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Thread Statistics | Show CCP posts - 5 post(s) |

Enya Sparhawk
State Protectorate Caldari State
2
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Posted - 2013.04.17 21:43:00 -
[1] - Quote
Do you know what would be sort of nice... if they could create some sort of time dilation for their missle systems (a programming solution) ... make it only at short ranges (0-50km) anything past that at long ranges runs by normal rules, just centered on the missles themselves (and not directly affecting the ships involved in the battle)... try to bridge the gap between applying instantaneous damage and their flight time by giving it the appearance of instantaneous damage for use in PvP. Does that make any sense? Is that even possible? I realize the hestitation for creating more lag during engagements, but there must be a way for fluidity...
I'm not sure if this is really possible but hey, its just an idea...
(Let me mull this over a bit, maybe I can better explain what I am thinking a little later...) F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
2
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Posted - 2013.04.18 21:57:00 -
[2] - Quote
Bucca Zerodyme wrote:Reaver Glitterstim wrote:Fonac wrote:What does signature resolution mean?
Signature resolution is a weapon's "anchor point" for signature radius calculations. When numbers on the weapon rely on the target's signature radius (such as tracking), then when the target's signature radius is equal to the weapon's signature resolution, the number is the listed value. For instance, a large turret has a signature resolution of 400m. If it fires at a target with a 400m signature radius, it gets 100% of the listed tracking value. If it fires at a target with a 2000m signature radius, it gets 500% of listed tracking. I don't think missiles use signature resolution. See for yourself, this how missiles damage is calculated: Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5))) Where sig = ship's signature vel = ship's velocity Er = Explosion Radius of missile Ev = Explosion Velocity of missile drf = Damage Reduction Factor of missile DRF is a value based on missile type which is visible on the charge info page: Rocket = 3.0 Light Missile = 2.8 Assault Missile = 4.5 Heavy Missile = 3.2 Torpedo = 5.0 Cruise Missile = 4.5 Citadel Torpedo = 5.5 Citadel Cruise Missile = 4.5 Obviously its good to use TP, it increase your DPS a lot. Explosion velocity increase your DPS too, but the primary dmg indicator is the signature of the ship.
I was just looking over this post and I think you're right... I'm sorry to ask this (you people seem to know your math) but do torps and cruise use the same formula for calculating damage?
Wouldn't it stand to reason that a cruise would hit/detonate on a target at 0m sig radius as oppose to 2000m sig (as given in the example above) since it has guidance and enough speed to achieve it? (As oppose to a torp which is unguided)
So the signature radius value for the cruise missle is defining its ability to hit the target but not properly applying the damage to that target because it is not hitting at dead center but 2000m out from it... Wouldn't it be better defined as a ratio of the sig radius instead?
What's the formula for calculating turret damage? (I'd like to compare the two) F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
2
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Posted - 2013.04.19 20:36:00 -
[3] - Quote
This is what I was thinking...
Damage = Base_Damage * MIN[sig(drf/2.6)/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5))]
as opposed to:
Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5)))
to further define the relationship between the size of the missle (and ergo resulting explosion radius) and the ship it is being fired at...
Does this make sense?
I still think it is missing something else though... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
2
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Posted - 2013.04.19 21:53:00 -
[4] - Quote
LOL Why?
Bullets: http://tinyurl.com/chvve8u Missiles: http://tinyurl.com/3g3pt8t Guns can put out some hurt too.
