Carbineer Archive

Thread: Some PvE Armor Testing

VolstedGridban
Fri Oct 03, 2003 10:11 am
#1

Howdy.

I'm a Rifleman, and I posted a version of this message in the Rifleman forum earlier today. But I'm cleaning it up a bit and posting it in the Pistoleer and Carbineer forums as well because some of the info may be of use to my brethren and sistren in the other ranged weapon disciplines. I realize that armor piercing isn't as much of an issue for either Carbineers or Pistoleers as it is for Riflemen, but I cling to the belief that the more we understand how the combat engine actually works (and by "we," I mean "anybody who engages in combat in SWG"), the better able we will be to offer intelligent, meaningful suggestions on how to tweak the combat engine in intelligent, meaningful ways.

So without further ado...


When you shoot a critter, there are two damage numbers available for your perusal. The first number is the Base Damage, which is the number that appears in your Battlespam like so:

You shoot at a wedge-toed mangrove sucker for 37 points of damage.

The second number is what I call the Floaty Damage. The Floaty Damage is the damage number that appears briefly over the head of the critter after you shoot it. The Floaty Damage is the damage that is actually deducted from the critter's HAM bars. If the Base Damage says that you hit for 100 points, and the Floaty Damage says "-195", then 195 points are removed from the critter's HAM bars.

The Floaty Damage is calculated by taking the Base Damage and multiplying it by a Resistance and Armor Factor. The Resistance and Armor Factor (henceforth referred to as the RAF -- not to be confused with the Royal Air Force) is calculated using the following formula:

RAF = [(1.25)^N] * (1 - Resistance)

In the above formula, N is a value that you get by subtracting the Armor Rating of the critter from the Armor Piercing value of your weapon, according to the following numbers:

0 = None
1 = Light
2 = Medium
3 = Heavy

So for a Light AP weapon vs. a critter with no armor, N = 1. For a Medium AP weapon vs. a critter with no armor, N = 2. For a Heavy AP weapon vs. a critter with Heavy armor, N = 0. And so on.

NOTE: This formula has only been verified (by me, at least) to work in cases where N is 0 or higher. I do not yet know how the formula works when N is negative (Light AP vs. Heavy armor, for example, which would give you N = -2). The formula may not work at all when N is less than zero. Further investigation is required.

Also, in the above formula, "Resistance" is a percentage, i.e. if something is 25% resistant to Energy, the value for "Resistance" will be 0.25, not 25.

Armed with this knowledge and a few boxes in the Hunting skill tree, you can calculate the RAF for any critter you can examine, using any weapon you can wield.

SR Combat Pistol (AP1) vs. critter with no armor (AR0) and no resists:
RAF = [(1.25)^1] * (1 - 0) = 1.25

Laser Carbine (AP2) vs. critter with no armor (AR0) and 10% Energy Resistance:
RAF = [(1.25)^2] * (1 - 0.10) = 1.41

T21 Rifle (AP3) vs. critter with Heavy armor (AR3) and 70% Energy Resistance:
RAF = [(1.25)^0] * (1 - 0.70) = 0.30



Now, all of the foregoing was how I understood things to work prior to doing any testing to see if that's how things actually worked. Since then I have been doing some testing to verify that reality and theory are in reasonable congruence. And so far, it seems that they are.


No armor, no resists

Vynocks on Corellia have no armor and no resists. Therefore, with a T21 Rifle (AP3), the RAF should be:
RAF = [(1.25)^3] * (1 - 0) = 1.953

Test data below:


T21 Rifle (AP3)

Base Floaty RAF
-------------------------
366 714 1.951
459 897 1.954
375 732 1.952
290 567 1.955
378 738 1.952
470 918 1.953
193 377 1.953
356 695 1.952


The experimental data backs up the theory. AP seems to work as advertised against critters with no armor and no resists.


No armor, but with resists

Bagerasets on Corellia have no armor, but are 15% resistant to Energy. Therefore, with a Laser Rifle (AP2), the RAF should be:
RAF = [(1.25)^2] * (1 - 0.15) = 1.328

Test data below:

Laser Rifle (AP2)

Base Floaty RAF
-------------------------
470 624 1.328
521 692 1.328
137 182 1.328
689 916 1.329


Again, the test data backs up the theory. AP seems to work as advertised against critters with no armor, but some relevant resists.



