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Ninetails o'Cat
League of Super Evil
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Posted - 2010.04.27 16:42:00 -
[1]
NOTE: I have worked out none of these formulae! All credit should go to whoever discovered them in the first place, not me!
It has come to my attention that the good people of Ships'n'Modules have lost the wisdom that has been so carefully acquired by those who went before them. So, to rectify this, I have made a big list of any strange and useful formulae for anyone who needs them.
1. Motion Mechanics
Acceleration time
a = Agility m = Mass x = Percentage change of speed you want (E.g. if you want to get to 75% of your speed from 0%, you use 0.75 for x). Essentially, x = ABS(v-(wanted speed %age))
Quote: -ln(1-x)*m*a/1000000 = t
Note: The Speed required to enter warp is 75% your maximum, so when x = 0.75, you are working out align time.
Speed after time
v = Velocity Vmax = Maximum velocity x = Time spent accelerating a = Agility m = Mass
Quote: v = Vmax * (1 - e^(-x * 10^6 / (a * m))
Orbit Radius given speed
r = Range from source a = Agility m = Mass v = Velocity Vmax = Maximum Velocity
Quote: r = a*m*v^2 / (SQRT ( Vmax^2 - v^2 ) x 10^6))
Orbit Speed given radius
r = Range from source a = Agility m = Mass v = Velocity Vmax = Maximum Velocity
Quote: v = SQRT((10^6*r^2*SQRT(Vmax^2-v^2))/am)
Displacement given time
v = Velocity Vmax = Maximum velocity x = Time spent travelling a = Agility m = Mass
Quote: d = Vmax*(x+(m*a/10^6)*(e^(((10^6)*-x)/(m*a)) - 1))
Transversal velocity
v = velocity r = range
Quote: v*r
Where velocity is the orbit velocity at that range or alternatively how much you are moving parallel to the target.
2. Combat Formulae
Turret Tracking
h = Hit Chance x = Transversal Velocity r = Range to target T = Tracking of your turret(s) sig = Signiture of the target tsig = Signiture Resolution of your turret(s) o = Optimal of your turret(s) f = Falloff of your turret(s)
Quote: h = 0.5^((((((x)/(r*t))*(sig/tsig))^2)+((MAX(0; r-o))/f)^2)
There is also a 1% chance of high quality hits, which always hit, and deal 3x damage.
Turret Damage Formula
h = hit chance tbd = Turret Base Damage = damage mod/ROF (for each turret) aDPS = Average DPS
Quote: aDPS = tbd*((h^2+h+0.0499)/2)
Missile Damage Formula
D = Damage BD = Base Damage sig = Target's signiture radius Er = Explosion radius Ev = Explosion Velocity v = Target's velocity drf = Damage reduction factor
Quote: D = BD*MIN(MIN(sig/Er,1),(Ev/Er*sig/v)^(log(drf)/log(5.5)))
TRUE Missile Range
r = Range v = Velocity of missile f = Flight time of missile m = Mass of missile a = Agility of missile
Quote: r = v*(f-(10^6/(m*a)))
ECM Single Jammer Formula
Ch = Chance to Jam J = Jammer Strength S = Target's Sensor Strength
Quote: Ch = MIN(100*(J/S); 100)
ECM Multiple Jammer Formula
Ch = Chance to Jam J = Jammer Strength S = Target's Sensor Strength x = Number of Jammers on Target
Quote: Ch= (1-(1-J/S)^x)*100
Locking Speed Formula
t = Time taken to lock target res = Scan Resolution sig = Target's Signiture Radius
Quote: t = (40000/(res))/(asinh(sig)^2)
3. Fitting Formulas
Stacking Penalty
S = Stacking penalty for given module x = number of modules already affecting that attribute
Quote: S = 0.5^[((x-1) / 2.22292081) ^2]
Note: the modules with the greatest effect are calculated first, so they have the lowest stacking penalty.
Capacitor Recharge Rate given Percentage
CRR = Capacitor Recharge Rate CC = Maximum Capacitor Capacit... |

