Statistics: Posted by Myorum — Sun Oct 15, 2017 9:53 pm

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And btw, I'm at building a DPS calculator myself, for just that, calculating DPS.

I plan to include as much factors as possible so people can see what has which influence.

If u are interested in the final formula once im done, let me know.

Statistics: Posted by Myorum — Fri Oct 13, 2017 5:00 pm

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Statistics: Posted by Draconis — Wed Oct 11, 2017 9:21 pm

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Here's what can be improved:

- You require every field to be filled, even if it's just supposed to be a zero. That's kind of a problem, either preload all fields with 0 or do a check with isNum() so that a field filled with anything but a number will be treated as a 0. The isNum() check has the added bonus of not letting the program explode when someone uses a comma instead of a dot.

- For continuous damage weapons such as beamer or lightning it'll be usefull to have a "Find my attacks per second" feature where the user puts in their base damage with their base dps (factor in the current art and ship bonuses provided) and it auto fills the attacks per second field.

- It'll need to have the damage types separated, as it is the calculator is not useful for getting the final damage of anything with more than one damage type.

I think that's about it, if you created that window using NetBean's interface designer then be wary of the default layout (It's a royal pita if you like to fine tune field size and location) and also the amount of extra unnecessary code it puts in that remains there even after you delete a component.

Statistics: Posted by hugojmaia — Tue Oct 03, 2017 10:25 pm

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Remember this is a work in progress, currently it can only handle direct damage weapons like lwg or corrosive teeth, it will not calculate focus weapons like kpb, and you need to make a calculation of your own to judge charged weapons like chrono beam which i left a note in the document explaining how to do. It also will not handle dot/burn yet.

https://docs.google.com/spreadsheets/d/ ... sp=sharing

Statistics: Posted by Draconis — Tue Oct 03, 2017 10:05 am

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maqmba wrote:

Thanks, im going to upgrade it soon. You can also give me some tips about what you want me to improve.

Thanks, im going to upgrade it soon. You can also give me some tips about what you want me to improve.

I was just working on a spreadsheet for this when I decided to search the forums to see if anyone had already posted one. I like that this is a program, much easier to look at. I would put resistances in there. DPH and RPS are the only two stats I think it needs, 3 different DPH one for each dmg type and then 1 input for RPS, program then calculates the DPS from that. It needs to calculate 3 separate DPS measurements, compare those to the input of enemy resistance and then output multiple figures based on enemy shield or armor and rather that armor has been debuffed.

Statistics: Posted by Draconis — Tue Oct 03, 2017 6:23 am

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There's a timer in there that beeps when you need to Q for a blob beam.

Statistics: Posted by Draconis — Tue Sep 12, 2017 4:03 am

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Jpsi wrote:

The only thing I missed from the first post are the error bars of the measurements

The only thing I missed from the first post are the error bars of the measurements

lol

Statistics: Posted by Bellatrix — Mon Sep 04, 2017 12:52 pm

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Potlking, feel free to test any phenomenon that seems unclear in game and report your results here if you want (always specify your method). We will be more than happy if you share your findings with us. However speed has beautifull been tested by Magenta already, so I am not sure if this aspect can be understood further.

The only thing I missed from the first post are the error bars of the measurements

Statistics: Posted by Jpsi — Mon Sep 04, 2017 12:20 pm

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POTLKING wrote:

There is no cap

I believe that speed is controlled by an equation, based on the graph

here it is

(sorry for this math XD, its what i do best lol)

k=x*y

k is a constant, this number could be anything in the code and it never changes

x and y are ur speed, and the boost in speed, this includes artifacts AND E ability

So this means, you can go infinitely fast, but you would need a infinitely large speed boost from ur arts and E to do so.

This also means you cant be at 0 speed

Why do i think this is true?

I'd recognize that darn graph, the first one in the original post anywhere.

I am pretty sure about this, the graph tells us everything

If you want you can search it up

Also, this is my idea, i didnt steal it, its all original ideas from myself.