F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
2
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Posted - 2013.04.20 20:51:00 -
[5] - Quote
Veshta Yoshida wrote:SongSinger wrote:most annoying that as the transverse velocity to zero gun deal 100% damage, it does not matter if SIGtarget/SIGweapon<1 missiles even stationary target unable to deal 100% damage, if SIGtarget/RadiusExpl<1 this is especially annoying with citadel cruise missiles (torpedoes) Transversal is never zero unless you are EHP bashing or stumble upon someone who had a bathroom emergency (ie. AFK). Controlling/minimizing transversal is a large part of successful use of guns, but you are right to defeat the explosion radius you need a module, specifically a TP which is a fair trade considering you potentially do 100% damage at all ranges without having to switch ammo (no optimal/falloff concerns). There should be some factor or coefficient in the damage calculation formula that differentiates between a guided and unguided missle. With a guided missle, you would need to factor in its guidance (its ability to hit dead center on a circle ie. sig radius) and its velocity (its ability to not only reach that target, but to position itself in a better striking position).
It needs something that would best represent in damage application those actions of the guided missle that I just mentioned... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
2
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Posted - 2013.04.22 21:07:00 -
[6] - Quote
Hmmm, you know, the only thing I would do with torps is drastically increase their velocity (like make them faster than a cruise missle)... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
2
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Posted - 2013.04.23 22:27:00 -
[7] - Quote
LOL very funny video... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
2
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Posted - 2013.04.24 21:29:00 -
[8] - Quote
Gargantoi wrote:improve explosion velocity that kills the dmg ...u can add 10000% to its dmg the target ship can speed tank u so give it more Explosion velocity Enya Sparhawk wrote:All that will do is unbalance the mechanics of the damage application... bro this dmg upgrade is like the artilery one ...u got tons of dmg but crap tracking u cant apply it ..is usless ...they should make decent dmg and applyable ..also where is the balance between this ships i dono tbh ..
Oh I agree with you, but the problem has never been with the adding or negating of buffs but how the formula calculated damage based off of the various factors in the first place... it is busted... otherwise you are just going to spend years trying to fine tune a desired result by what is actually happening with no real results because there is too much overlap in the equation which then leads to this:
ie. a ship velocity of zero should always give the result of 100% damage application... (that is a "1" in this relationship: (Ev/Er * sig/vel)^(log(drf) / log(5.5) but it doesn't, Why? because the formula will alway choose the lowest number (generally any other number >1) as the base dmg multiplier. It is suppose to be an accurate representation of what your skills and ship abilties can do but then doesn't get used...
What ever they have setup for the missle system doesn't properly apply damage which is why it doesn't work for PvP... its not the flight time (since you can choose the dmg type and will always hit), but the fact that the damage you do does not live up to your potential... At least that seems to be what I gathered from the sum of the complaints...
I've been puzzling through this conundrum for the past week or so and have basically come up with very little... it is not an easy solution.... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
2
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Posted - 2013.04.25 21:54:00 -
[9] - Quote
Kagura Nikon wrote: MIssiles are specialized on dealing full damage to ships of HIGHER size..or same size target painted. Nothig wrogn with that, because they can do more damage/projection combination than any other weapon system. That is the price they pay... and I say that as someone that currently use basically only missiles in PVP.
Yes, I understand how they work... I'm not arguing with what you are implying... big missles should not do full damage to small ships (just unbalances the game)
I am merely stating the obvious... that the formula for calculating damage is broken... those big missles are not doing an accurate representation of thier damage on those ships... so what is the point of training skills and using something that doesn't reflect them...
In this equation: Damage = D * Min( 1, (S/E), (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) )
if S/E<1 (say for example equal to 0.111 =11%)
and (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) <1 (same example = 0.23333 =23%)
guess which factor it chooses as the base multiplier? 11%
When in reality based off of your skills and abilities it should be 23%
Busted.... this is why you can never do a 100% damage unless you unbalance the equation enough to make both of those previous mentioned examples >1 theyby making the "1" in the equation the lowest min. multiplier (a 100%)
I mean don't get me wrong, this equation has worked for a decade (maybe less??) and it will still work... but if you want to carry onto another decade then a change is needed to bring all damage into scope of viable PvP....
