Rifleman Archive

Thread: New speed formula...

Zhorx
Tue May 03, 2005 8:50 am
#1


Tried some data for the new weapon speed and came up with:


actual speed=weapon speed*(0.5231+0.4769*2^(-speed/46))


Got a random deviation of at most 5e-3 meaning all numbers i found so far follow this furmula.


If you would care to see if this works or if it is faulting please post data for when it doesn't work and i will try to improve it.

Thanks in advance!



~ ~ Fhuzzy, Zhorx and Malex ~ ~
U R.I.P. War and Haxxor U
Bermag
Tue May 03, 2005 11:38 am
#2

You are probably right about the formula if you go from the data and calculate the function.

However, I think devs have chosen something which is more easy. How did they come up with those constants?

To compare someone derived the forumla for armor resists in AS forum. he showed that the formula for resists is not using any exponential functions but a more simple formula. Like this:

% Resists = W1*60 + W2*ER

with W1 = Armor Points/10,000
W2 = (10,000 - Armor points)/10000
ER = Armor Points/200
(and W1+W1 always equal 1)

Check this thread: http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=87127&jump=true


Which is a lot easier to understand equation than this taken from the curve:

http://www.imagedump.com/index.cgi?pick=get&tp=236658&poll_id=0&warned=y



---
Bermag [SiyBer Arms]

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Odinwaa
Tue May 03, 2005 11:50 am
#3

Wow I wished I had never slept through statistics and Algebra III.



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Zhorx
Tue May 03, 2005 2:05 pm
#4






Bermag wrote:
You are probably right about the formula if you go from the data and calculate the function.

However, I think devs have chosen something which is more easy. How did they come up with those constants?





The first feeling from looking at the numbers i got was that the formula should be:


actual speed= weapon speed*(0.5+0.5 * 2^(-your speed/50)) , that gave some residuals so i fitted a curve from there. I hope they didn't make it a polynomial.


btw, that armor formula simplifies to %=(22000A-A^2)/2000000, with a maximum of 60.5% at 11000 armor rating. If they hard cap it before that there wont be an issue...otherwise you can get negative effect from getting armor with higher stats.

Message Edited by Zhorx on 05-03-2005 03:02 PM



~ ~ Fhuzzy, Zhorx and Malex ~ ~
U R.I.P. War and Haxxor U
Zhorx
Tue May 03, 2005 2:07 pm
#5






Spookibus wrote:






Zhorx wrote:


Tried some data for the new weapon speed and came up with:


actual speed=weapon speed*(0.5231+0.4769*2^(-speed/46))


Got a random deviation of at most 5e-3 meaning all numbers i found so far follow this furmula.


If you would care to see if this works or if it is faulting please post data for when it doesn't work and i will try to improve it.

Thanks in advance!





Is that (-speed) number the user's speed? If so, that's an interesting formula. I wonder where the numbers came from... If would drift down gradually as user speed increases, reaching a minimum of about 60% or so. This also seems to come pretty close to how myBase and User DPS numbers compare.





Message Edited by Spookibus on 05-03-2005 02:28 PM




Yes, the - speed is your weapon+generic speed. Fits everything so far, except the carbineer core who used numbers he got when adding SEAs over the +25 cap.



~ ~ Fhuzzy, Zhorx and Malex ~ ~
U R.I.P. War and Haxxor U
Zhorx
Tue May 03, 2005 3:07 pm
#6






Zhorx wrote:






Bermag wrote:
You are probably right about the formula if you go from the data and calculate the function.

However, I think devs have chosen something which is more easy. How did they come up with those constants?





The first feeling from looking at the numbers i got was that the formula should be:


actual speed= weapon speed*(0.5+0.5 * 2^(-your speed/50)) , that gave some residuals so i fitted a curve from there. I hope they didn't make it a polynomial.


btw, that armor formula simplifies to %=(22000A-A^2)/2000000, with a maximum of 60.5% at 11000 armor rating. If they hard cap it before that there wont be an issue...otherwise you can get negative effect from getting armor with higher stats.

Message Edited by Zhorx on 05-03-2005 03:02 PM




Or of course... you can't extrapolate models, especially ones that are not based on...erm...physicallymotivated models :/


Well anyways agood way to validate any model as to how good it is is to try and predict numbers outside the area where your tests were made and see how good it works. That one was a polynomial and i get anallergic reaction (i am allergic to stupidity)even thinking the DEVs made it that simple.





~ ~ Fhuzzy, Zhorx and Malex ~ ~
U R.I.P. War and Haxxor U
Spookibus
Wed May 04, 2005 12:26 am
#7






Zhorx wrote:


Tried some data for the new weapon speed and came up with:


actual speed=weapon speed*(0.5231+0.4769*2^(-speed/46))


Got a random deviation of at most 5e-3 meaning all numbers i found so far follow this furmula.


If you would care to see if this works or if it is faulting please post data for when it doesn't work and i will try to improve it.

Thanks in advance!





Is that (-speed) number the user's speed? If so, that's an interesting formula. I wonder where the numbers came from... If would drift down gradually as user speed increases, reaching a minimum of about 60% or so. This also seems to come pretty close to how myBase and User DPS numbers compare.




Message Edited by Spookibus on 05-03-2005 02:28 PM



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