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Baki

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  1.  

    20 WeaponDmg vs 40 WeaponDmg

    10DR

    0 Dmg Mods

    0 Accuracy Mods

     

    Old Way:

    20 Base -> 3.5 Dmg

    40 Base -> 17 Dmg

    Comparision 17/3.5=4.85 <- The Weapon with 40 Damage is 4.85 times better.

     

    New Way:

    20 Base -> 5 Dmg

    40 Base -> 18.5 Dmg

    Comparision 18.5/5=3.7 <- The Weapon with 40 Damage is 3.7 times better.

     

    4.85/3.7= 1.31   -> the old calculation favors the higher weapon damage by 31% -> 31% inaccurate. thats nearly 1/3. clearly significant imo.

     

    this would get worse if we had a situation with high dmg mods and critchance.

    OK, I did this change, formula is monstrous now :p

     

     

    gj. thanks!

     

    i think it would be better to show dps values in the big damage table. 

     

    i'm more interested in dps values vs certain DRs than pure dmg values. the one cell with avg dps is just not enough :/

  2. 20 WeaponDmg vs 40 WeaponDmg

    10DR

    0 Dmg Mods

    0 Accuracy Mods

     

    Old Way:

    20 Base -> 3.5 Dmg

    40 Base -> 17 Dmg

    Comparision 17/3.5=4.85 <- The Weapon with 40 Damage is 4.85 times better.

     

    New Way:

    20 Base -> 5 Dmg

    40 Base -> 18.5 Dmg

    Comparision 18.5/5=3.7 <- The Weapon with 40 Damage is 3.7 times better.

     

    4.85/3.7= 1.31   -> the old calculation favors the higher weapon damage by 31% -> 31% inaccurate. thats nearly 1/3. clearly significant imo.

     

    this would get worse if we had a situation with high dmg mods and critchance.

  3. but you use total dmg mod?

     

    what we currently do is: BaseDmg*TotalDmgMod-DR

     

    and we should do

     

    ChanceGraze*BaseDmg*TotalDmgModGraze-DR + ChanceHit*BaseDmg*TotalDmgModHit-DR + ChanceCrit*BaseDmg*TotalDmgModCrit-DR

     

    Let me do it with numbers:

     

    10 Weapon Base Dmg, no Dmg Mod (Dmg Mod=1), No Accuracy Mod, DR 3

     

    currently we calculate the total dmg mod first. 0.35*0.5+0.5*1=0.675

     

    Then we calculate the Dmg: 10*0.675-3=3.75

     

    But what we should do is:

     

    0.35*(10*(1-0.5)-3) + 0.5*(10*(1+0)-3) = 4.2

  4. i think we should change how we handle accuracy in the sheet

     

    lets say we have these stats:

     

    Avg base weapon damage: 10

    Dmg Mod from might etc: 100%

    DR of the target 10

    5% Miss

    35% Graze

    50% Hit

    10% Crit

     

    then the avg dmg would be 

    0.35*10*(1+1-0.5)-10

    +0.5*10*(1+1)-10

    +0.1*10*(1+1+0.5)-10

     

    We cant just calculate an accuracy mod of 0.685 and use that as a factor like we currently do.

  5. Looks like the Dex bonus is applied as AttackTime/(1+Bonus), instead of AttackTime*(1-Bonus) as the chant does. E.g., 74/1.24=57.67 - matches observed.

     

    For the ALL case, REC = 74*(1+0.2+0.5-0.2)/(1+0.24)=89.5 - also works.

    57.65 is too far from 60 imo.

     

    ~2.35/14=16.8% deviation

     

    Edit: oh, 74/1.24 is actually 59.68

     

    GJ MaximCat!

     

    also, you are welcome to do the data cleanup yourself :)

     

    fraps and virtualdub are everything you need.

     

    Another edit: i added MaximKat's attack speed findings in the sheet. Also edited Melee Fast and Arbalest Dmg (Patch)

  6. okay, this time with locked framerate


     


    Base


    AT 52


    REC 74


    REL  98


     


    Only Chant (Rec x1.2, REL x2)


    AT 52


    REC 60 -> 74*(1-0.2)=59.2


    REL 51 = 98*(1-0.5)=49


     


    Only Armor (Rec -50%)


    AT 52  


    Rec 112 -> 74*(1+0.5)=111


    Rel 98


     


    Only Dex (AT, REC, REL 24%)


    AT 44  -> 52*(1-0.24)=39.52  <- wrong


    REC 60 <- 74*(1-0.24)=56.24 <- wrong


    REL 81 <- 98*(1-0.24)=74.48 <- wrong


     


    Only Pen Shot (Rec -20%)


    AT 52


    REC 89 -> 74*(1+0.2)=88.8


    REL 98


     


    ALL


    AT 44  -> 52*(1-0.24)=39.52  <- wrong


    REC 90  -> 74*(1-0.24+0.2+0.5-0.2)=93.24  <- wrong


    REL 43 -> 98*(1-0.5-0.24)=25.48  <- wrong, maybe multiplicative stacking?


