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Author Topic: Math! Formulas! Yay! (Speed&Accuracy)  (Read 3295 times)

Jarkko

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Math! Formulas! Yay! (Speed&Accuracy)
« on: December 31, 2009, 04:50 »

Comparing agility/power/tech mods' usefulness on weapons, such as plasma, is kinda hard. So anyone know:

1)How is firing time calculated? Is it

BASE+finesse+finesse+techmod+techmod+techmod+sonofa+sonofa+sonofa

or

BASE*finesse*finesse*techmod*techmod*techmod*sonofa*sonofa*sonofa

or

BASE*(finesse+finesse)*(techmod+techmod+techmod)*(sonofa+sonofa+sonofa)

or something completely different?

2)Accuracy, how does it work? I remember reading somewhere it's calculated with dice rolls but couldn't find the discussion. How much does range decrease accuracy? How does range work, are the squares surrounding the player range 0 or 1, are diagonals worth more than going straight N-S or W-E and how does that effect the squares surrounding the player?

I'm not sure if anyone knows the specifics of the accuracy calculation and whether Kornel would like to tell us the exact formulas but I'd be pleased with someone explaning just the speed part.
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chesnok

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Re: Math! Formulas! Yay! (Speed&Accuracy)
« Reply #1 on: December 31, 2009, 05:01 »

based on my experience, non-shotguns without agility mods or eagle eye only hit at point blank :)
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sorear

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Re: Math! Formulas! Yay! (Speed&Accuracy)
« Reply #2 on: December 31, 2009, 05:28 »

1. Tech mods set base to round(0.85 * base), where base is integer deciseconds.  Remember that round(0.85 * 10) = 8, not 9.  After that, it's Base * (1.00 - 0.15*finesse) * (1.00 - 0.20 * SoG).  If dualgunning, take the average and multiply by 1.2.  Aimed shots multiply by 2; Gun Kata divides by 10 after a successful dodge.

2. http://doom.chaosforge.org/wiki/index.php?title=Minor#Missile_to-hit
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Jarkko

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Re: Math! Formulas! Yay! (Speed&Accuracy)
« Reply #3 on: December 31, 2009, 07:44 »

1. Tech mods set base to round(0.85 * base), where base is integer deciseconds.  Remember that round(0.85 * 10) = 8, not 9.  After that, it's Base * (1.00 - 0.15*finesse) * (1.00 - 0.20 * SoG).  If dualgunning, take the average and multiply by 1.2.  Aimed shots multiply by 2; Gun Kata divides by 10 after a successful dodge.

Ok, so there's rounding after tech mods, is there a rounding off at the end? Are game turns counted as tenths of a second? Is a firing time of, say, 0.42 on the @ screen is as good as 0.46, both acting as 0.4?

2. http://doom.chaosforge.org/wiki/index.php?title=Minor#Missile_to-hit

Looks like I'll have to be more careful checking the wiki. Thanks for the clarification.
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sorear

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Re: Math! Formulas! Yay! (Speed&Accuracy)
« Reply #4 on: December 31, 2009, 15:07 »

Firetime is rounded to the decisecond after each tech mod.  Rounding is also done at the very end, but to the millisecond.  Fire time on the @ screen is accurate to the nearest centisecond.
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Frankosity

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Re: Math! Formulas! Yay! (Speed&Accuracy)
« Reply #5 on: January 01, 2010, 13:54 »

Just out of curiosity, how drastic would the effects be of a technical mod be on a character with SoG 3, DG and Fin 2?
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chesnok

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Re: Math! Formulas! Yay! (Speed&Accuracy)
« Reply #6 on: January 01, 2010, 16:41 »

SoG 3 gives 0.48s dualshot, you don't even need Fin because of very diminishing returns it will give (with fin 2 dualshot will take like 0.41s, 2 perks for 0.07s)
tech modding your pistols is a bad idea for dualgunner, only viable during lvl1 to somehow help offset lack of accuracy
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sorear

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Re: Math! Formulas! Yay! (Speed&Accuracy)
« Reply #7 on: January 01, 2010, 21:07 »

SoG 3 and Fin 2 should be 0.34 per dualshot, not 0.41; drop two techmods and you have 0.27 per dualshot.  However, with SoG 3 and DG, you should be thinking of your pistols as a rapid-fire weapon - SoB might help more.  A missile attack does knockback if it does at least 12 damage; with SoG 3 and SoB 3 that's about half of pistol shots.
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