and Acknowledgements |
hydraSlav's
Ostrakon Agency Gallente Federation
166
|
Posted - 2013.05.29 04:52:00 -
[68] - Quote
Byozuma Kegawa wrote:You broke weapon costs again. ^,^
I've got to stop doing that... well at least i know someone i using that feature
Fixed in 3.1.1 Fixed Weapon cost calculation to total Dropsuit cost |
hydraSlav's
Ostrakon Agency Gallente Federation
173
|
Posted - 2013.05.29 15:34:00 -
[69] - Quote
Byozuma Kegawa wrote:I'm noticing some discrepancies in the CPU/PG of certain items, like the Flux Repair Tool (CPU 24, PG 4 in-game).
Seems to be a typo. I've got 54 instead of 24 CPU. Is that the only one you found? |
hydraSlav's
Ostrakon Agency Gallente Federation
173
|
Posted - 2013.05.30 03:20:00 -
[70] - Quote
3.1.2 Fixed Flux Repair Tool CPU. 54 -> 24 Fixed Gallente Scout Dropsuit bonus for Scan Radius. 5% -> 10% Fixed edge case scenario that would display insufficient CPU/PG when actual unrounded Total and rounded Used differed by less than 1
Thanks for reporting |
|
hydraSlav's
Ostrakon Agency Gallente Federation
173
|
Posted - 2013.05.30 03:39:00 -
[71] - Quote
Laurent Cazaderon wrote: Quick question, you sure the grenade CPU reduction is working ? Coz i dont think it is in-game atm.
I just did some testing in-game. Even at LVL4 Explosives skill, i did not get reduction for Grenades or Remote Explosives. So it's bug on CCP's end.
I am rather torn on this one now. Should i still keep it in the tool how it "should be"? Or should i break it in the tool until CCP fixes it?
What does everyone here think? |
hydraSlav's
Ostrakon Agency Gallente Federation
174
|
Posted - 2013.05.30 13:23:00 -
[72] - Quote
Good idea guys.
I've added a note in red on Skills & Character's sheet. Not gonna bump the version number for this, but anyone else that downloads it after this point will see it.
Thanks Laurent for bringing this to my attention. |
hydraSlav's
Ostrakon Agency Gallente Federation
180
|
Posted - 2013.06.01 00:54:00 -
[73] - Quote
Byozuma Kegawa wrote:I don't think the tool is calculating the effect of Light Weapon Operation correctly. I have it at level 3 (-9% Light Weapon CPU Usage) and, in-game, I can fit a Laser Rifle just fine with 2 Complex Shield Extenders, Enhanced Shield Recharger, Basic Armor Repairer, 2 Enhanced Armor Plates, BDR-2 Repair Tool and a Nanite Injector on a Logistics A/1-Series dropsuit (Dropsuit Core Upgrades 4, Dropsuit Electronics 3, Dropsuit Engineering 5). CPU-wise it just fits with no points leftover. Your tool, though, reports I'm overshooting max CPU by 6 points.
What version are you using? I just tried in 3.1.1 and 3.1.2 (latest). Both fit fine with CPU and PG to spare. I got CPU 324/327 and PG 46/60 with all the skills and modules you listed.
Can you please double check the skills and modules. Also, please make sure you don't have any modules in the yellow slots. If you still have problems after that, i would ask you to share your spreadsheet copy with me, so i could have a look. |
hydraSlav's
Ostrakon Agency Gallente Federation
184
|
Posted - 2013.06.01 19:21:00 -
[74] - Quote
I just double checked all the base values in-game
For CPU Complex Shield Extender 54 Complex Shield Extender 54 Enhanced Shield Recharger 60 Basic Armor Repairer 20 Enhanced Armor Plates 20 Enhanced Armor Plates 20 K-2 Nanohive 42 Nanite Injector 15
The above are not affected by any skill reductions, unless on a Gallente Logistics Suit. The sum of all above is = 285 CPU
CRD-9 Assault Scrambler Rifle 48 Laser Rifle 53 The above are affected by Light Weapon Operation skill. You said you have it at LVL3. That's 1 - 0.09 = 0.91 modifier
Scrambler = 48 * 0.91 = 43.68 Laser = 53 * 0.91 = 48.23
I don't have skills to fit your entire fit, but i have Scrambler Rifles and Light Weapon Operation 3 in-game. I've just checked the usage of the rifle by fitting it to an empty suit. In-game it shows usage of 44 (which is consistent with 43.68 being rounded)
Total fit with Scrambler = 285 + 44 = 329. This isn't the 330 that you see in 3.1.2 version. I am aware of the issue. The issue only happens when the fit is invalid, resulting in negative "total minus used" compared to total (327-329), and the rounding goes the wrong way. This is fixed in the next release. Once again, this does not affect valid fits.
However this is still way off from 320 that you are reporting. My only guess is that some modules and/or suit are different. Please double check. - Also, please fit everything but the weapon, and look at used CPU. It should be 285. - And, please post a screenshot (photo with your phone) of your fit on that pages that shows all fitted module names (when you just highlight it in the list of fit)
Hope we can get to the bottom of this |
hydraSlav's
Ostrakon Agency Gallente Federation
186
|
Posted - 2013.06.01 22:26:00 -
[75] - Quote
Byozuma Kegawa wrote:Can't provide screenshots, my phone hides it's photos behind some super-secret something-or-other. Anyway, fitting all but the weapon in-game (Complex Shield Extender 54, Complex Shield Extender 54, Enhanced Shield Recharger 60, Basic Armor Repairer 20, Enhanced Armor Plates 20, Enhanced Armor Plates 20, K-2 Nanohive 42, Nanite Injector 15) gives me 276/327. Removing the nanohive drops it to 241/327. It's possible that there's some secret discount taking place on the nanohive and that the weapons aren't really the culprit. Further checking reveals a similar discount on the nanite injector (2 point difference between the fitting total and the displayed total).
This would be consistent with Gallente Logistic's LVL3 bonus to Equipment. But G/1-Series does not have 3 high slots, and gk.0 has way more CPU.
Bug in-game? Gallente Logistics bonus applying to Amarr Logisics suit? Do you have LVL3 in Gallente Logistics? Do you have LVL3 in Amarr Logistics?
If i didn't get the respec yet, i will see if i have a character with Amarr Logistics trained
In the meanwhile, please fit the injector and nanohive on a blank Logistics A/1-Series suit and record the usage. Also, if you actually have Gallente Logistics, please fit the equipment on Logistics G/1-Series and record that usage. This will identify if the role bonus is "leaking", or there is another undocumented reduction.
Thanks |
hydraSlav's
Ostrakon Agency Gallente Federation
186
|
Posted - 2013.06.01 23:39:00 -
[76] - Quote
Found the problem! I tested in-game and noticed the reduction in Nanohive and Nanite Inject on Amarr Logistics Suit. Same reduction on Gallente Logistics Suit.
