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Thread Statistics | Show CCP posts - 1 post(s) |
Naughty Boy
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Posted - 2006.06.08 23:17:00 -
[91]
Download - b.14.
Changes in the last version * Pwetty colors; * Integration of damage curves, from the left and from the right. ... and yes, this is useless for most common uses.
NB.
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Sarmaul
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Posted - 2006.06.08 23:19:00 -
[92]
you edited out the wrong post :P
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Naughty Boy
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Posted - 2006.06.08 23:22:00 -
[93]
Edited by: Naughty Boy on 08/06/2006 23:23:27
Originally by: Sarmaul you edited out the wrong post :P
Now that's lightning fast forum whoring...
NB.
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Sarmaul
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Posted - 2006.06.08 23:23:00 -
[94]
Originally by: Naughty Boy
Originally by: Sarmaul you edited out the wrong post :P
Now that's lightening fast forum whoring...
NB.
would you expect anything less from me? :)
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Sarmaul
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Posted - 2006.06.08 23:25:00 -
[95]
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Naughty Boy
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Posted - 2006.06.08 23:25:00 -
[96]
Originally by: Sarmaul would you expect anything less from me? :)
Stop that, I can't even correct my typos before you quote me
NB.
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Naughty Boy
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Posted - 2006.06.30 17:28:00 -
[97]
Download - b.15.
Changes in the last version * Bug fix (the bug was in the drone tracking formula not updated properly a few versions back); * Reset the "Function Transformation" field to default "none" value.
Feedback about a "guide"/FAQ for the spreadsheet In the Team Minmatar forum is a small proposition for a small Guide/Faq for the spreadsheet. You are welcome to read it and post comments/questions/suggestions and I'll post a FAQ here later, based upon the feedback. Thank you.
NB.
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Naughty Boy
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Posted - 2006.07.09 15:57:00 -
[98]
Edited by: Naughty Boy on 09/07/2006 15:59:14 Spreadsheet Guide/FAQ
The interface... Link 1
... with some details about the colored fields: Link 2
In short: * Blue fields allow the selection of variables (dependant and independant variable). * Red fields are parameters. * Green fields are the extreme values of variables. 0 is the minimum by default when there is no field to input one. * The yellow field enables resistance based damage computation on the graph. * The purple field plots the first or second order derivative, or the integration function (from the left or from the right).
How do I... ? How do I make a pretty graph ? A few tips: * Select the most appropriate maximum range/fight time (the maximum of your independant variable). * Write "no turret", "no launcher", "no ship", "no drone" instead of erasing the content of the cells. * Save the graph as a PNG file (PNG graphs still have a decent quality, are looking nicer than JPG, are still relatively small).
How do I save graph in PNG format ? * In order to only capture the graph, you have to select it before pressing "ctrl + c": Link 3 * When you press "ctrl + c" there are is a little animation showing that the graph was copied. It is recommended to click somewhere else before refocusing on another window (without unselecting the graph) because excel is a bit bugged and will temporarily resize the graph afterwards, which is very annoying. * Then, you paste it in a program like paint, and select the PNG format in the extension box. It should look like this:
How do I select the right ammo ? You can select any t1 ammo, any t2 ammo, or ask excel to chose the best t1 ammo. For t1 ammo, It is recommended to use "best t1" by default unless you are showing autocannon and blaster damage.
How do I add ships/mods ? You can add ships and mods to the spreadsheet, simply by inserting a new line in the appropriate tab/sheet of the spreadsheet. You might have problems if you simply write a new line below the last entry as it could be outside the area of some functions. You will also need to adjust the validation list under the graph, and unfortunately this can be a bit tricky. If you have issues, you can simply disable "validation" under the "data" menu (iirc).
What kind of graphs can I create ? There are a lot of options, but the most usual are: * Damage over time as a function of range; * Cumulative damage as a function of time; * Damage over time as a function of transversal/sig radius/velocity. Obviously, when chosing damage over time as a function of range, range will vary between the minimum and the maximum, and other parameters will not change (values in yellow in the spreadsheet, or in the red area on the picture above).