Ninetails o'Cat
League of Super Evil
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Posted - 2010.04.27 16:45:00 -
[2]
This space may (or may not) be reserved for later use.
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Kuar Z'thain
Fraser's Finest
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Posted - 2010.04.27 17:25:00 -
[3]
Edited by: Kuar Z''thain on 27/04/2010 17:27:02 Impressive, but how did you end up breaking the tables?
edit: this brokes: *[*code]Note: the modules with the greatest effect are calculated first, so they have the lowest stacking penalty.[/code]
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Poldarn Joaq
Red Federation
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Posted - 2010.04.27 17:42:00 -
[4]
Nice :D ---------------
Thats no moon!!
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Seriously Bored
Minmatar
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Posted - 2010.04.27 17:44:00 -
[5]
Awesome compilation Cat. I have most of these going in my EVE calculation cheat (spread)sheet...but I could use to update it with some of these. 
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stoicfaux
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Posted - 2010.04.27 17:55:00 -
[6]
Edited by: stoicfaux on 27/04/2010 17:59:12 You can also glean useful formulae from * Eve Dev wiki: http://wiki.eve-id.net/Main_Page * Evelopedia: Ex: Acceleration formulas
You can also experiment on the test server, Sisi. Check the stickies in the test forum: Test Server Forum
PS- here's the link to the missile formula thread: missile formula thread
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Joshmanus
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Posted - 2010.04.27 17:56:00 -
[7]
Amazing, now if someone would be kind enough to use these formulae in an excel spreadsheet or create a php form to use that would be teh cheery, sprinkles & silver balls on the cake.
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Ninetails o'Cat
League of Super Evil
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Posted - 2010.04.27 18:09:00 -
[8]
Originally by: Seriously Bored Awesome compilation Cat. I have most of these going in my EVE calculation cheat (spread)sheet...but I could use to update it with some of these. 
Thank you! But I'm not Cat...
I'm the one on the right. 
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stoicfaux
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Posted - 2010.04.27 18:16:00 -
[9]
Originally by: Ninetails o'Cat
Thank you! But I'm not Cat...
...
I'm the one on the right. 
Also, the goatee gives it away.
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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M'ktakh
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Posted - 2010.04.27 22:10:00 -
[10]
Glue-worthy thread.
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Yakumo Smith
Gallente No End To Infinity Fleetingly Finite
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Posted - 2010.04.27 22:41:00 -
[11]
Flashbacks to my old School days maths classes.
I suppose this must be my sig. I'll do something cool with it eventually. |

Marko Riva
Adamant Inc.
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Posted - 2010.04.27 22:59:00 -
[12]
Not a fan of formulas other than figuring out how things actually affect stuff. But a question actually, is there a warp range formula for how far a ship can warp at full cap?
----------- I think, therefore I'm single. Want to learn combat/PVP? Alliance creation service |

dtyk
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Posted - 2010.04.27 23:55:00 -
[13]
Standing required to use an agent = 2* [agent level -1] + [0.05 * quality]
Skill training rate = Primary attrib. + [0.5x Secondary attrib.] SP per minute
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De'Veldrin
Minmatar Special Projects Executive The Obsidian Legion
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Posted - 2010.04.28 03:24:00 -
[14]
Originally by: Ninetails o'Cat
Originally by: Seriously Bored Awesome compilation Cat. I have most of these going in my EVE calculation cheat (spread)sheet...but I could use to update it with some of these. 
Thank you! But I'm not Cat...
I'm the one on the right. 
You evil impostor!! You will never defeat the real CAT!
Also, she's cuter then you are are.
So there.
God I'm tired. I should go to bed --Vel
Originally by: Jiseinoku
Mining is the path to enlightement.
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Toshiro GreyHawk
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Posted - 2010.04.28 04:20:00 -
[15]
Thanks.
Orbiting vs. Kiting Faction Schools |

Rutger Centemus
Dvice Shipyards
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Posted - 2010.04.28 09:21:00 -
[16]
Very nice work, hat's off.
Unfortunately, this however
Quote:
Orbit Speed given radius
r = Range from source a = Agility m = Mass v = Velocity Vmax = Maximum Velocity
Quote: v = SQRT((10^6*r^2*SQRT(Vmax^2-v^2))/am)
doesn't do much for calculating, as the value to be calculated [v] is used in its own equation. I'ld have a crack at it myself, but I'm late for work as is .
Originally by: Crumplecorn I prefer launching bathtubs of antimatter at my opponents over pointing an open DVD player at them, even if the bathtubs do miss a lot. So no.
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Baron Agamemnon
Caldari The Einherji
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Posted - 2010.04.28 10:46:00 -
[17]
Interesting thread. --- "And thus, another of the world's dreamers died, taking his dreams with him. Just as John Lennon wanted world peace, Gerald Bull simply wanted a gun big enough to fire **** into space." |

