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Thread Statistics | Show CCP posts - 2 post(s) |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
136
|
Posted - 2013.05.21 18:56:00 -
[91] - 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.... |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
695
|
Posted - 2013.05.21 19:06:00 -
[92] - Quote
OOOOOOOHHH I get how those are connecting now. Geez that was confusing the crap out of me.
No idea why it works in the basic fitting tool though |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
697
|
Posted - 2013.05.21 20:27:00 -
[93] - Quote
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 |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
140
|
Posted - 2013.05.22 03:06:00 -
[94] - 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? |
Byozuma Kegawa
The Tritan Industries RISE of LEGION
47
|
Posted - 2013.05.22 04:16:00 -
[95] - Quote
I am very much impressed with this tool. Shame there's no means of exporting it into an offline program, it'd be rather useful for fitting on the go. |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
703
|
Posted - 2013.05.22 12:36:00 -
[96] - Quote
hydraSlav's wrote: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 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. |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
705
|
Posted - 2013.05.22 13:37:00 -
[97] - Quote
Also I just confirmed a standard pistol has CPU/PG of 11/2, your sheet lists it at 10/2. Small difference but I was building a suit with my predicted stats after respec and I was 1 over on CPU... in actuallity I was 2 T_T
I'll check my suits stats tonight potentially to make sure at least my stuff is set |
Driftward
Subdreddit Test Alliance Please Ignore
102
|
Posted - 2013.05.22 15:57:00 -
[98] - Quote
I noticed that the shotgun proficiency skill gives the wrong attribute. It no longer applies a damage bonus. Instead it "increases" RoF by 5% for each level applied. Also, this is probably true (not necessarily RoF but other bonuses depending on the weapon) for other weapon proficiencies. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
145
|
Posted - 2013.05.22 16:34:00 -
[99] - 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 -
[100] - 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 |
|
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
705
|
Posted - 2013.05.22 17:14:00 -
[101] - Quote
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 |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
146
|
Posted - 2013.05.22 17:36:00 -
[102] - 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 |
Byozuma Kegawa
The Tritan Industries RISE of LEGION
51
|
Posted - 2013.05.22 17:48:00 -
[103] - Quote
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. |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
706
|
Posted - 2013.05.22 17:49:00 -
[104] - Quote
yeah I already submitted for respec, I made some mistakes and with the extra SP I can change direction a bit.
Crap sometimes happens but I'll see if I can get it today |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
146
|
Posted - 2013.05.22 18:10:00 -
[105] - 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 |
Driftward
Subdreddit Test Alliance Please Ignore
103
|
Posted - 2013.05.22 19:06:00 -
[106] - Quote
hydraSlav's wrote: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 Not a new change....just an uprising quirk that probably got overlooked since EVERY other gun has the proficiency=damage buff skill. |
Byozuma Kegawa
The Tritan Industries RISE of LEGION
51
|
Posted - 2013.05.22 20:41:00 -
[107] - Quote
hydraSlav's wrote: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 Okay, giving it a proper breakdown I have the following skills;
Amarr Logistics 5, Dropsuit Armor Upgrades 5, Armor Plating 3, Dropsuit Core Upgrades 2, Dropsuit Electronics 3, Dropsuit Engineering 4, Dropsuit Shield Upgrades 1, Shield Extension 3
Logistics A/1 has the affected stats of CPU 320, PG 56, Shield 126, Armor 225
So far everything matches up. Attaching three enhanced shield extenders gives these values;
In-game CPU 108/320, PG 18/56, Shield 231, Armor 225 Fitting Tool CPU 108/320, PG 18/56, Shield 228, Armor 225
Seems it's not calculating in the Shield Extension skill. 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? |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
714
|
Posted - 2013.05.22 21:04:00 -
[108] - Quote
Next time you're in game can you confirm you don't have Shield Extension 4? I have confirmed in the spreadsheet that upon removing an enhanced extender at Extension lvl 3 you lose 34 shield, which means a calculation is occurring. If I increase the Shield Extension skill to lvl 4 I get the same result you indicated the game gives. It may simply be a rounding error since it is 3 shield difference and there are 3 extenders but if you'll forgive me asking it's a quick double check for you, probably 10 minutes for him, and probably 30 minutes for me.
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Byozuma Kegawa
The Tritan Industries RISE of LEGION
51
|
Posted - 2013.05.22 21:45:00 -
[109] - Quote
No, I don't have Shield Extension 4. I stopped at 3 cause that's all you need for enhanced modules and I need to manage my SP while I'm waiting on that optional respec. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
147
|
Posted - 2013.05.23 01:58:00 -
[110] - 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 |
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Rynx Sinfar
Subdreddit Test Alliance Please Ignore
714
|
Posted - 2013.05.23 02:05:00 -
[111] - Quote
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? |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
148
|
Posted - 2013.05.23 04:36:00 -
[112] - 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 |
stormyuk
DUST University Ivy League
36
|
Posted - 2013.05.23 09:07:00 -
[113] - Quote
Is there a way to download this to Excel? When I tried none of the formulas work. Wanted to try on my work PC but unfortunately Google docs is blocked by the firewall. Damn :-(
Good work though, looks great just not usable on my smartphone heh. |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
715
|
Posted - 2013.05.23 12:21:00 -
[114] - Quote
It cant' be migrated because of a lot of features he implemented. While an excel version would be possible, it would only work in excel and not in google docs and would require a lot of rewrites probably. That new excel version would also not work on your phone with excel compatible programs (if that is what you were hoping) |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
150
|
Posted - 2013.05.23 19:42:00 -
[115] - 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 -
[116] - 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
|
Byozuma Kegawa
The Tritan Industries RISE of LEGION
55
|
Posted - 2013.05.23 20:31:00 -
[117] - Quote
Don't forget the differences in speed stats. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
150
|
Posted - 2013.05.23 20:54:00 -
[118] - 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 |
Byozuma Kegawa
The Tritan Industries RISE of LEGION
57
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Posted - 2013.05.23 23:35:00 -
[119] - Quote
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. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
150
|
Posted - 2013.05.23 23:57:00 -
[120] - 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? |
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