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Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
209
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Posted - 2013.07.06 15:17:00 -
[1] - Quote
So I have built a damage calculator to test different dropship fittings. But the results differ depending on how the game calculates damage. I filmed a lot of games and matched the real life damage I took to the different ways to calculate damage in. Real life matches this way (the link below) most closely :
Damage Flow
Is this how you think damage is calculated? anyone have any data or conformation by developers on this pro
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Banning Hammer
Tal-Romon Legion Amarr Empire
167
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Posted - 2013.07.06 15:27:00 -
[2] - Quote
Honestly .. i'm no sure if it is any damage calculations. Shield damage is actually very close to armor damage... so is just Shield and Armor HP added to each other ;
Shield 300 + Armor 300 = 600hp health. |
Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
209
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Posted - 2013.07.06 15:41:00 -
[3] - Quote
Banning Hammer wrote:Honestly .. i'm no sure if it is any damage calculations. Shield damage is actually very close to armor damage... so is just Shield and Armor HP added to each other ;
Shield 300 + Armor 300 = 600hp health.
Edit: Actually, i think is something like; Shields 90% damage / armor 100% damage.... or something like that.
That wouldn't work as it ignores active modules, native weapon resists and skill based and applied resists. |
2100 Angels
The Southern Legion RISE of LEGION
155
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Posted - 2013.07.06 15:43:00 -
[4] - Quote
also, your first stage looks like it would be inaccurate. Shield damage is taken before armour damage not concurrently. |
Banning Hammer
Tal-Romon Legion Amarr Empire
167
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Posted - 2013.07.06 15:48:00 -
[5] - Quote
Judge Rhadamanthus wrote:Banning Hammer wrote:Honestly .. i'm no sure if it is any damage calculations. Shield damage is actually very close to armor damage... so is just Shield and Armor HP added to each other ;
Shield 300 + Armor 300 = 600hp health.
Edit: Actually, i think is something like; Shields 90% damage / armor 100% damage.... or something like that. That wouldn't work as it ignores active modules, native weapon resists and skill based and applied resists.
Hey, i am agreeing with you.. it should be a damage calculation independent from shields and armor.
Shields = Energy based damage
Armor = Kinetic based damage
And each weapon should have there own Energy and Kinetic damage modifiers... whit some weapons having a higher value than others ....
But ... i don't think we have any of that things. |
Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
209
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Posted - 2013.07.06 15:51:00 -
[6] - Quote
2100 Angels wrote:also, your first stage looks like it would be inaccurate. Shield damage is taken before armour damage not concurrently.
I'm not sure I see the issue. The first stage reads "2000 hp damage in"which means a weapon has hit you and after damage modifiers and range drop etc its hp value is 2000. Nothing to do with shields or armour there. Am i misunderstanding your point?
The flow deals with shield damage first then armour. |
Stile451
Red Star. EoN.
112
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Posted - 2013.07.06 16:11:00 -
[7] - Quote
Banning Hammer wrote:And each weapon should have their own Energy and Kinetic damage modifiers... whit some weapons having a higher value than others ....
But ... i don't think we have any of that things. Actually all weapons in this game have different effectiveness vs shields and armor.
http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/
The flow chart is correct at the basic level(it does indicate shields take damage first - the 2000HP damage is in regards to how much incoming damage is being received before resistances), although we don't have any neutral damage sources and I'm not sure how stacking resistances work(stacking penalties/buffs aren't working properly right now in any case). |
Banning Hammer
Tal-Romon Legion Amarr Empire
167
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Posted - 2013.07.06 16:19:00 -
[8] - Quote
This is a very good thread in fact .... because i think CCP haven't work out how to implement damage types yet.
Add two type of damage multipliers instead of just one, and take shields damage as a completely different element.
So instead of adding all the HP together, and then changing the values of each weapon independently..just have two different types of damage, and add two different multipliers to each weapon.
- Energy weapons have a higher shield damage multiplier, buy low kinetic damage ( laser )
- Projectile weapons have a higher armor multiplier, but low energy damage ( AR's, HMG's ..etc)
Then add that stats to the skills tree, and let people chose with type of damage they want to improve, to make their weapons more effective. |
Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
209
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Posted - 2013.07.06 16:29:00 -
[9] - Quote
Stile451 wrote: The flow chart is correct at the basic level(it does indicate shields take damage first - the 2000HP damage is in regards to how much incoming damage is being received before resistances), although we don't have any neutral damage sources and I'm not sure how stacking resistances work(stacking penalties/buffs aren't working properly right now in any case).
I see what you were saying. For the chart I was tracking the flow. I could add more detail at each damage calculation stage to calculate the hit strength against target type, but thats not the main question.
I assume a weapon with equal effectiveness against shields and armour at this flow level. The main question is if damage in exceeds shields does the resist apply to only that portion that is equal to the shields? I can only think it works this way otherwise if you have 10 shields and are hit for 2000 and apply the resist to the full hit you take 200 damage out. This would be silly. |
Chances Ghost
Inf4m0us ROFL BROS
229
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Posted - 2013.07.06 17:06:00 -
[10] - Quote
according to the testing i did back in chromosome, this is how damage is calculated, very nice illistration.
just dont expect the general public to understand it... sadly even the most die hard tankers have trouble understanding damage flow and calculation much to my frustration. |
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Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
209
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Posted - 2013.07.06 17:22:00 -
[11] - Quote
Chances Ghost wrote: just don't expect the general public to understand it...
Oh, I don't. they read they will read this and their eyes will glaze over. It's aimed at those like you who can see why this matters so much to vehicle users. Real pilots care and get it. Pretenders think i'm a dull data junky. This stuff builds the tanks and dropships that annihilate others. This is the edge some don't understand |
Chances Ghost
Inf4m0us ROFL BROS
229
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Posted - 2013.07.06 17:34:00 -
[12] - Quote
Judge Rhadamanthus wrote:Chances Ghost wrote: just don't expect the general public to understand it...
Oh, I don't. they read they will read this and their eyes will glaze over. It's aimed at those like you who can see why this matters so much to vehicle users. Real pilots care and get it. Pretenders think i'm a dull data junky. This stuff builds the tanks and dropships that annihilate others. This is the edge some don't understand
i tryed to explain damage calulation in reguard to resists to Try Harder 0 once, he argued for about a month and ended up petitioning CCP a million times....
some people just dont think in terms of order of operations. |
Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
209
|
Posted - 2013.07.06 17:45:00 -
[13] - Quote
That flow chart lead to this data sheet. Ignore the % and just look at the colours.
3 shield extenders or 2 and a passive module?
What AM I looking at?
This is a dropship getting hit 3 times. Each main column is a hit (see hit number in the grey box up top)
1) On the far left is the weapon that did the hitting 2) The first ROW is a dropship with 3 extenders and a 15% resistance module and a repper (repper is never used as both builds have it so it cancels) 3) The second row is the same ship with 3 extenders and no passive resist modules. 4) The 3rd row is the summary. Which is best at a glance.
The question it asks is GÇ£is 3 shield extenders better than 2 extenders and a passive resistance module?GÇ¥
Red is dead. Green is good Yellow is high risk. Light red is very high risk
Just compare the green red and yellow. Or to make it easy look at the last row, the blue and gold one. In the last row blue means the 3 extender fit wins and gold means the resist fit wins. Now I know what to fit. And so do you.
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