Goumindong
SniggWaffe
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Posted - 2010.04.28 12:45:00 -
[18]
Originally by: Ninetails o'Cat
Transversal velocity
v = velocity r = range
Quote:v*r
Where velocity is the orbit velocity at that range or alternatively how much you are moving parallel to the target.
This is not right Maybe you're thinking of angular which is Transversal Velocity/Range
Transversal is just the velocity of the target tangential to you (I.E. remove the portion of the vector coming towards or away from you and what you're left with is transversal)
Quote: h = hit chance tbd = Turret Base Damage = damage mod/ROF (for each turret) aDPS = Average DPS
Quote:aDPS = tbd*((h^2+h+0.0499)/2)
This is incorrect. I should know. K1zg got the data, and I derived it.
When h > .01 aDPS = TBD * (h-.01)(h+.99/2)+.03 (if you were to expand this where h = real h -.01 then you get (h^2+h)/2)+.03. or (h^2+.98h-.0099)/2+.03) [Clearly subtracting the 1% before hand is much easier)
When h M< .01 aDPS = TBD * 3h
So if your hit chance is 1% your final DPS is 3% of your TBD. If your hit chance is 50% your final DPS is 39.505% of your TBD
.49 x (1.49/2) + .03 = .39505
Originally by: Me from another forum, explaining how it works O.K. for a simple "how it works"
Hit quality is a number between .5 and 1.49 or its 3.
This is determined on the same roll as the "to hit" roll for tracking
The game basically uses a "roll under" mechanic to determine whether or not you hit. You get a "hit chance" based on transversal tracking, and falloff and then compare that to a randomly generated number. If the number is lower than the hit chance, you hit. If the number is higher than the hit chance you miss.
So if you have a 100% hit chance you will hit for all numbers rolled and if you have a 0% hit chance you will hit for no numbers rolled[because they will all be higher than 0]
This random number also determines whether or not you wreck, or how well the hit quality is.
Such there is a hit distribution. Anything under 1% of the total % will deal 3% damage. Anything over will deal more damage the HIGHER the roll is.
Low roll <--------------------------------------------------------> high roll 3,.5,.60,.65,.70,.75,.80,.85,.90,.95,1.05,1.1,1.15,1.25, 1.35, 1.4, 1.49
So if you have a 11% chance to hit, your hit distribtion will look like this
Low roll 3,.5,.60
1/11 of all hits will be wrecking, 1/11 of all hits will be 51% dmg 1/11 of all hits will be 52% dmg 1/11 of all hits will be 53% dmg 1/11 of all hits will be 54% dmg 1/11 of all hits will be 55% dmg 1/11 of all hits will be 56% dmg 1/11 of all hits will be 57% dmg 1/11 of all hits will be 58% dmg 1/11 of all hits will be 59% dmg 1/11 of all hits will be 60% dmg
Now if you had a .5% chance to hit, you would still only hit .5% of the time. But all those shots would be wrecking hits, because only the wrecking distribution would be under the hit chance.
Another way figure it easy would be
Take your hit chance and then add .49. That is the highest amount of damage you will do in a non-wrecking hit. If you take that add .5 and then divide by 2, you will get your average dps for all of your shots except the wrecking shots.
--
Did you get that thing i sent you? |

Vessper
Indicium Technologies
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Posted - 2010.04.28 13:54:00 -
[19]
Originally by: Marko Riva Not a fan of formulas other than figuring out how things actually affect stuff. But a question actually, is there a warp range formula for how far a ship can warp at full cap?
Range = CapacitorCapacity / (WarpCapNeed * Mass)
Range is in AU. EveHQ Character App |

Ran Khanon
Amarr Vengeance Innovations
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Posted - 2010.04.28 14:00:00 -
[20]
*Enters thread, spots nasty maths, is impressed and leaps the hell out*
Help us to make parrots game related today! |

Ninetails o'Cat
League of Super Evil
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Posted - 2010.04.29 13:21:00 -
[21]
Originally by: Goumindong lots of good stuff!
Thank you, I'll roll it into the V2. 
Originally by: dtyk Standing required to use an agent = 2* [agent level -1] + [0.05 * quality]
Skill training rate = Primary attrib. + [0.5x Secondary attrib.] SP per minute
Thank you, I'll put it into the second post.
Originally by: Vessper
Originally by: Marko Riva Not a fan of formulas other than figuring out how things actually affect stuff. But a question actually, is there a warp range formula for how far a ship can warp at full cap?
Range = CapacitorCapacity / (WarpCapNeed * Mass)
Range is in AU.
That could be useful, I'll put it up with the other ones.
On another note, I found the actual formula for velocity at a given orbit range. 
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