I tried some assault and medium frames, and they all had this reduction. I then further tried Drop Uplinks, and they didn't have the reduction. Of course next i had to try all other militia modules, and none had the reduction besides Nanohive and Nanite Injectors.
The next obvious step was to increase my Nanocircuitry skill from 1 to 3.... and the reduction increased! Nanocircuitry is providing undocumented bonus of 5% per level CPU reduction to Nanohive and Nanite Injectors (i tested the 5% per level part)
I then verified that other skills, such as "Drop Uplink Deployment" and "Active Scanner Operation" do not provide such bonus to their respective modules.
Gonna make a bug in the bugs forum.
Edit: just read your post and noticed you reached a similar conclusion regarding the Nanocircuitry skill |
hydraSlav's
Ostrakon Agency Gallente Federation
187
|
Posted - 2013.06.03 20:53:00 -
[77] - Quote
Does anyone have 'Fossil' Militia Minmatar Medium Frame and /or 'Skinweave' Militia Minmatar Medium Frame
I need confirmation on the slot/weapon layouts for these please, in particular, do they have a Sidearm?
From what i have: High: 1 Equip: 2 Low: 2 Sidearm: 0 Light: 1 |
hydraSlav's
Ostrakon Agency Gallente Federation
189
|
Posted - 2013.06.04 12:32:00 -
[78] - Quote
Chankk Saotome wrote:As you gave me permission to use your tool, would you mind if I did some reverse engineering? If I can get this to work offline on OpenOffice as it's intended I think I'd like to take the Module, Equipment, and Weaponry and skill prereq elements to write out an automatic skill planner to match a particular dropsuit design.
Then link those numbers into a unique Skill Planner sheet from my own tool and possibly find a way to merge them.
If I have your permission just to work on this and get thinking I'd love to send prototypes your way once I get on it so we can maybe get something together.
Just because it's ONLY a spreadsheet, doesn't mean it can't be the most beautiful and amazing thing ever. Who needs flash applets or website graphics designs? Pfffttth.
Go ahead, i'd be interested to see what you can come up with.
|
hydraSlav's
Ostrakon Agency Gallente Federation
191
|
Posted - 2013.06.04 21:30:00 -
[79] - Quote
Hey Byozuma Kegawa, did you previously requested access to 3.1.0 Beta? If so, hint to me what your email address/name was (starting letters or something) |
hydraSlav's
Ostrakon Agency Gallente Federation
192
|
Posted - 2013.06.06 01:38:00 -
[80] - Quote
Spergin McBadposter wrote:I noticed the bonus from the Range Amplification skill (10% bonus to scan radius per level) isn't being applied to suits.
You are right. Thanks for bringing this up. Fix will be in the next version. To manually fix it, on your Skills and Characters sheet, find Range Amplification skill and change the attribute from "% Scan Range" to "% Scan Radius"
I've also checked that Gallente Scout bonus and Range Amplifier modules do work correctly as is. |
|
hydraSlav's
Ostrakon Agency Gallente Federation
194
|
Posted - 2013.06.06 13:18:00 -
[81] - Quote
Ajax Stormbringer wrote:First off, I really want to take the time to thank you for this. It is amazing, the ease of use, depth/attention to detail, prettiness. It is really nice to know there is someone out there taking his/her time to help us all out.
Ok, now I have read through the thread and I am very sorry if I missed it... Is there an easy way to export/copy skills from Chankk Saotome's skill planner (ver. 0.8.35, a wonderful tool in its own right). Also, if I may be so bold as to request some sort of auto-update between these two sheets, specifically Saotome's planner with your "Skills & Characters" sheet. I feel bad suggesting this and I am not sure if it is even possible, just thought to ask.
TY!
Thank you for the feedback.
Currently, there is no link, however Chankk said he was starting work on some cross-sheet features.
So, what would you guys like to see: - Setup a skill plan in Chankk's tool first, and then import it into the Fitting tool? - Or setup a dropsuit fitting first, and then import that into the Skill Planner to figure out the time/SP required?
I will put this on the backlog. In the meanwhile, the next major "improvement" will be Rynx Sinfar's tanking calculator/comparator |
hydraSlav's
Ostrakon Agency Gallente Federation
194
|
Posted - 2013.06.06 19:01:00 -
[82] - Quote
Breaking news!
TL;DR: While Conclusion D still applies, the in-game fitting screen is using only the rounded values for dropsuit validity checks.
Huge thanks to Rynx Sinfar for coming up with this fit to test the edge case, and spending his SP to actually try it in-game
Relevant skills (only for CPU/PG): Dropsuit Core Upgrades 2 Dropsuit Electronics 5 Dropsuit Engineering 4 Light Weapon Operation 2 Sidearm Operation 1
Fit: Gallente Medium Frame G-I Base PG: 30 After skills PG: 30 * 1.20 * 1.02 = 36.72 (rounded in-game and in the tool to 37)
Actual fitting PG cost: Basic Shield Extender 3 PG Complex Armor Repairer 11 PG Enhanced Armor Plates 6 PG Basic Armor Plates 1 PG Templar' Drop Uplink 9 PG Dren' Assault Rifle 3 PG Scrambler Pistol2 PG Locus Grenade 2 PG Total: an even 37 (no rounding anywhere)
So, from Conclusion D we know that full un-rounded values are used throughout the fitting when calculating totals and skills. By the looks of it, this fit should fail, because 37 out of 36.72 is insufficient. However the game marks it as valid: http://imgur.com/a/7RAcJ#1
Therefore: Conclusion E: In-game fitting tool is using rounded (up or down) CPU/PG values when checking validity of the fitting |
hydraSlav's
Ostrakon Agency Gallente Federation
194
|
Posted - 2013.06.06 19:25:00 -
[83] - Quote
Released 3.2.0 - June 6th Some quick notes before i dump the change list:
- If you've previously saved a fitting that contains a starred (*) item, and this item was fixed in this release (i.e. star removed), your fitting will fail to load. To fix it, go to Saved Fittings sheet, find the fitting, and manually remove the stars from it. Also, don't save fittings with starred (*) items as they are invalid fittings anyways and will save you the hassle later
- I've cross-referenced Dropsuit Slot layouts with wiki.dust514.info. Any discrepancies have been verified in-game. If you still find discrepancies, please let me know.
Change notes:
Implemented Equipment Stats on Simple Fitting Tool (may have to scroll down a little), thanks Rynx Sinfar. Implemented 'Conclusion E'. While full unrounded CPU/PG values are used throughout the calculations ('Conclusion D'), for the purposes of validating a fit, the in-game Fitting Screen uses rounded values. For research, refer to post #187
Implemented 'Used', 'UsedR and 'FittingR' columns on Adv Fitting Tool. This addresses an edge case scenario where the 'Used' column on Simple Fitting Tool could show incorrectly rounded value, if the usage was higher than 'Total'. 'Used' value on Simple Fitting Tool will no longer fluctuate when Total (ModsR column) changes.