They should be outsourcing the solution to this formula dilemma to an outside source for a better representation of its damage application... contract an aeronautical engineering firm and tap their best minds for a complex and explicit solution as opposed to this simple implicit one.... then pay them for their time.... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
5
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Posted - 2013.04.26 20:24:00 -
[10] - Quote
Bucca Zerodyme wrote: So this task is not a Task for aeronautical engineering, its a task for the computer science or mathematics. This formula doesnt depends on the location from you or your target, thats good and bad at the same time. You can deal always 100%, it doesnt matter where your enemy is, but the enemy can really easy speed tank your missiles. An Afterburner is enough and your missiles will deal 50%-75% less dmg.
I mearly mention the aeronautical engineer as an example of outsourcing... we're not looking for a programming solution but a formula calculation based off of a certain set of factors.... This group of people generally get paid for thinking in those regards... it would be a minor thing for them when presented with the task of putting "these set factors" in a relationship that best demonstrates mathematically what it is suppose to do... Plus they would readily have "tools" to test out their hypothesis on hand (programs and the like) Yeah someone in computer science or mathematician would definitely work too...
Don't get me wrong, I'm not suggesting that anyone at CCP or EVE are not up for the task, merely that they are already busy with so many other applications that they might not have the resources or brainpower to spare for this task...
And it is an issue... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |
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Enya Sparhawk
State Protectorate Caldari State
5
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Posted - 2013.04.26 21:16:00 -
[11] - Quote
Gabriel Karade wrote:Ancient history now, but this is what they were trying to do with missiles a long time ago.... http://oldforums.eveonline.com/?a=topic&threadID=79439Basically - takes time to accelerate, so the bigger missiles would have poor agility straight out of the tubes, and therefore difficulty hitting smaller stuff up close. Never was too sure why it didn't work, they just pulled the plug on it and eventually went with the explosion radius/velocity approach. Shame really, could have been a cool system, with scope for adding things like minimum 'arming' distance.
Quote:BIG END NOTE: This is step one in missile changes in progress, mentioned before and currently in tuning on the development server is physics changes to missile agility and how they keep track of targets at close and long range, making it so that the bigger missiles guide better at long range but not as well at close range (similar to how long range battleship turrets track frigates at long range).
This is interesting...
Personally, If I were to make changes to the missle system as a whole (assuming they find a better damage calculator) I'd make the unguided missles faster (while cutting back their flight time) than their guided counterparts for two reasons: 1. bring the damage more in line with the turrets ie. being closer to applied near instantaneous (but not near exactly), and 2. institute a damage reduction dependant on "hitting" for longer ranges (it is a short range weapon) meaning that at the extent of their range or flight time they may or maynot lose some damage due to not hitting exactly on target (but they still hit because of the size of explosion radius). Make it a scale similar to turret accuracy falloff but to a way, way lesser extent ... The advantage being that they always hit (if in range) but the damage is then further defined the farther away they get from your ship.
Essentially, treat unguided missles like giant bullets, fast but able to be outrun and affected by transverse (to a way lesser extent; I can't stress that enough)... something that will hit (once fired) even if you warp or lose target lock...
Then the guided, keep as is (again assuming they find a better damage calculator) because of their long range capacity, trading off the ability to apply instant damage for 1. always hitting, with no accuracy falloff 2. a way better scale of damage application on smaller targets (to large) over their unguided counterparts (it is guided afterall)
So essentially, just redefine the unguided missle role to better create a distinction between the two types of missles...
One is the erratic, unpredictable damage type (capable of great pain or minor scratches), the other is the ol' standby, steadfast and sure... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
7
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Posted - 2013.04.29 21:35:00 -
[12] - Quote
Bucca Zerodyme wrote: My formula is: Real DMG = DMG * min(Sig/Er,max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55))
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor
Formulas: min(400/247.5,max(min(167.27-x,1),cos(min((x-167.27)/(167.27*1.5),3.1415))/2.222+0.55)); min(400/247.5, min(1, (103.5/247.5 * 400/x)^(log(4.5)/log(5.5))))
No Feedback for my Hard work?
property's of my Formula: - You can set a minimum - You can adjust the dmg application with DRF - The dmg application depends on the speed of the target, but the dmg curve is a cosine function, so the dmg dont get much worse if the break-even is passed.