Light armor, with resists

Grondas on Corellia have Light armor (AR1) and 50% resistance to Energy. Therefore, with a T21 Rifle (AP3), the RAF should be:
RAF = [(1.25)^2] * (1 - 0.50) = 0.781

Test data below:

T21 Rifle (AP3)

Base Floaty RAF
-------------------------
363 283 0.780
636 497 0.781
1365 1066 0.781
1885 1471 0.780


Once again, the test data seems to back up the theory. AP seems to work as advertised against critters with armor and resists.




Amusingly, if a critter is listed as being "Vulnerable" to a particular damage type, and if your weapon's AP rating is higher than the critter's AR rating, the combat engine treats the critter as though it had the same AR rating as your weapon's AP rating. In this picture here:

http://www.zen23690.zen.co.uk/AP2%20Vs%20No%20Energy%20Resist.jpg

a Rifleman with a Laser Rifle (AP2) has shot a critter with no armor (AR0). The Laser Rifle does Energy damage. The critter in the picture is listed as being "vulnerable" to Energy. And yet the Floaty Damage is identical to the Base Damage.

If the womprat in the picture had no armor and 30% Energy Resistance, the RAF in this case would have been:
RAF = [(1.25)^2] * (1 - 0.30) = 1.094

Had this been the case, the Floaty Damage would have been:
Floaty Damage = 1961 * 1.094 = 2145

This leads to the curious paradox in which a critter which is resistant to a particular damage type can take more damage from a given weapon than a critter which is vulnerable to that same damage type.

Which means that resistant critters are vulnerable, and vulnerable critters are resistant. h0 h0 h0.

Hope this message is useful for some non-trivial segment of the playerbase.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
VolstedGridban
Fri Oct 03, 2003 10:14 am
#2

Howdy.

I'm a Rifleman, and I posted a version of this message in the Rifleman forum earlier today. But I'm cleaning it up a bit and posting it in the Pistoleer and Carbineer forums as well because some of the info may be of use to my brethren and sistren in the other ranged weapon disciplines. I realize that armor piercing isn't as much of an issue for either Carbineers or Pistoleers as it is for Riflemen, but I cling to the belief that the more we understand how the combat engine actually works (and by "we," I mean "anybody who engages in combat in SWG"), the better able we will be to offer intelligent, meaningful suggestions on how to tweak the combat engine in intelligent, meaningful ways.

So without further ado...


When you shoot a critter, there are two damage numbers available for your perusal. The first number is the Base Damage, which is the number that appears in your Battlespam like so:

You shoot at a wedge-toed mangrove sucker for 37 points of damage.

The second number is what I call the Floaty Damage. The Floaty Damage is the damage number that appears briefly over the head of the critter after you shoot it. The Floaty Damage is the damage that is actually deducted from the critter's HAM bars. If the Base Damage says that you hit for 100 points, and the Floaty Damage says "-195", then 195 points are removed from the critter's HAM bars.

The Floaty Damage is calculated by taking the Base Damage and multiplying it by a Resistance and Armor Factor. The Resistance and Armor Factor (henceforth referred to as the RAF -- not to be confused with the Royal Air Force) is calculated using the following formula:

RAF = [(1.25)^N] * (1 - Resistance)

In the above formula, N is a value that you get by subtracting the Armor Rating of the critter from the Armor Piercing value of your weapon, according to the following numbers:

0 = None
1 = Light
2 = Medium
3 = Heavy

So for a Light AP weapon vs. a critter with no armor, N = 1. For a Medium AP weapon vs. a critter with no armor, N = 2. For a Heavy AP weapon vs. a critter with Heavy armor, N = 0. And so on.

NOTE: This formula has only been verified (by me, at least) to work in cases where N is 0 or higher. I do not yet know how the formula works when N is negative (Light AP vs. Heavy armor, for example, which would give you N = -2). The formula may not work at all when N is less than zero. Further investigation is required.

Also, in the above formula, "Resistance" is a percentage, i.e. if something is 25% resistant to Energy, the value for "Resistance" will be 0.25, not 25.

Armed with this knowledge and a few boxes in the Hunting skill tree, you can calculate the RAF for any critter you can examine, using any weapon you can wield.