Implemented display changes so that Simple Fitting Tool Validation column now reads its validation state from Adv Fitting Tool. There is no calculation/validation happening directly on Simple Fitting Tool anymore. Any bugs associated with this were display bugs only, as the 'Valid Fitting' at the top had always been read from Adv Fitting Tool.
Updated Tactial Assault Rifles' ROF: 789.50 -> 400, Clip Size: 23/40 -> 18, and accuracy, as per CCP's latest patch Added undocumented bonus for Nanocircuitry: -5% Fitting CPU Nanocircuitry (unknown if bug or intentional) Added Nanocircuitry skill for Nanohives and Nanite Injectors Added missing CPU/PG fitting cost to existing 'Templar' Weapons, CN-V Light Damage Modifier Added missing slot/weapon layouts to 'Templar' Dropsuits Fixed Gallente Light Frame G/1-Series missing second High Slot Fixed Gallente Light Frame G-I, Militia Minmatar Light Frame and Militia Gallente Medium Frame having an extra High Slot Fixed Militia Minmatar Medium Frame having an extra Low Slot Fixed 'Neo' Logistics M-I having an extra High Slot and Low Slot Fixed 'Neo' Logistics M/1-Series having an extra High Slot, Low Slot and Equipmet Slot Fixed 'Fossil' and 'Skinweave' Militia Minmatar Medium Frame from Small to Medium Capacity Grenade Fixed Range Amplification skill not applying its bonus. Removed warning from Explosives skill. CCP fixed their bug Reduced font size of modules' summary on Simple Fitting Tool |
hydraSlav's
Ostrakon Agency Gallente Federation
202
|
Posted - 2013.06.12 02:46:00 -
[84] - Quote
Just got a response to a petition stating that the bonus is intended (and can in-fact be viewed in the "short" description, if anyone goes to buy skills through the market interface). They will fix the actual description to include this.
@Chankk, i've been playing around with ideas in my head about a way to import a skill list from your tool into mine (and vice versa if needed). Haven't tried anything yet, but i can think of a couple ways of achieving it, as long as skill names remain exactly same. We would need to decide if we want a "dynamic" import, where live changes in your tool would be immediately (with delay ) reflected in mine, or a "static" import, that would import the state of skills at a particular time, and keep it that way.
What do you think? I will work on a prototype maybe by the end of week. No time at work now. |
hydraSlav's
Ostrakon Agency Gallente Federation
204
|
Posted - 2013.06.18 19:32:00 -
[85] - Quote
Seiya Chrome wrote:I don't have any idea if this has already been taken care of and just not implemented yet, but I threw together a couple of formulas for DPS (with and without reload).
I'm more than happy to share them if it would be helpful.
I am interested.
There will be a few formulas: - for weapons with clipsize - for single-shot weapons - for multi-projectile weapons (swarms)
If you want to share it privately, let me know and i will explain how to get my email address
Thanks |
hydraSlav's
Ostrakon Agency Gallente Federation
205
|
Posted - 2013.06.19 13:12:00 -
[86] - Quote
Seiya Chrome wrote:Yes, I did only make calculations for clip based weapons. I could do swarms and single shots as well, I just didn't need them for my fits.
Let me know how to get a hold of you and I will share my modified spreadsheet with you.
Go to my master spreadsheet (the one in OP), and click the blue "Share" button at the top right. When it prompts you, you can "enter a message" to go with the request. Enter something meaningful there, like your forum name. With this request i will get your email, and will reply back with mine. Also, please post here after you've sent the request.
|
hydraSlav's
Ostrakon Agency Gallente Federation
206
|
Posted - 2013.06.26 13:35:00 -
[87] - Quote
2100 Angels wrote:Hey hydra, great spreadsheet once again, just one thing i've noticed; I can't seem to find the stats around hacking speed... any plans to put it in in the future?
If not, maybe you can help me with my calculations: Based on the assumption that a point takes 10 seconds to hack, and the assumption that all relevant skills are Level 5: In a Logistics mk.0 I get 25% reduction to hack time, and a further 25% reduction for having Systems Hacking V, totaling a 50% reduction to hack time.
This gives me an innate hacking speed of 5 (10*.5).
From here, I'm just wondering how to calculate the effect of a Complex Codebreaker. It gives a 25% reduction in hack time, and so im just wondering which figure I take to calculate the new time, the original 10 seconds or the new 5 seconds? This would yield 2.5 seconds or 3.75 seconds depending on which way is correct. From the way that weapon stats are calculated, I would guess the latter, but I just wanted to make sure.
Cheers mate [Disclaimer: i am being distracted at work as i type this, so forgive mistakes]
I don't have any stats on hacking speed. I've seen one spreadsheet list it uniformly as 8... no idea where they got the data from. I don't want to speculate on the value.
I jumped in to give a quick answer.... but you raise an interesting point (although not really intending too ). The short answer is: i don't have an answer for you (but for different reasons than what you wrote).
I will try to explain and give my thoughts. From everything that we know, bonuses are multipliers. A 25% bonus is a 1+ 0.25 = 1.25 multiplier. Conversely, a 25% reduction is also a multiplier, but a diminishing one: 1+ -0.25 = 0.75.
We also know that skills bonuses and module bonuses (before stacking penalty) are all compounded together. So, two skills giving a bonus of 25% each, have a compound effect of 1.25 * 1.25 = 1.5625 or 56.25% (note that it's higher than a simple addition of two bonuses at 50%). We have plenty of data to support this, just look at effect of Dropsuit Core Upgrades and Dropsuit Electronics/Dropsuit Engineering. Compounded, the two skills have greater effect than simply adding the bonuses, we got the in-game fitting screen to show proof for it. It is better to have 2 skills' bonuses effecting the same attribute, than 1 skill of the same quantity.
Now, when looking at reductions, two reductions of 25% have a compound effect of 0.75 * 0.75 = 0.5625 or 43.75% reduction. This is fine when you consider reductions as penalties, and your compounded penalty is lower. But when you consider the reduction as a bonus.... due to compounding you actually get a lower overall bonus 43.75% reduction bonus, vs 50% reduction bonus. This does have a safeguard effect that the value will never reach 0, which could be by design. But it is still very weird that you get a less overall benefit, which is opposite to what you get when you compound positive bonuses.
The effect of modules is further compounded together, so once again the overall effect is lower than if you would have just added the bonuses. Once again, if you didn't have this in-place, adding 3 Complex Codebreakers and Hacking skill at 5 would have resulted in 100% reduction, which CCP obviously didn't want, so it stands to reason that the compounding of reductions is intentional.
Just have to realize here: it is better to have 1 skill's reduction affecting the same attribute, than 2 skills of the same quantity
Getting back to your question: the module's effect is compounded together with the skills, so in your example, assuming 10 is the base value:
2 skills + 1 module = 10 * 0.75 * 0.75 * 0.75 = 4.21875 seconds 2 skills + 2 modules= 10 * 0.75 * 0.75 * 0.75 * 0.75 = 3.1640625 seconds 2 skills + 3 modules= 10 * 0.75 * 0.75 * 0.75 * 0.75 * 0.75 = 2.373046875 seconds
The problem is that the in-game fitting screen does not show a single attribute that is affected by reductions of skills and modules (besides speed affected by armor plate penalties, and i already list that as known issue in my tool). We have no way to verify these values.
