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Benign Sage
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Posted - 2011.05.04 18:53:00 -
[1]
Fellow devs,
I am writing a fitting module for the alliance website that I am programming so that members will be able to create/import/share ship fits. I've got most of the functionality complete and am now working on the statistics/attributes display. For the most part I have found the needed data in the database to calculate proper values but want to make sure that my calculations are accurate.
Does anyone know of a list of useful calculations (formulas) related to fitting? Most importantly for me at the moment are the calculations of the resistances and stacking penalties etc. I saw a previous post but there was mention of the stacking penalties changing so I just wanted to make sure I have the most up to date info. If you can provide links, formulas, or explanations I would greatly appreciate it!
Thanks in advance!
Benign Sage
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Admiral Stevenson33
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Posted - 2011.05.04 19:23:00 -
[2]
Linkage
Check the Game Mechanics section, it should have all the equations you need.
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Benign Sage
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Posted - 2011.05.04 23:04:00 -
[3]
Thanks so much! I am sorry I didn't think to check their first.
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Benign Sage
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Posted - 2011.05.10 18:08:00 -
[4]
That formula page got me on the right track but I am having trouble coming up with the correct answers. Must be doing something stupid. Here is my question. What values do I need to be plugging into the formula? Do I use the originals as found in the database?
Example: Ship -> Hurricane Base Kinetic Resistance = 25% (in the database: armorKineticDamageResonance=.75 (which 1-.75 = .25 = 25%))
Module -> Armor Kinetic Hardener II Kinetic Resistance Bonus = 55% (in the database: kineticDamageResistanceBonus=-55)
When looking at Damage Control II it uses armorKineticDamageResonance=.85 (which 1-.85 = .15 = 15%).
Do I need to massage these values before plugging them in? ie: standardize them to be similar to the Resonance values of the ship and say a Damage Control II module?
The values I am currently using (as a test) and failing are:
baseresist=25
hardener1=.55 hardener2=.55 hardener3=.55
Thanks in advance!
Benign Sage
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2011.05.10 23:32:00 -
[5]
Do whatever you see fits. Just make sure the resulting formula is right. You could work straight from DB Mod1 = BaseResonance * (1 + (-55 / 100)) = 0.3375 Mod2 = Mod1 * (1 + (-55 / 100) * 0.87) = 0.1760 Mod3 = Mod2 * (1 + (-55 / 100) * 0.57) = 0.1208 Resistance = 1 - Mod3 = 0.8792 or about 87,92% Damage controls applied separately and not affected by stacking penalty. Make sure it is inserted into proper place, though. -- Thanks CCP for cu |

Benign Sage
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Posted - 2011.05.11 02:30:00 -
[6]
Thanks for the reply! Are you using the static table values (.87, .57, etc.)? Or are you calculating these values? I'm about to use the values from the table as I believe this was another contributing factor to my failing.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2011.05.11 02:44:00 -
[7]
Originally by: Benign Sage Thanks for the reply! Are you using the static table values (.87, .57, etc.)? Or are you calculating these values? I'm about to use the values from the table as I believe this was another contributing factor to my failing.
I've used table values for illustrative purpose. They are a good approximation, you won't loose much if you just hardcode the table for a first release. Just make sure you (re)order your modules' effects properly when calculating final resists. If not being tired, I'd take a round at it myself to see if DC would slip under stacked EANM in calculation. -- Thanks CCP for cu |

Benign Sage
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Posted - 2011.05.11 11:55:00 -
[8]
Thanks man that did it! As soon as I used the resonance values as in the database (which in itself standardized all my values across the calculation) everything started giving me the correct answers, even with my exponential calculation so I should be set! Woot! Check your wallet as your help has not gone overlooked.
Thanks again!
Benign Sage
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