Carbineer Archive
Thread: Speed Formula
Zarqon wrote:
Sorry, didn't find anything about the test was for all weapon speeds. (original post says: tested for 'a' weapon, not all weapons)
But if it is tested for many different weapon speeds, then my formula is clearly wrong of course.
The reason I wanted it checked is that it sounds really strange to me to have a polynomial like that to govern the speed. From a theoretical point of view I mean. Don't get me wrong, I know you formula is that accurate in your test range, I didn't doubt that, I just wanted a bit... nicer formula in lack of better words.
Message Edited by Zarqon on 04-21-2005 03:31 PM
Oh, well I posted this in 3 different threads....I should just link it ![]()
And from a math perspective a polynomial IS the nicest way to do it.....Gabe suggests a lookup table that is easier to program for SOE, but it is based entirely off a polynomial.
Zarqon wrote:
ahh yes, from a computational perspective the polynomial/look up table is the way to go.
I was hoping to find some analytically nicer expression though (a generating function for the polynomial). The exponential was the first thing I thought of, but that doesn't seem to be the case then. Ohh well, can't have everything I suppose.
I wanted it to be simple too, but we haven't even gotten any data on the Warmup/Cooldown Delays on Specials yet either.
And I don't want everything, just a couple small somethings out of the CU would be ok.....right now is quite depressing from what is happening on TC-EP3.
Great Work Again.
Arxy
Arxy wrote:
Great work, but im curious how the formula ended up a qubic function when the data ended at 140 (Not a criticism just curious) Only reason I ask is that if it is truely a qubic function then you can get a little extra speed even using CA's ect. So those that have some nice modded clothes/armor you can still benefit from wearing them since the actual "speed cap" is not a hard number now.
Great Work Again.
Arxy
Not sure what the question is, because there is supposed to be incrementally smaller gains at the Player Skill Mod increases.....
In theory--the greater the number the faster you will be, but at some point you get increasing gains at a decreasing rate (economics 101, i think i slept through that class in the late 80's)
Message Edited by Arxy on 04-22-2005 05:39 PM
Arxy wrote:
Great work TA, very interesting data, and you said this is a general equation for all weapons, therefore, i think you have done more for the ranged prof's in terms of hard info than any other corr. I didnt mean to ask an obscure question initially, but in a word i think you have proven (via the data on hand) that speed CAP persee will be a thing of the past.
In theory--the greater the number the faster you will be, but at some point you get increasing gains at a decreasing rate (economics 101, i think i slept through that class in the late 80's)
Message Edited by Arxy on 04-22-2005 05:39 PM
Actually it was just a few hours to get close and another couple to refine it to where we are now. Of course the equation looks ugly and totally off the wall to most, but those math folks out there will recognize it....in fact a few of us said a polynomial would be required for diminishing returns of the NEW Speed Formula
But Gabe has shown a simple lookup table is the most logical way to program it, so don't assume SOE is using an equation near to this, but it is safe to say this equation approximates whatever SOE did VERY CLOSELY.
The real work on TC is being done by memnoch as he spends MANY hours in MANY different scenarios trying to get the Mods on Specials....but the Devs have added so many variables and tweaks each patch that it is proving very difficult.....if you see memnoch give him a pat on the back ![]()
TheBobulus wrote:
I think he means how, based on that formula, after around 150, you'd start getting an incremental *larger* speed gains with each new point.
No, it starts "gaining" over +175 to about +190 is where it starts, not +150......and that is probably due to my data stopping at +125 as I have no access to "special" items on TC-EP3 and Chilastra was on TC3 for just a couple hours.
The real question to ask is have the Devs looked at the Speed Mod when it gets over +150......which is EASY to achieve with FS Speed and SEA's. And I don't have a clue on THAT question....
Message Edited by FrostbiteS on 04-25-2005 01:04 AM