Also, all of the above is completely moot if hacking speed behave like "speed", rather like "duration". So far we are assuming "hacking speed" is a "duration" of x seconds, and we apply reductions to it. If it is actually "speed", like 10 "points" per second on a structure that has 100 "points", then a bonus to hacking speed would imply a bonus to this points amount, which will invert all the maths above. But like i said, we have no information on hacking speed and i don't want to speculate.
Sorry i didn't have time to write a shorter reply |
hydraSlav's
Ostrakon Agency Gallente Federation
234
|
Posted - 2013.07.17 04:39:00 -
[88] - Quote
Sorry guys, life got a hold of me. I haven't been playing the game at all. I don't have time to get back into the game right now, but i will try to update the spreadsheet for you guys.
Let me see if i got all the 1.2 changes:
- Added new Commando Suits - Added new Commando Suits skill - Added new Shield Energizer modules - Added new Ferroscale Plates modules - Added new Reactive Plates modules - Added Direct Damage for AV nades
Questions: - Any other new skills that i missed (so far i only see 1)? - For the Command Suit bonus, what's considered "Shield and Armor modules"? Plates? Repairers? - Shield Energizer modules don't have a stacking penalty in description, is this confirmed? - Are Shield Energizer modules effected by the bonus of Shield Recharger skill (which is their prereq)? - Are Ferroscale and Reactive Plates modules effected by the bonus of Armor Plating skill (which is their prereq)? - And what's changed with weapon ranges? Did the existing optimal and max change?
Byozuma Kegawa wrote:With the launch of 1.2, when can we expect to see the fitting tool updated with the new plates and dropsuits? I'd offer help in that regard but I don't have nearly enough SP to go to prototype on Commando. Actually i just need the exact values of Movement and Sprint for A-I, from the in-game fitting screen, not from market show info. Could you get those?
Seras Vikutoria wrote:Hey Hydra!I want to report that in your Dust Fitting tool 3.2.0 the Militia Amarr Medium Frame it shows that it has 2 high slots and 1 low.In the game it has only 2 high slots and 0 low slots I will fix that. I think i am missing a few 'Neo' variants from the list as well. Could you check that for me?
Spectral Clone wrote:Shield Regulation skill not applying bonus correctly I've looked into that, and noticed that Shield Delay was being applied, but Shield Depleted Delay was not being applied (formatting error in the skill attributes). Is this what you were refering to? |
hydraSlav's
Ostrakon Agency Gallente Federation
234
|
Posted - 2013.07.20 23:54:00 -
[89] - Quote
Can someone please clarify for me, which modules fall under "shield and armor" in the Commando bonus: plates/extenders? repairers? Do shield mods like regulators and rechargers count as well? |
hydraSlav's
Ostrakon Agency Gallente Federation
235
|
Posted - 2013.07.23 03:02:00 -
[90] - Quote
OK, everyone seems to agree that Commando bonus affects Shield Extenders and Armor Plates. I've verified that it also affects Shield Rechargers. I've also verified that it affects Armor Repairers.
It's impossible to verify if it affects Shield Regulators since their effective stats don't show on fitting screen, so i will just assume it does.
However in the couple of tests that i had time for, i am noticing that CCP changed their rounding?! They are no longer using round-half-down as extensively tested and proven before. They are using regular rounding now?
Anyone notice their base suit stats (for Shield/Armor/CPU/PG) up by 1 from previous builds? |
|
hydraSlav's
Ostrakon Agency Gallente Federation
238
|
Posted - 2013.07.29 03:36:00 -
[91] - Quote
I am getting wierd results with Commando suits.
They all have 250 shield and armor. With LVL1 in shield and armor skills, they both showed in-game as 263: 250 * 1.05 = 262.5 -> going away from the previously established "round-half-down".
However, with LVL3 in shield, the same suit shows 287: 250 * 1.15 = 287.5 -> reinforcing the previously established "round-half-down".
This is only happening on Commando suits. All other militia suits don't display this behaviour.
|
hydraSlav's
Ostrakon Agency Gallente Federation
238
|
Posted - 2013.07.29 04:08:00 -
[92] - Quote
Also confirmed that Armor Plating skill affects the new plates too. And that Shield Recharger skill affects the Shield Energizers too.
|
hydraSlav's
Ostrakon Agency Gallente Federation
245
|
Posted - 2013.08.06 05:32:00 -
[93] - Quote
Released 3.3.0 This includes Uprising 1.2 and 1.3 updates, plus some bugfixes
Change notes Implemented second Light Slot on Simple Fitting Tool sheet Implemented new Replace Characters Data function that will be able to import from spreadsheets with different order and/or placing Changed Caldari Assault Dropsuits and Caldari Logistics Dropsuits bonuses as per CCP changes Changed Logistics Suits as per CCP changes (CPU/PG, Shield Delay, Slots) Changed Flaylock Pistol stats as per CCP changes Changed Flaylock Pistol skill bonuses as per CCP changes Changed Contact Grenades as per CCP changes Added Commando Skill Added Commando Suits Added Shield Energizer modules Added Ferroscale Plates and Reactive Plates modules Added Direct Damage values for AV Grenades Fixed Gallente Assault Dropsuits bonus to Shield Recharge Rate Fixed Shield Regulator skill bonus to Shield Depleted Delay not being applied Fixed default Black Eagle saved fitting. It will now load without errors Fixed Minmatar Light Frame M-I having an extra High Slot Fixed Minmatar Light Frame M/1-Series missing a second High Slot Fixed Militia Amarr Medium Frame having an extra Low Slot Fixed Kaalakiota Tactical and Charge Sniper Rifle ISK cost
New known issues in this release: - For Commando suits only, with lvl1 in shield and/or armor skill, your base value in-game will show as 1 higher. This seems to be a bug on CCP's end. Refer to post #219 - The spreadsheet is not updated with latest weapon ranges |
hydraSlav's
Ostrakon Agency Gallente Federation
245
|
Posted - 2013.08.06 14:17:00 -
[94] - Quote
Soulskulptor wrote:Something seems off, I set up my skills and when i fill out my Fitting it says I'm way over the CPU limit. This wasn't the case when I put the information in the other night.
*edit* nvm, found out what was wrong. user error.
Just curious, did you use the Replace Character Data function to import your skills from the previous spreadsheet? I never received any feedback on that functionality, can't even tell if it works for most people. |
hydraSlav's
Ostrakon Agency Gallente Federation
247
|
Posted - 2013.08.06 17:10:00 -
[95] - Quote
xAckie wrote:My shields dont match my in game caldari suit. Thinking maybe it isnt taking into account the new assault bonus?