     


    Any suggestions?

  7.  

    the only thing i could think of that might cause this is fraps or virtual dub.

     

    do you have the "lock frame rate while recording" option on ?

    because if your game runs at say 45 and you record at 30 it will be highly inaccurate

     

    so either lock it in fraps or in drivers

     

    yep

    EDIT: wait..  i had the videop capture settings on 30 fps but the framerate was not locked.. okay, all again :D

    @kmbogd: nope, ill try to figure out the ranged stuff first

  8. Base

    AT 48-53

    REC 74-75

    REL  98

     

    Only Chant (Rec x1.2, REL x2)

    AT 49

    REC 60 = Base x (1-0.2) <-works             Base / (1+0.2) <- does not work!

    REL 51 = Base x (1-0.5) 

     

    Only Armor (Rec 50%)

    AT 48  

    Rec 112 = Base x (1+0.5)

    Rel 97

     

    Only Dex (AT, REC, REL 24%)

    AT 41  <- can't explain

    REC 60 <- can't explain

    REL 78 <- can't explain

     

    Only Pen Shot (Rec -20%)

    AT 48

    REC 90 = Base x (1+0.2)

    REL 97

     

    ALL

    AT 41  <- can't explain

    REC 91  <- can't explain

    REL 41 <- can't explain (Base/1.5/0.76=37)

  9. created a new char to do the tests. female human chanter

     

    1st try, base stats, no mods

    AT 48

    REC 75

    REL 98

     

    2nd try, base stats, no mods

    AT 52

    REC 75

    REL 98

     

    third try, base stats, no mods

    AT 53

    REC 74

    REL 98

     

    fourth try, base stats, no mods

    AT 52

    REC 75

    REL 98

     

    i don't now why but the attack speeds seem to vary. doesnt make much sense to go any further. i won't do 10+ tests every time to get an average.

  10.  

     

     

    explain the speed mods please.

     

    In game increasing speed - for example doubling reload speed is described as "Reload Speed x2", or bonus to ranged speed is "Ranged attack speed x1.25"

     

    To make it closer to in-game descriptions I've modified the spreadsheet so that frames are divided by matching speed modifier. It also works great for recovery time - if you take Plate Armor's -50% recovery time just write 0.5 in recovery mod and recovery frames will be doubles as in game.

     

     

    please explain this then:

     

    Crossbow Speed without modifiers is

    Attack: 53

    Recovery: 76

    Reload: 101

     

    Now i used a buffed Chanter.

    Dex: 30% -> Attack+Recovery+Reload?

    Penetrating Shot: -20% Recovery

    Chant: x1.2 Rate of fire, x2 reload Speed

    Armor: -50% Recovery

     

    Test Results:

    Attack: 40

    Recovery: 89

    Reload: 41

     

    i also thought i knew how it worked but i just cannot explain these test results. i've triple checked the frames, the test is accurate.

     

    with only 1 modifier it works pretty well. as soon as we get multiple modifiers i cant explain the results.

  11. Hey Daemonjax,

     

    Noticed you mentioned the disparity between dw fast 1h weapons and just using 2h weapons. Were my rough calculations in that other thread accurate?

     

    To summarize:

     

    1) Attack frequency 1/44 frames for dw and 1/84 frames for 2h --> dw attacks 2x as often as 2h

    2) Damage 8-12 dw (avg 10) and 20-29 2h (avg 24.5)

     

    Therefore 2h does more DPS since it does 2.45x the damage and attacks half as often, yielding (2.45/2) = 1.225x the damage of dw.

     

    Target's DR has a major effect on your effective DPS.

     

    he's a screenshot of my excel dps calc (unfinished)

     

    Edit: 2h base damage is 14-20 and not 20-29?

     

    5LhXCjJ.png

    • Like 1
  12. i remember this from my tests... i double checked one weapon.. i think it was crossbow.. created 2 different characters for it, male and female and i got different attack frames. one was 2 frames faster than the other.

     

    maybe different models have different animation lengths.

     

    about VLC: but you have to click and count every frame manually? isn't there some software out there that does that for you?

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