There is no cap

I believe that speed is controlled by an equation, based on the graph

here it is

(sorry for this math XD, its what i do best lol)

k=x*y

k is a constant, this number could be anything in the code and it never changes

x and y are ur speed, and the boost in speed, this includes artifacts AND E ability

So this means, you can go infinitely fast, but you would need a infinitely large speed boost from ur arts and E to do so.

This also means you cant be at 0 speed

Why do i think this is true?

I'd recognize that darn graph, the first one in the original post anywhere.

I am pretty sure about this, the graph tells us everything

If you want you can search it up

Also, this is my idea, i didnt steal it, its all original ideas from myself.

I'm not sure if I completely understand what you're trying to say (you say that k is a constant, but you also say that it's equal to x*y, a value which can change...maybe you mean it's a variable?), but I think you just mean that your speed is equal to your normal speed multiplied by your speed boost from artifacts.

This is what you would think, and this is what the graph disproves. At around +650% speed, the data points for "time traveled" level off. Compare this to the projected time traveled (in red) which doesn't suddenly level off like this. The same effect, of course, occurs on the second graph (+speed% from artifacts/actual speed%); it is just clearer due to the nature of the graph.

Statistics: Posted by WishingStar — Mon Sep 04, 2017 12:01 pm

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Magenta wrote:

I briefly tested two weapons for rof caps. All done on assassin unfortunately, so no ship bonus to attack speed.

Gattling Lazer.

From arts and overdrive get +462% attack speed.

Use rof elite tech (50%) on gattling lazer, this doubles attack speed.

Max rof = 675 rounds per second.

Result: Visually number of shots keeps increasing with attack speed, damage also increases linearly with attack speed.

Conclusion: No cap observed.

Neutron Gun.

Same setup as above.

Max rof = 430 rounds per second.

Result: Visually number of shots seems fixed reguardless of attack speed. Damage increases linearly with attack speed.

Conclusion: No damage cap observed. Very low visual cap.

I briefly tested two weapons for rof caps. All done on assassin unfortunately, so no ship bonus to attack speed.

Gattling Lazer.

From arts and overdrive get +462% attack speed.

Use rof elite tech (50%) on gattling lazer, this doubles attack speed.

Max rof = 675 rounds per second.

Result: Visually number of shots keeps increasing with attack speed, damage also increases linearly with attack speed.

Conclusion: No cap observed.

Neutron Gun.

Same setup as above.

Max rof = 430 rounds per second.

Result: Visually number of shots seems fixed reguardless of attack speed. Damage increases linearly with attack speed.

Conclusion: No damage cap observed. Very low visual cap.

Magenta the neutron gun, if rof is at a certain level, can be shown to not be moving. This is due to the period of the shooting. If the period is any multiple of the lowest rof that you see it nonmoving, then it will be shown to be nonmoving. So the visual cycle is moving slowly to very very fast, until it stops and starts moving very slowly again. For neutron and photons you would not expect a very well visual effect with increased rof. However, due to lag, there is sometimes a glitch where there is a round that is missing, and you can see it flow to the end of the weapon's range. Measuring the range and time taken we can calculate the extra % rof from the original if we know the % rof at which the first time when the visual effect is nonmoving. Ik its confusing but if you think about it it makes sense. THis is how they measured teh speed of light in the 1800s XD.

Statistics: Posted by POTLKING — Sat Sep 02, 2017 3:01 pm

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I believe that speed is controlled by an equation, based on the graph

here it is

(sorry for this math XD, its what i do best lol)

k=x*y

k is a constant, this number could be anything in the code and it never changes

x and y are ur speed, and the boost in speed, this includes artifacts AND E ability

So this means, you can go infinitely fast, but you would need a infinitely large speed boost from ur arts and E to do so.

This also means you cant be at 0 speed

Why do i think this is true?

I'd recognize that darn graph, the first one in the original post anywhere.

I am pretty sure about this, the graph tells us everything

If you want you can search it up

Also, this is my idea, i didnt steal it, its all original ideas from myself.

Statistics: Posted by POTLKING — Sat Sep 02, 2017 2:53 pm

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