- Which suit? - Before or after modules are added? - What values do you get in-game and in-tool? - What are your skills
(You can also email me access to your spreadsheet copy, in which case i would only need the in-game values)
|
hydraSlav's
Ostrakon Agency Gallente Federation
247
|
Posted - 2013.08.06 20:28:00 -
[96] - Quote
Spacetits CDXX wrote:Imported suits and characters from 3.2.0, all fittings show as invalid *but* if I move the light weapon to the other light weapon slot (i.e., the light weapon slot with the yellow top that I'm not supposed to use) then everything works, suits are valid, CPU/PG calculates correctly, etc.
Interesting, do you mind copying here a couple of non-secret fits that do this? I will try to import them too |
hydraSlav's
Ostrakon Agency Gallente Federation
247
|
Posted - 2013.08.07 02:28:00 -
[97] - Quote
A picture is worth a thousand words
The issue is actually the fact that a blank empty value under the green cell is not permitted, and pre-3.3.0 there were no values for second light slot (hence blank). Not sure how you got there, i am getting an error when i try to reproduce with pre-3.3.0 data:
"An attempt to set a spreadsheet value has failed due to the spreadsheet's data validation settings. Dismiss"
Regardless, to immidiatelly fix that, you need to set the second Light Slot to "--- EMPTY ---" (just pick it from the dropdown). To permanently fix all your imported fittings, open Saved Fittings sheet and in the last column (titled Light Weapon 2), copy-paste value "--- EMPTY ---" throughout the column.
That's the work around while i get a fix ready |
hydraSlav's
Ostrakon Agency Gallente Federation
248
|
Posted - 2013.08.07 16:20:00 -
[98] - Quote
Beren Hurin wrote:How close are you on the regen over time stuff?
Not close unfortunately. Life is pretty busy and i am not developing new features at the moment.
Rynx Sinfar is the one that came up with Damage/Tanking Over Time graphs here in post #98. He linked his spreadsheet copy in that post. It's for a much older version, but should still work.
I will provide instructions below to quickly patch it together, but these are "as-is" with no guarantees. - Open the spreadsheet linked in Rynx Sinfar's post #98 - Find "Armor Calculations" sheet - Right click on the sheet, choose "Copy to..." - Select your copy of Dust Fitting Tool spreadsheet - Repeat the same for "Manual Armor Calculations" - Open your copy of Dust Fitting Tool spreadsheet
You will now have the two copied sheets in there. In "Armor Calculations" sheet is linked to values on Simple Fitting Tool, whereas the "Manual Armor Calculations" sheet allows you to manually play around with the values. |
hydraSlav's
Ostrakon Agency Gallente Federation
250
|
Posted - 2013.08.09 13:45:00 -
[99] - Quote
xAckie wrote:My shields dont match my in game caldari suit. Thinking maybe it isnt taking into account the new assault bonus?
Thanks xAckie
I messed up a bunch of skills where their bonus was just not enabled
Released 3.3.2 Fixed Caldari Assault Dropsuits bonus to Shield Extender efficacy Fixed Caldari Logistics Dropsuits bonus to Shield Regulator efficacy for Shield Depleted Delay Fixed Mass Driver Proficiency bonus to Splash Damage Fixed Swarm Launcher Fitting Optimization bonus Fixed Sniper Rifle Proficiency bonus Fixed Laser Rifle Proficiency bonus |
hydraSlav's
Ostrakon Agency Gallente Federation
252
|
Posted - 2013.08.16 18:17:00 -
[100] - Quote
Rami Hamilo wrote:How do you make it so that it takes into account if you have, say, handheld Weaponry 5, some levels in weapon optimization, light weapon 5 and other skills that reduce a weapon's, module or equipment PG/CPU?
- Click "Skills & Characters" at the bottom row. - Configure the skills for your characters - - - You can change any cell in green (easy way to modify cells is to double click them, then choose from the list) - - - You can rename your characters from default "You Char1" - - - You can add more character slots with the provided buttons
Hope this answers your question
|
|
hydraSlav's
Ostrakon Agency Gallente Federation
253
|
Posted - 2013.08.16 18:32:00 -
[101] - Quote
Beren Hurin wrote:Hydra,
I think your formula for calculating duration should change. It changes based on the endurance amount of a suit. I think its just staying the same.
Also I"m looking forward to the repairs over time graphs.
I was not aware of any skill changing [Sprint] Duration. Can you please give more insight? What skill/module do you expect to change the Duration? I will look into it when i get home.
The Repairs Over Time graphs can be seen in Rynx Sinfar plugin, linked in the OP. There are installation instructions there as well. He supports both local and remote repairers. Let me know if you have issues integrating that. |
hydraSlav's
Ostrakon Agency Gallente Federation
255
|
Posted - 2013.08.16 19:48:00 -
[102] - Quote
Rami Hamilo wrote:hydraSlav's wrote:Rami Hamilo wrote:How do you make it so that it takes into account if you have, say, handheld Weaponry 5, some levels in weapon optimization, light weapon 5 and other skills that reduce a weapon's, module or equipment PG/CPU? - Click "Skills & Characters" at the bottom row. - Configure the skills for your characters - - - You can change any cell in green (easy way to modify cells is to double click them, then choose from the list) - - - You can rename your characters from default "You Char1" - - - You can add more character slots with the provided buttons Hope this answers your question I don't see how to change it. When I double click on the 'Character' green box, it just says 'Your Char 1-3' and 'All LVL5' Does 'All LVL5' tell the tool that you have 5 in all your skills? Cause, I, for instance, only have Dropsuit Electronics 3 and Engineering 4, Sniper Rifle Optimization 1, Light Weapons 5 and Handheld Weaponry 5. Also, I don't think the Logistics gk.0 is taking into account that to get it, you need Gallente Logistcs 5 which would give a -25% to CPU/PG usage for equipment.
Yes, All LVL5 will use level 5 for all skills.
You first need to configure your skills (skill by skill) for your character. - Click "Skills & Characters" tab. It's all the way at the bottom of your browser window. Between "Simple Fitting Tool" and "Saved Fittings" - This will load a different view. Here you can configure skills for your characters (double click the green cells). - The go back to "Simple Fitting Tool" tab (again, all the way at the bottom of your browser window) - Now, you can select your character under "Character" dropdown at the top, and will take your configured skills into account
And I have to ask: you did do the following, right:
Quote:This is a Google Drive spreadsheet, which means that you will need to login to Google Drive and then do: "File -> Make a copy" to save an editable copy for yourself.
Let me know if you still have problems and i will post some screenshots |
hydraSlav's
Ostrakon Agency Gallente Federation
265
|
Posted - 2013.08.20 21:41:00 -
[103] - Quote
The-Errorist wrote:Small railgun absolute range is between 309-313 meters. I tested it with a friendly MCC, sniper rifle and a militia small railgun turret. I'm currently gathering info on vehicle turrets.