Hmmm, the one problem I have with this formula is that it is solely dependant on velocity... While I agree that velocity would be a major factor in solving damage, it should never be a single standalone...
I realize that it "works" (to an extent) but then it really isn't a fair representation of all factors involved based on all of the trained skills available...
The idea being to create a formula that has many factors working in unison (since you will have many other factors working against them in game ie. webbers, painters, etc); the formula should be complex utilizing a wide range of factors without being complicated.
Like I said before, its not a simple solution... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
7
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Posted - 2013.04.29 22:09:00 -
[13] - Quote
Bucca Zerodyme wrote: The Forumla is using all factors. Its what Y = Sig * Ev / Er is for. It may appear different, but there is no difference, except it use a cosine function. Otherwise show me an example where the Formula behaves strange.
If you get webed or painted, your speed decrease or your Sig-Radius is increased. This facts will surly change the dmg you are doing.
I noticed, but the velocity in each of your parts is a stand alone factor, a whole number that isn't accurately presented in the relationship of skills... you are obtaining a number for Y then subtracting the ship's velocity or vice versa...
"(Y -vel) or (vel -Y)"
Whereas in the original formula it is a function of all parts working in unison (though not properly representative)
Bucca Zerodyme wrote: property's of my Formula: - You can set a minimum - You can adjust the dmg application with DRF - The dmg application depends on the speed of the target, but the dmg curve is a cosine function, so the dmg dont get much worse if the break-even is passed.
Don't get me wrong, I do like what you've done and were working towards... but what I am saying is that is should not be dependant on the speed of the target alone, since theoretically, these missles generally travel faster than the ship they are trying to hit...
Does that make sense?
F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
7
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Posted - 2013.04.29 22:10:00 -
[14] - Quote
Bucca Zerodyme wrote:Enya Sparhawk wrote:Factoring in the velocity of missles into the equation wouldn't really be a good idea since they already fly faster than most ships anyways...
The Dmg-Application Graph, which i posted dont show the missiles speed, its showing the speed of the ship. Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor There is no missiles speed involved. LOL no this was in response to another post by someone else, I just added it in later...
sorry
To this:
Kenshi Hanshin wrote:To offset the nearly instant application of damage the damage could be reduced *some* to put missiles back into proper par with turrets. The main balancing attribrute would be the longer base ROF of missile launchers to turrets. Thereby reducing the dps that is actually felt.
In addition, I would suggest that the anti-missile system be changed to a mid-slot or utility-high not launcher/turret based system. Game-mechanic would be a directed or pulsed energy projector that targets missiles like smartbombs. The difference from smart bombs being that it harms only missiles not drones or enemy ships. Using that kind of anti-missile system idea would allow any pilot or raced ship to fit it. Thus not restricting people as the present and worthless defender missiles do.
Thoughts?
*Idea: Make the missile accelerate using an X^2 curve. That would mean that it should be more 'balanced' at closer ranges as well. F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
7
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Posted - 2013.04.29 22:21:00 -
[15] - Quote
Cool, just post it and I'll read it later... maybe I missed something, or maybe there is something I am just not seeing... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
7
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Posted - 2013.04.29 22:55:00 -
[16] - Quote
Applying the dynamics of fluid space to missles... same as ships, to determine speed (time) at which damage gets applied to long ranges due to acceleration...
Yeah I got it, I was disagreeing with...
I just don't like the idea of missles accelerating and decelerating... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
7
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Posted - 2013.04.30 21:26:00 -
[17] - Quote
Kenshi Hanshin wrote:
But you like the idea of ships accelerating right? Missiles are essentially no different in terms of physics. If CCP made use of that fact it could/would help a lot in the balancing of weapon systems.
