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Arpad Elo
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Posted - 2011.03.12 13:05:00 -
[1]
Edited by: Arpad Elo on 12/03/2011 13:05:53 I was looking at two uniform fleets that could shoot eachother perfectly etc so that the only difference was EHP and DPS per ship on either side... yes this is pretty artificial. The values that I used was:
1500 ehp 69 dps vs 2000 ehp 59 dps. (2k ehp wins) 1500/79 vs 2000/59, 79 dps wins.
This isn't a simple math thing, since reducing ehp on the left side of the first sim still produces a loss.
So I guess my question is, is there any math that can solve stuff like this for us in a simple ratio, or do you always have to use experience / fuzzy logic predictions / some baseline assumptions and simulations in order to determine correct mixes of dps and ehp?
What I've gotten so far is: "in uniform fleets of equal size vs eachother, whoever cracks the first hull wins." but this is only based on 3 sims. :)
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tagen young
Caldari The Night Witch
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Posted - 2011.03.12 13:24:00 -
[2]
you sir are guilty of overthinking
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Baneken
Gallente The New Knighthood Apocalypse Now.
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Posted - 2011.03.12 13:33:00 -
[3]
You also forgot the muppets that always shot the wrong targets first and that the amount of damage done lessens as both sides lose ships one after another but for mathematical analysis you should watch the tournament videos where both sides use (point based) equal sized fleets. Easier to analyse when the environment is controlled.
http://desusig.crumplecorn.com/sigs.html |
Arpad Elo
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Posted - 2011.03.12 13:36:00 -
[4]
Originally by: Baneken You also forgot the muppets that always shot the wrong targets first ...as both sides lose ships
1) yeah but you could say ceterus paribus and ignore that (controlled environment) 2) that's modeled in the sim I ran.
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Romo Skywind
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Posted - 2011.03.12 19:41:00 -
[5]
Just multiply the EHP and DPS of each individual ship, then add those numbers all up. The fleet with the bigger numbers win.
That's before taking damage application, how well your primaries are being called, tackle, ewar, etc into consideration of course.
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Feligast
Minmatar GoonWaffe Goonswarm Federation
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Posted - 2011.03.12 20:11:00 -
[6]
Originally by: tagen young
you sir are guilty of overthinking
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CarnegieSteel
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Posted - 2011.03.12 23:53:00 -
[7]
http://en.wikipedia.org/wiki/Lanchester%27s_laws
Then of course, you need to complicate it because damage is delivered in discrete chunks, so some is wasted as overkill, and some ships will be killed sooner than expected.
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Arpad Elo
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Posted - 2011.03.13 07:41:00 -
[8]
Originally by: Romo Skywind Just multiply the EHP and DPS of each individual ship, then add those numbers all up. The fleet with the bigger numbers win.
That's before taking damage application, how well your primaries are being called, tackle, ewar, etc into consideration of course.
That's amazing, ty. This works, and it's way more elegant than something like:
69 < 2000/1500 * 59.
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knobber Jobbler
Executive Intervention Controlled Chaos
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Posted - 2011.03.14 13:07:00 -
[9]
quiet a few more factors need to be worked in than that like the ammo ships will be using vs the resists the opponents have.
Factor in how many logistics each side has and their repping ability. logistics or lack of them decide fleet fights usually.
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Mona X
Caldari Caldari Provisions
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Posted - 2011.03.14 16:01:00 -
[10]
Originally by: Arpad Elo
Originally by: Romo Skywind Just multiply the EHP and DPS of each individual ship, then add those numbers all up. The fleet with the bigger numbers win.
That's before taking damage application, how well your primaries are being called, tackle, ewar, etc into consideration of course.
That's amazing, ty. This works, and it's way more elegant than something like:
69 < 2000/1500 * 59.
Don't forget about range. Ability to deliver that dps and mitigate enemy's is also important.
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