I think you meant to post in the Weapons' Ranges thread |
hydraSlav's
Ostrakon Agency Gallente Federation
268
|
Posted - 2013.08.24 13:20:00 -
[104] - Quote
FATPrincess - XOXO wrote:Can't seem to be able to use this on my Android phone. I can't find File, make a copy nor I can't select the green options.
-XOXO
I don't have an Android, and i wouldn't expect it to look good on phone screen, but you can try the following:
- You do need to make your copy first, so use PC at first - Go to the tool link - Login with your Google account to Google Drive (top right) - Click File -> Make a copy... Now you have your editable copy saved on your Google Drive.
- Download Google Drive app for your phone - Login with your Google account within the app somewhere (don't have Android, don't know specifics) - Somewhere within the app find your saved copy of the spreadsheet
Let me know how that turns out for you |
hydraSlav's
Ostrakon Agency Gallente Federation
268
|
Posted - 2013.08.25 00:40:00 -
[105] - Quote
Beren Hurin wrote:The more stamina you have the longer you can sprint for. Therefore, cardiac regulators will give you more stamina and therefore longer sprint times. You look at the tables and its pretty clear that every second of sprinting uses 10 stamina. 200 stamina = 20s sprint time. A complex regulator gives 100% more stamina I think, and therefore if you could sprint 20s before, then you will sprint 40 seconds.
Weird that CCP would give Duration its own attribute, if it's a calculated value. Regardless. I've verified this in-game as you said
Released 3.4.0 - August 24th
Implemented blank (nothing) as a valid selection for all slots. You can now clear slot selection by clicking DEL key on keyboard. "--- EMPTY ----" will still remain to be a valid choice.
Fixed long standing known issue (Kinetic Catalyzer Sprint Bonus and Armor Plate Movement Penalty *together*) by adding separate Penalty for Movement and Sprint attributes. Issue was first discussed in post #76. Please note this known issue was only happening when these two modules were stacked together.
Fixed Dropsuit Duration attribute not being affected when Dropsuit Stamina attribute changed (from Dropsuit Biotic Upgrades skill, Cardiac Regulation skill or Cardiac Regulator modules)
Removed "Available" text above slots to reduce "text overload" sensation. Non-available slots will still be marked with yellow "No such slot".
Other notes: An interesting observation regarding Shield Energizer mods. Shield Recharge Rate attribute (previously available on Shield Rechargers) is a stacking penalized attribute. Shield Energizer module description does not mention stacking penalty on the module. However the Shield Recharge Rate of Shield Energizer module is stacking penalized, yet the Shield Penalty is not stacking penalized. This has been verified in-game. |
hydraSlav's
Ostrakon Agency Gallente Federation
272
|
Posted - 2013.08.31 14:02:00 -
[106] - Quote
pagl1u M wrote:the shield delay for the caldari logi ck0 is 5/8 and not 6/8 as it is in the tool. Also thx you for your job!!! According to this blogpost, it should be 5/8 as you said: http://dust514.com/news/blog/2013/07/logistics-dropsuit-changes-in-uprising-1.3
However when i am in-game, it shows 6/8 for all Caldari Logistics suits. Do you actually see it as 5/8 in-game? (Which would be weird, how come i see different then)
Thanks for the compliments. |
hydraSlav's
Ostrakon Agency Gallente Federation
272
|
Posted - 2013.09.02 20:37:00 -
[107] - Quote
Released 3.4.1 This is based on Uprising 1.4 Patch Notes
Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3 (What about Specialist?) Adjusted Armor Plate attributes. HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% Adjusted Ferroscale Plate attributes. HP bonus of 35/50/75 Adjusted Reactive Plate attributes. HP bonus of 25/40/60 and speed penalties of 0%/1%/1% Heavy Machine Gun Rapid Repload and Forge Gun Rapid Reload skills now provide a 5% reduction, up from 3% The Forge Gun, Mass Driver, Swarm Launcher, and Plasma Cannon Ammo Capacity skills now provide 1 extra unit of ammo for each level of the skill (for a maximum of 5) instead of a % bonus The Heavy Machine Gun Operation skill bonus has been changed from reducing Heat Build-up to reducing Kick by 5% The Swarm Launcher Operation skill bonus has been changed from increasing the Clip Size to reducing the Lock-On time by 5% The Scrambler Rifle Operation skill bonus has been changed from reducing Charge-Up Time to reducing Cooldown period by 5% (does not affect Sieze Duration)
Unknowns from the patch notes What about lock-on time for Specialist Swarm Launchers? What about Militia Armor Plates? |
hydraSlav's
Ostrakon Agency Gallente Federation
274
|
Posted - 2013.09.05 18:32:00 -
[108] - Quote
Ethaniel Dominus wrote:Hola, estoy probando tu herramienta, la cual est+í excelente. Pero me he encontrado con un problema al momento de Guardar una configuraci+¦n de traje: Google Drive me devuelve el siguiente error: Quote:No se encuentra la funci+¦n de secuencia de comandos saveSimpleFitting. He seguido las instrucciones. -+Es un problema m+¡o? ----- --------- ----- Hi, I'm testing your tool, which is excellent. But I have come across a problem when i want to Save: Google Drive returns me the following error: Quote:Can not find script function saveSimpleFitting. I followed the instructions. Is it my problem?
Hi. I have seen this once before. Something went wrong with Google Drive when you made your copy. Try to make your copy again: - Go to http://goo.gl/AU88Q - Click File -> Make a copy... - Open your copy.
When you try to click any button (reset, save, load, etc) for the first time, Google Drive will first show "authorization" confirmation. After you confirm authorization, nothing will happen. But now you can click all buttons.
Let me know if that works. |
hydraSlav's
Ostrakon Agency Gallente Federation
299
|
Posted - 2013.10.15 15:05:00 -
[109] - Quote
Y Wonder wrote:, and the one in game is nothing except unlock. Is this a hidden info? Umm... yes and no. I raised this issue to the devs in this thread. I got a petition response that i mentioned in #5. Apparently the bonus is mentioned in the "full" skill description that you see through the market UI, but who buys skills through the market UI? So, the info is not hidden, if you do something that no one in-game does
Quote:So Could I rewrite your DFT as an offline version? You can try. If you succeed, i will even link your version in the OP. The tool was written in gDoc from the ground up. I've tried exporting gDoc to Excel multiple times, but the issue is that the lookup formulas don't get translated, namely the VLOOKUP and HLOOKUP. All other formulas should be fine. If you can redo the lookups in Excel, it should work... Most of your work will be on the "Adv Fitting Tool" sheet. There are thousands of lookups there, but they all follow a pattern, so once you get one working, you should be able to auto-complete by rows/columns. Good luck
|
hydraSlav's
Ostrakon Agency Gallente Federation
303
|
Posted - 2013.10.22 03:04:00 -
[110] - Quote
Released 3.4.2 - Enabled Stacking Penalty flag on Scan Precision, Scan Profile and Scan Radius attributes despite the official CCP description missing any mention of it. This is based on evidence presented by Haerr here. - Added miniscule negative Movement Penalty and Sprint Penalty to all Ferroscale Plates and Basic Reactive Plates to simulate the effect of CCP's defect in treating them as -0% module at first place in the stacking penalty order. Again, thanks Haerr for pointing this out.