SR Combat Pistol (AP1) vs. critter with no armor (AR0) and no resists:
RAF = [(1.25)^1] * (1 - 0) = 1.25

Laser Carbine (AP2) vs. critter with no armor (AR0) and 10% Energy Resistance:
RAF = [(1.25)^2] * (1 - 0.10) = 1.41

T21 Rifle (AP3) vs. critter with Heavy armor (AR3) and 70% Energy Resistance:
RAF = [(1.25)^0] * (1 - 0.70) = 0.30



Now, all of the foregoing was how I understood things to work prior to doing any testing to see if that's how things actually worked. Since then I have been doing some testing to verify that reality and theory are in reasonable congruence. And so far, it seems that they are.


No armor, no resists

Vynocks on Corellia have no armor and no resists. Therefore, with a T21 Rifle (AP3), the RAF should be:
RAF = [(1.25)^3] * (1 - 0) = 1.953

Test data below:


T21 Rifle (AP3)

Base Floaty RAF
-------------------------
366 714 1.951
459 897 1.954
375 732 1.952
290 567 1.955
378 738 1.952
470 918 1.953
193 377 1.953
356 695 1.952


The experimental data backs up the theory. AP seems to work as advertised against critters with no armor and no resists.


No armor, but with resists

Bagerasets on Corellia have no armor, but are 15% resistant to Energy. Therefore, with a Laser Rifle (AP2), the RAF should be:
RAF = [(1.25)^2] * (1 - 0.15) = 1.328

Test data below:

Laser Rifle (AP2)

Base Floaty RAF
-------------------------
470 624 1.328
521 692 1.328
137 182 1.328
689 916 1.329


Again, the test data backs up the theory. AP seems to work as advertised against critters with no armor, but some relevant resists.



Light armor, with resists

Grondas on Corellia have Light armor (AR1) and 50% resistance to Energy. Therefore, with a T21 Rifle (AP3), the RAF should be:
RAF = [(1.25)^2] * (1 - 0.50) = 0.781

Test data below:

T21 Rifle (AP3)

Base Floaty RAF
-------------------------
363 283 0.780
636 497 0.781
1365 1066 0.781
1885 1471 0.780


Once again, the test data seems to back up the theory. AP seems to work as advertised against critters with armor and resists.




Amusingly, if a critter is listed as being "Vulnerable" to a particular damage type, and if your weapon's AP rating is higher than the critter's AR rating, the combat engine treats the critter as though it had the same AR rating as your weapon's AP rating. In this picture here:

http://www.zen23690.zen.co.uk/AP2%20Vs%20No%20Energy%20Resist.jpg

a Rifleman with a Laser Rifle (AP2) has shot a critter with no armor (AR0). The Laser Rifle does Energy damage. The critter in the picture is listed as being "vulnerable" to Energy. And yet the Floaty Damage is identical to the Base Damage.

If the womprat in the picture had no armor and 30% Energy Resistance, the RAF in this case would have been:
RAF = [(1.25)^2] * (1 - 0.30) = 1.094

Had this been the case, the Floaty Damage would have been:
Floaty Damage = 1961 * 1.094 = 2145

This leads to the curious paradox in which a critter which is resistant to a particular damage type can take more damage from a given weapon than a critter which is vulnerable to that same damage type.

Which means that resistant critters are vulnerable, and vulnerable critters are resistant. h0 h0 h0.

Hope this message is useful for some non-trivial segment of the playerbase.

This text added to thwart the anti-spam detection routines of the board software, which does not allow the posting of the same message more than once per hour. Nothing to see here. Move along.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
PadiOne
Fri Oct 03, 2003 10:31 am
#3

Nice work!!!! So what you've told me is not to use a laser carbine when the creature I'm shooting only has light armor.


I've been arguing this for a long time. But that's just becuase a laser carbine sucks unless you need AP2. The youngsters just like to see the big numbers when they get a good roll on a special.




____________________________________________

Copingsaw
Fri Oct 03, 2003 10:43 am
#4

Could this explain why the dx2 doesn't seem to get the AR1 bonus in combat? A lot of creatures are vulnerable to acid.
VolstedGridban
Fri Oct 03, 2003 10:45 am
#5



PadiOne wrote:
Nice work!!!! So what you've told me is not to use a laser carbine when the creature I'm shooting only has light armor.




Couldn't say, really. Don't know much about Carbines. However, looking over the stock list of one of the Tempest weaponcrafters, I see that the Laser Carbine, in addition to being the only AP2 weapon you get as a Carbineer, also has the highest max damage.