That said, if I really want to be an ******* and technically so, bullets also are affected by acceleration. However, that would make things far more complicated than necassary.
Exactly, why make something more complicated (for the player or the system) when it doesn't need to be in the first place...
I disagree because factoring an acceleration/deceleration will only slam a wedge between already different weapon systems further separating the divide... When the goal here is trying to make them all fair and feasible in game... I realize you are trying to find a solution to the amount of time it takes to apply damage but unfortunately that is the trade off for hitting 100% of the time with a weapon...
I like the idea of ships accelerating because I can fly them... lol F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
7
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Posted - 2013.04.30 21:41:00 -
[18] - Quote
MrDiao wrote: What I'm actually asking is: why should the missile damage reduction curve be smoother? It changes all missiles. Why should ccp changes all missiles just because the cruise and/or torpedo has problem?
Therein lies the dilemma... What solution creates a fair system to all class of missles over all ranges of ship sizes?
The answer can't be something shoehorned into a solution. F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
7
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Posted - 2013.05.01 22:54:00 -
[19] - Quote
Kenshi Hanshin wrote: Unless I was mistaken you have been advocating that missiles be different throughout the thread. So on that ground, changing the missile mechanics for range and flight would be fine.
I want missile systems to be as effective at damage application as turrets.
Only when missiles can apply damage as efficiently as turrets will they be on even-ground. Till then they are not!
I'm with you on the effective/efficient point here, 100%...
To be honest, I wasn't really advocating anything other than that one fact... sorry if it sounded that way... I'm pretty sure I mentioned this isn't a programming solution but a mathematical one (in relation to the damage calculation formula which is unbalanced to the full spectrum)... a few times I might have even gotten off of topic with other possible suggestions to the system. (though I always mention that it would be something I would do after the actually damage calculation formula was redressed)... a further redefining of their roles in combat...
If I disagree with you, I'm not calling you wrong... I'm just expressing an opinion...
We have the same endgoals afterall...
- Ens
F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
7
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Posted - 2013.05.02 21:52:00 -
[20] - Quote
Gimme more Cynos wrote:Nah, that's not what I'm doing. I guess all missile-users know where the flaw is. The point is, that you'ld need to figure out how much damage a missile should do against targets of various sizes and at various speeds before you change the formula. Yes, a new formula would make sense, but it's a thin line between OP and useless. It isn't as easy as proposing a new formula based on RL physics.. It needs to fit for EvE..  Agreed...
No disrespect to Bucca Zerodyme, (You do good work kid, but I just found your solution oversimplified where ideally the formula should be more complex as well as not be overly complicated)... it almost seems like to properly represent the damage instead of a smooth curve we would need something that graphs out as an S curve...
Or at least that is the image that is presently in my mind...
(Believe me when I say that my math is corroded beyond a little rusty; so this might not make sense)
Something that divides the curve into two parts, a curve representing the top part of 50% damage and an inverse of that curve representing the lower half...
Please tell me someone understands what I am trying to say... (because I'm not really sure how to explain it mathematically; at least not yet.) F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |
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Enya Sparhawk
State Protectorate Caldari State
7
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Posted - 2013.05.03 21:40:00 -
[21] - Quote
Bucca Zerodyme wrote: You want to Split the function into 2 parts so far i get it, but the other part ... well in most cases a image of your function would be nice to understand what you mean. You can use even Paint to do it.
Edit: remember to explain, why do you think it need to be split into 2 parts.
A curve that looks like this... A normal reduction in damage to start out with and then a below normal reduction for the last part...
The idea being that the change in damage shouldn't be so severe at below 50% so that large missles aren't getting raped hitting small ships, while still not doing insane damage...
I got the idea from a W+¦hler curve used for determining material fatigue (I'm evening wondering if a similar formula could be retranslated and applied to what we need... It uses a logarithmic scale same as the current formula; treat missle base damage as the "material" and the formula like the fatigue, stress factors???) F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |
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