Keep in mind that the -0% penalty is considered a bug. Please let me know here if you notice that a future CCP patch fixes it.
Also, in case someone doesn't agree with Scan attributes being stacking penalized, you can reset them to previous behaviour by going to 'DataModulesHigh' and changing the 'Type' of appropriate attributes from 'SR9' to 'NR9' |
|
hydraSlav's
Ostrakon Agency Gallente Federation
303
|
Posted - 2013.10.23 14:07:00 -
[111] - Quote
Sana Rayya wrote:Another vote for resticky.
Not sure why this is "scouts rejoice" though - after checking fits with stacking penalties applied to dampeners, proto Gallente scouts now need all four slots to avoid 15dB scanners... not a very likely fit. Medium suits can't dodge them at all!
Heh, you are right. What i meant to emphasize is that this update is targeted at scouts, as it enables stacking penalty on those modules, and scouts will no longer have to do the maths by hand (woohoo, rejoice). But i guess the actual outcome isn't great news for scouts
Thanks for the vote of confidence guys, in regards to resticky. Maybe try a petition. And keep posting here if you find any discrepancies or bugs. |
hydraSlav's
Ostrakon Agency Gallente Federation
313
|
Posted - 2013.10.28 23:19:00 -
[112] - Quote
p.s who wants me?
|
hydraSlav's
Ostrakon Agency Gallente Federation
314
|
Posted - 2013.10.29 01:06:00 -
[113] - Quote
Centurion mkII wrote:I didnt know you where in stb :o 'Synner Zerg' was my character at the time. You can see that the original DFT thread was created off that character too: https://forums.dust514.com/default.aspx?g=posts&t=66531
|
hydraSlav's
Ostrakon Agency Gallente Federation
316
|
Posted - 2013.10.30 18:15:00 -
[114] - Quote
Disturbingly Bored wrote:Hey Hydra, excellent tool.
I would just like to note that the Fitting Tool's stats on militia plates is inaccurate and could use an update. I imagine there will be other changes with 1.6, though.
Just an FYI. Also: can I send you iskies to say thanks?
All (ferroscale, reactive) militia armor plates? Or just the regular ones? I remember 1.4 made changes to armor plates, but CCP change notes explicitly talked about Basic, Enhanced and Complex, no mention of Militia. I will check Militia when i get home. If you can post the discrepancy here as well, this would help me
p.s. iskies are always welcomed :)
|
hydraSlav's
Ostrakon Agency Gallente Federation
321
|
Posted - 2013.11.04 15:37:00 -
[115] - Quote
Released 3.4.4 Fixed 4th and 5th High Slots being swapped on Simple Fitting Tool. This is a cosmetic change only and did not affect validity of any fits. Thanks to Kaze Eyrou for noticing
3.4.3 Fixed Militia Armor Plates and BPO to be inline with the Basic variant, increased the Armor bonus and reduced the Movement Penalty. Thanks to Disturbingly Bored
Sorry for the back to back updates
Dust Fitting Tool
|
hydraSlav's
Ostrakon Agency Gallente Federation
329
|
Posted - 2013.11.06 05:43:00 -
[116] - Quote
Sana Rayya wrote:Thanks for the updates, but we'll need another when 1.6 hits tomorrow anyway :)
Released 3.4.5 This is based on Uprising 1.6 change notes Changed all Scout suits Scan Radius to 16m Changed all Light Frame suits Scan Radius to 20m (not in CCP change notes) Changed all Heavy Frame and Sentinel suits Armor to 480hp, Shield to 480hp Changed Miltia Amarr Heavy Frame (and BPO variants) Armor to 360hp, Shield to 480hp. (not in CCP change notes) Changed all Commando suits Armor to 325hp, Shield to 325hp Changed Forge Gun Blast Radius MLT/STD/ADV/PRO to 1.5/1.5/1.8/2.1 Changed Breach Forge Gun Blast Radius STD/ADV/PRO to 0.75/0.90/1.05 (not in CCP change notes) Changed Repair Tool Repair Rate (on dropsuit) MLT/STD/ADV/PRO to 40/60/70 Changed Repair Tool Repair Rate (on dropsuit) BDR-5 Axis/ BDR-8 Triage/ Six Kin Triage/ Core Focused to 46/75/88/175 (not in CCP change notes) Changed Specialist Swarm Launcher Lock-on Time to 1.96s (omitted in CCP change notes for Uprising 1.4) Added 'Strumborne' Forge Gun missing fitting values Added 'Golem' Heavy Machine Gun missing fitting values and adjusted Damage Added 'Deathchorus' ELM-7 Laser Rifle missing fitting values and adjusted Heat Build-up Added 'Rawspark' Viziam Laser Rifle missing fitting values
Please let me know if i missed anything
Dust Fitting Tool
|
hydraSlav's
Ostrakon Agency Gallente Federation
346
|
Posted - 2013.11.15 04:05:00 -
[117] - Quote
Centurion mkII wrote:*finds reason to bump*
Hydra how long after the new weapons get added will you update the sheet? I imagine because there is a whole set of skills it may take longer then usual.
You are right about the skills. Changing those is the one most time consuming and tedious task when maintaining DFT. So far all i have to go on is this: https://forums.dust514.com/default.aspx?g=posts&t=117279&find=unread which unfortunately doesn't tell me enough about the skills that would be added.
Adding the weapons themselves is the easy part. Since CCP is posting such nice WIP charts, i am hopeful there will be a Final chart like this as well.
Vyzion Eyri wrote:Woops mistake. Tsk tsk
Dust Fitting Tool
|
hydraSlav's
Ostrakon Agency Gallente Federation
348
|
Posted - 2013.11.17 18:52:00 -
[118] - Quote
Kenta Wauffel wrote:So we all got the Black Eagles Scout G/1 prefit suits, so when are you going to update the tool to reflect their final spec? Here's what I've found that seems to differ from the data in the tool right now: 'Black Eagle' Scout G/1-Series 'Black Eagle' Shotgun
- Rate of Fire: 85.71 RPM
- Accuracy Rating: 34.25
'Black Eagle' Assault Rifle 'Carnifax' Locus Grenade
- Splash Damage: 450.00 HP
- Blast Radius: 5.00m
- Max Ammo: 2
Also I noticed in Skills, you have Gallente Medium Dropsuits listed after Gallente Assault Dropsuits. And since you're putting in placeholders for future dropsuit categories, why not add the Commando Heavy dropsuit placeholders for the other races, as well as the Pilot Light dropsuits that already have a market category waiting for them?
I must be the only one now who doesn't have a black eagle suit. Can you please post the CPU/PG of the Carnifax nades?