The Laser Carbine in his stock list is 29-244 damage. Adding on the AP benefits, that makes his weapon effectively a 36-305 Carbine vs. Light armor.

Compare that to a 57-122 E11, a 97-149 DXR6, and an 87-142 Elite.

I know that in many games, a tight variance is more important than max damage ratings. I also know that there are Master Riflemen on the Rifleman forum who swear that a DLT20a (tight variance, AP0) is a superior weapon to both the Laser Rifle and the T21 for its low HAM costs.

I am not yet convinced that tight variance trumps max damage in SWG, however. (I'm not saying it ISN'T more important, mind you. Just saying I don't have enough data to reach a meaningful conclusion.)



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
VolstedGridban
Fri Oct 03, 2003 10:51 am
#6



Copingsaw wrote:
Could this explain why the dx2 doesn't seem to get the AR1 bonus in combat? A lot of creatures are vulnerable to acid.




Yes. If you are fighting something that is "vulnerable" to acid, put away the DX2 and bust out the SR Combat Pistol or something.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
VolstedGridban
Fri Oct 03, 2003 11:59 am
#7

I originally posted this to the ranged weapon forums, but then figured you melee types might also find it useful since some of your weapons have AP ratings. And it never hurts to know as much about how the combat engine works regardless of your combat class.

How Armor Works in the PvE Game



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
aaaaaaarrrgh
Fri Oct 03, 2003 1:22 pm
#8

Aw man, now I have to turn on those stupid unimmersive floaty bars again.

Mister_Heavy
Fri Oct 03, 2003 1:58 pm
#9

This is an absolutely excellent post.



Thank you.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Rooksarii
Fri Oct 03, 2003 2:00 pm
#10

This is some highy respectable work you have done, my hats off to you!


Interesting to know about the AR and Vulnerability discrepancy. One would think using an armor piercing weapon on an enemy that is likewise vulnerable to the type of damage and unarmored would produce a hot knife through butter effect. I.E., the creature should take some serious damage. Likewise, the example you listed of a superior weapon AR hitting a slightly weaker target AR (AR3 weapon, AR2 target or AR2 weapon, AR1 target), I would imagine all factors should be taken into account, AR and vulnerability, not just one or the other. My insticts would tell me that a creature vulnerable to a weapons type of damage should be considered AR0 to that damage type, and receive the superior weapon AR damage increase at the very least. Though it would be nice to get a bonus for superior AR AND vulnerability situations, in the form of an extra bit of damage.


Speculation and "what ifs" asside, top notch work again!


Kudos and Forever RAR!


Rooksarii, Fencer and Smuggler of the Watchkeepers, Radiant

Dinian
Fri Oct 03, 2003 2:36 pm
#11

That is the most ridiculous armor piercing system I've ever seen. And sadly, its correct.




Dinian :: Master Swordsman - Teräs Käsi Master - Force Adept
Retired producer of fine weapons for Kong Technologies
Brokenhoof
Fri Oct 03, 2003 2:56 pm
#12

Thank you very much for posting this information - it's answered some basic questions I've had about weapon damage and armor ratings.
Phuobar
Fri Oct 03, 2003 3:04 pm
#13

Question for the correspondents:


Would you be able to provide some insight into this, or had dev sworned you to secrecy?


This post and another post (about a couple of weeks ago) confirm the same thing, any critter with vulnerabilities ignore armor and armor piercing.


From Sony guide http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Armor%20Fundamentals


Vulnerability:


Vulnerability denotes Damage Types in which the armor offers no protection whatsoever. Our bone armor has quite a few of these: Kinetic, Blast, Stun, Heat, Cold, and Acid. Whenever the armor is hit by one of these Damage Types, all of the damage goes through. The target wearing this armor would also have an Armor Rating of None against any of these Vulnerabilities.


The bug seem to be that when the critter have vulnerability, the armor rating become "none", as expected, AND (the bug) the Armor Piercing get ignored.


There's another thread on the rifleman board which say this guide is wrong. That thread said the "resist" which get modified by the armor piercing (eg AP work to overcome resist) and the max dmg is the damage spam. This last statement doesn't jive with the data provided by VolstedGridban in that the data clearly indicate actual damage is more than combat spam.


Can you respond if the vulnerabilities ignoring AP is a bug or as designed? Can you respond which damage system is as designed (the one where damage increase per step differences in armor vs AP or the one where AP overcome resist only)?

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