Weaponsmith Archive
Thread: How to calculate Modified speed?
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Atobusarragra
Tue May 17, 2005 6:13 pm
#1
So, does anyone know the calculation for this?
Thanks,
Ato
Atobusarragra
Wed May 18, 2005 4:05 am
#2
Anyone know the formula for this?
You can see the weapon speed and also your own modified speed when examining your weapon. I want to know how the modified speed is calculated and the associated equation.
I want to know because it will allow me to see the fastest weapon when a weapon is on a vendor. Currently looking at weapons on a vendor wont show you the modified speed, or more to the point the modified speed is always the same as the normal weapon speed.
Ato
Ackehece
Wed May 18, 2005 8:43 am
#3
Atobusarragra wrote:
Anyone know the formula for this?
You can see the weapon speed and also your own modified speed when examining your weapon. I want to know how the modified speed is calculated and the associated equation.
I want to know because it will allow me to see the fastest weapon when a weapon is on a vendor. Currently looking at weapons on a vendor wont show you the modified speed, or more to the point the modified speed is always the same as the normal weapon speed.
Ato
check the faq
have a equation in it now that is correct to 7 decimal places... it is ugly but it works.
Staveeno
Wed May 18, 2005 8:52 am
#4
Least the new system is easier to understand according to the devs.
Ackehece wrote:
Atobusarragra wrote:
Anyone know the formula for this?
You can see the weapon speed and also your own modified speed when examining your weapon. I want to know how the modified speed is calculated and the associated equation.
I want to know because it will allow me to see the fastest weapon when a weapon is on a vendor. Currently looking at weapons on a vendor wont show you the modified speed, or more to the point the modified speed is always the same as the normal weapon speed.
Ato
check the faq
have a equation in it now that is correct to 7 decimal places... it is ugly but it works.
Ackehece
Wed May 18, 2005 8:57 am
#5
Staveeno wrote:
Least the new system is easier to understand according to the devs.
Ackehece wrote:
Atobusarragra wrote:
Anyone know the formula for this?
You can see the weapon speed and also your own modified speed when examining your weapon. I want to know how the modified speed is calculated and the associated equation.
I want to know because it will allow me to see the fastest weapon when a weapon is on a vendor. Currently looking at weapons on a vendor wont show you the modified speed, or more to the point the modified speed is always the same as the normal weapon speed.
Ato
check the faq
have a equation in it now that is correct to 7 decimal places... it is ugly but it works.
the equations are not but the system itself is much easier to understand (the equation by defn had to get harder as speed is nonlinear now...(most of use expected a 3 or 4th order polynomial and that is what we got))
if it is higher level then you it will eat you alive
if it is lower level then you it will not be worth your time
armor are cert'd to professions
weapons are cert'd to cl
damage is increased to target if you are higher level and lowered if you are lower level
red con + = suicide
grey con = yawn
they never said the equations would be simplier just the game mechanic
Eskie
Thu May 19, 2005 5:12 am
#6
Atobusarragra wrote:actual formula - accurate for all weapons (yes that is a 3rd order poly you are seeing there...)
y = weapon speed
x = player speed mod
y = {- 6.91935E-08x^3 + 3.71633E-05x^2 - 6.75155E-03x +1} *original weapon speed
LOL, thanks for this Ackehece. Now can you help me clarify one thing please? (not sure I understood it).the first part, where 08 is, does this mean 0.08 multiplied by x cubed? or, 8 multiplied by x cubed?Also, how the hell did you work this one out?!Ato
Its E-08, so its the number before the E times 1/100000000, and that result gets multiplied by x cubed.
Message Edited by Eskie on 05-19-2005 02:13 PM
Atobusarragra
Thu May 19, 2005 7:09 am
#7
Oh ok, I see thanks. Wish it was possible to write the equations properly.
Mythor
Thu May 19, 2005 7:18 am
#8
Why do <sub> and <sup> not work?
Anyone know who to try asking to make them work?
Good to know the equation has been figured out, though.
Anyone know who to try asking to make them work?
Good to know the equation has been figured out, though.
Ackehece
Thu May 19, 2005 7:44 am
#9
Atobusarragra wrote:
Also, how the hell did you work this one out?!
Ato
blame this monstrosity on your friendly neighbourhood carbineer correspondent
he tested every weapon in the game and graphed the results (100 datapoints per weapon)
and then had excel extrapolate a formula. It works but it is not likely the real formula the devs use
it may be more of a look up table (see right above the equation in the faq)
Staveeno
Thu May 19, 2005 10:24 am
#10
Ackehece wrote:
Atobusarragra wrote:
Also, how the hell did you work this one out?!
Ato
blame this monstrosity on your friendly neighbourhood carbineer correspondent
he tested every weapon in the game and graphed the results (100 datapoints per weapon)
and then had excel extrapolate a formula. It works but it is not likely the real formula the devs use
it may be more of a look up table (see right above the equation in the faq)
If you know you speed mod and the original speed of the weapon and the resulting speed, and test for a bunch of different speed mods then graph it, then excel will give you the formula for the graph
Odinwaa
Thu May 19, 2005 10:30 am
#11
Atobusarragra wrote:actual formula - accurate for all weapons (yes that is a 3rd order poly you are seeing there...)
y = weapon speed
x = player speed mod
y = {- 6.91935E-08x^3 + 3.71633E-05x^2 - 6.75155E-03x +1} *original weapon speed
LOL, thanks for this Ackehece. Now can you help me clarify one thing please? (not sure I understood it).the first part, where 08 is, does this mean 0.08 multiplied by x cubed? or, 8 multiplied by x cubed?Also, how the hell did you work this one out?!Ato
Wow I guess I should have paid better attention in statistics or algebra or whatever the heck that is.
The only equation I know is this:
Me+T21/F11(snipershot)-#misses= dead imp
Atobusarragra
Thu May 19, 2005 12:28 pm
#12
actual formula - accurate for all weapons (yes that is a 3rd order poly you are seeing there...)
y = weapon speed
x = player speed mod
y = {- 6.91935E-08x^3 + 3.71633E-05x^2 - 6.75155E-03x +1} *original weapon speed
LOL, thanks for this Ackehece. Now can you help me clarify one thing please? (not sure I understood it).
the first part, where 08 is, does this mean 0.08 multiplied by x cubed? or, 8 multiplied by x cubed?
Also, how the hell did you work this one out?!
Ato
Mythor
Thu May 19, 2005 8:31 pm
#13
Staveeno wrote:If you know you speed mod and the original speed of the weapon and the resulting speed, and test for a bunch of different speed mods then graph it, then excel will give you the formula for the graph
Only in the absence of other factors outside the player's control - ping, packet loss, fps, timestamps only going to seconds, not fractions thereof.
Excel should be able to give you a formula that will likely be "good enough" for general applications, but without exact measurements, it will be flawed.
This could be easily resolved by SOE just giving us the assorted formulae, but they've always flat out refused to do so.
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