Interesting how Black Eagle varies by 0.01 from other gear... I will update once i have those CPU/PG.
As for skills, problem is i don't know how many things future skills will affect. And if i will have to add more rows later for that, it's same amount of work as adding placeholders now (yes i know i already have some, but that's already done). Re-arranging skills in the most tedious and error-prone area when maintaining DFT.
Dust Fitting Tool
|
hydraSlav's
Ostrakon Agency Gallente Federation
349
|
Posted - 2013.11.20 20:11:00 -
[119] - Quote
daishi mk03 wrote:Templar ScR missing
Got the stats?
Dust Fitting Tool
|
hydraSlav's
Ostrakon Agency Gallente Federation
355
|
Posted - 2013.12.14 18:37:00 -
[120] - Quote
Obsidian Rex wrote:I have a bug to report, the range amplification skill does not seem to apply its values.
Current Version tested in 3.4.5
I am unable to reproduce that
Range Amplification is supposed to increase Scan Radius (correct me if this has changed) MLT Gallente Light Frame base : 20 level1: 22
Can you please tell me more about what suit/modules/relevant skills you are using, and what values are you expecting that do not match
Dust Fitting Tool
|
|
hydraSlav's
Ostrakon Agency Gallente Federation
355
|
Posted - 2013.12.14 18:42:00 -
[121] - Quote
John Psi wrote:We look forward to updating this great tool
I am currently swapped at work, and weekends are spent on Christmas shopping. I've asked Harpyja, creator of the DFT Vehicles version if he could help to do the update. If not, my vacation starts on 23rd and should have some time to update then.
Dust Fitting Tool
|
hydraSlav's
Ostrakon Agency Gallente Federation
355
|
Posted - 2013.12.25 21:23:00 -
[122] - Quote
Released 3.5.0 Removed some grenades for which I didn't have fitting stats anyways (due to Spreadsheet limits) Added Staff Recruiter Militia Frame, thanks to Sana Rayya Added Combat and Rail Rifles, thanks to Harpyja for collecting stats Added Combat and Rail Rifles skills Added Shield Depleted Delay penalty to Shield Extenders Changed AV Grenade Ramage as per 1.7 changes Changed Swarm Launcher Damage and Lock-on Range as per 1.7 changes Changed Forge Gun Damage and Charge-up Time as per 1.7 changes Fixed discrepancies on Black Eagle suit and gear, thanks to Kenta Wauffel Stole Harpyja's feature of not showing slot icon signs when slots are not available
A general note: for accurate weapon ranges, please always refer to Musta Tornius's thread, the ranges in my spreadsheet have not been synced up with his data for a while.
Dust Fitting Tool
|
hydraSlav's
Ostrakon Agency Gallente Federation
362
|
Posted - 2013.12.28 01:36:00 -
[123] - Quote
Sana Rayya wrote:hydraSlav's, I've noticed that the shield delays are updated to reflect the penalty for stacking shield extenders. However, I don't think they are currently working in game as they should (they should have a 7% delay with each complex extender, plus stacking penalties applied just as with armor). In testing this myself, I experience a delay of 12 seconds between self-flux and shield regen, upon using a Cal Logi with 5 complex extenders.
I'll see if I can get some more data for you and maybe you can reason out what the in-game mechanic is. I'm convinced that it's not the same as what CCP is saying on paper.
Let me know what you can find
With stacking, and 5 complex shield extenders, it goes from 8 to 9.7 Without stacking, and 5 complex shield extenders, it goes from 8 to 11.2
The second scenario is much closer to what you are experiencing, which would imply that the penalty is not stacking penalized
I am now also concerned about combining the shield extenders with shield regulators. There is a good chance that the penalty to Shield Depleted Delay, and the bonus to Shield Depleted Delay stack separately (just as we discovered about movement bonus and penalties). Currently the tool does not account for separately stacking extenders and regulators, but probably it should
Dust Fitting Tool
|
hydraSlav's
Ostrakon Agency Gallente Federation
362
|
Posted - 2013.12.28 02:15:00 -
[124] - Quote
Here is a test, if you could run this for me:
On Logistics ck.0, 4 complex shield regulators should bring your depleted delay to - With stacking penalty, 2.67 - Without stacking penalty, it will be 1.48 Please tell me what you get
Assuming separate stacking of extender penalty and regulator bonus (currently the tool does not do that), add 5 additional shield extenders (will need high fitting skills, but it's possible to fit), - With stacking penalty on regulators and extenders, 3.24 - With stacking penalty on regulators but not on extenders, 3.75 (this is what we are expecting) - With stacking penalty on extenders but not on regulators, 1.8 - Without stacking penalty on regulators and extenders, 2.08
Assuming combined stacking of extender penalty and regulator bonus - With stacking penalty, 9.58 - Without stacking penalty, 2.08 (note that a single attribute either does or does not have stacking penalty)
I know some of these numbers are pretty close, but we are really just looking for either 9.58 (combined stacking of bonus and penalty) or 3.75 (separate stacking of bonus and penalty)
Dust Fitting Tool
|
hydraSlav's
Ostrakon Agency Gallente Federation
367
|
Posted - 2014.03.21 20:32:00 -
[125] - Quote
Hey guys.
To be honest, i am not currently involved with Dust at all.
As much as i appreciate the loyalty, is there still a demand for this spreadsheet? With the release of SDE and several online [more graphical] tools using that SDE (which can be updated much quicker and less painfully then a spreadsheet), are there reasons people would still use this spreadsheet?
If so, i would like to ask people to help put the new stats into the spreadsheet format (DataSuits and DataWeapons sheets), and somebody please link me any new skills, if there are any.
p.s. if someone is willing to take over the maintenance, lets talk.
Dust Fitting Tool
|
hydraSlav's
Ostrakon Agency Gallente Federation
369
|
Posted - 2014.03.25 15:28:00 -
[126] - Quote
John Psi wrote:Can i help u update u great tool?
Sure you can. How good are you with spreadsheets?
- Make a new copy of the spreadsheet for modification. - Open the spreadsheet and go to DataSuits tab at the bottom (may have to scroll right). Using the same format as there, start adding new suits data (you can right click a column header, and select "Insert 1 left" or "Insert 1 right" to add new columns. - I know some of the suits have their existing data changed. You can do that easily too. Just please mark the change in some different color so that i can spot it. - If you are not brain-numb after all that, continue to DataWeapons tab and do the same for new weapons, and any changes to weapons. - Finally, there is some new equipment, right? Or is it new modules?
If you could gather all that suits and weapon data, that would be a huge boost to get this done.
Thanks
Dust Fitting Tool
|
hydraSlav's
Ostrakon Agency Gallente Federation
370
|
Posted - 2014.03.28 17:51:00 -
[127] - Quote
John Demonsbane wrote:Yes please. I can't exactly spend a bunch of time on protofits.com at work!
Haha! That there is a valid reason to use a spreadsheet
Dust Fitting Tool
|
|
|
|