How do I set tanks to compare ? This is a bit tricky and not completely finished yet. I have plans to modify this so that it's intuitive, but at the moment it's very simplistic. Most fields aren't even used yet. Resistances computations are working properly, as are plates, but boosters and armor reps only give a repaired value/s. There is no cycle time related computations. This means that a ship would die to burst damage faster than shown in the "time to destruction" computations. It's rather low on the "to do" list.
(continued)
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Naughty Boy
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Posted - 2006.07.09 15:58:00 -
[99]
Download b.18 (Excel Office XP Version) Download b.18 (.ods) (Open Office 2.0 version).
Changes in the last version: * bug fix: bug in resistance calculations for the second tank; * sheets are now protected (except for input fields ofc.); * "fight time = normalized" option (shows normalized dps, not accounting reloading)
NB.
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Naughty Boy
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Posted - 2006.07.09 15:58:00 -
[100]
How do I use derivation/integration options ? These curves show specific computations in order to compare the versatility of weapons, mostly. Currently the integration/derivation variable is the "independant" variable. In some cases, it is better to use the "smooth" and "normalize" options, in order to show a better graph.
How do I use the tracking comp / range mod features ? Link 4 Link 5
How do I chose an appropriate fight time ? By default, chose "normalized". "Normalized" will show the damage based upon the usual damage mod/rof (it doesn't account reloading). Else, fight time = 1 will show the alpha strike capabilities of a ship/setup. A graph based on "fight time" as the independant variable can also provide some information about an appropriate fight time.
How do I get unbiased results ? Unfortunately this is not supported yet, and there is no plan on ever changing this. Sorry
NB.
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Jim McGregor
Caldari
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Posted - 2006.07.24 13:52:00 -
[101]
I downloaded this and wanted to say thanks to Naughty Boy... excellent tool. Besides, minmatar ships doesnt look too bad with t2 ammo in this, which makes me happy. --- Eve Wiki | Eve Tribune | Eve Pirate |
Fogy
Caldari
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Posted - 2006.07.24 14:11:00 -
[102]
I got just 1 question.. WTF havent this thread been stikkied yet??! O_o
Cheers! Fogy "From my rotting boddy flowers shall grow and I am in them, and that is eternity"
New Direction New Area New Victims |
Morbius Bloodstar
eXceed Inc. Ascendant Frontier
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Posted - 2006.07.24 19:08:00 -
[103]
Great work!
Looking forward to playing w/ this one.
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Nyxus
GALAXIAN
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Posted - 2006.07.24 19:49:00 -
[104]
I just want to say again how WONDERFUL this spreadsheet is. The work that you put in, and the gift that you have given the community NB can not be overstated.
Using this spreadsheet also allows you to tell people with absolute honesty that playing Eve helps your spreadsheet skills.
A lot.
Nyxus
Originally by: Tux The thought of a missile spewing armor tanking cool black looking ship makes me happy in the pants
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Naughty Boy
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Posted - 2006.07.25 19:24:00 -
[105]
Edited by: Naughty Boy on 25/07/2006 19:30:03 Thanks for the kind words (again)
... for those who want to play with the new battleships stats and don't know how/want to hack the right sheet: download (b.20).
Default values: * drone bay size is 75m¦ for every tier 3 battleships; * 8 turrets/ship.
NB.
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Wat0721
GalacTECH Unlimited
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Posted - 2006.08.01 05:55:00 -
[106]
Edited by: Wat0721 on 01/08/2006 05:55:51 Just want to ask here...
WHY hasn't this been stickied?
I'm now hell-bent on inflicting some pain on the devs for forcing me to open my Downloads (firefox) to find out where this file came from to eve-search.com for your posting stats to find out if there were any recent updates (I'm currently on beta13...that's gonna change right...).
Don't they realize that it took longer to open my Downloads than copying bookmarks?!
Great tool, btw.
No..."great" doesn't do it justice. I need to throw in "wtfpwn", "omgw0w" and "manh4x" in there, but typing kinda hurts my hands right now.
Sry I can't praise u more.(...now. Updates ftw.) ---
ECM Fix |
Jim McGregor
Caldari
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Posted - 2006.08.13 08:36:00 -
[107]
Im using b20 and when im changing the tank and resistance values, the dps doesnt change at all no matter what I do. Im not sure if im doing something wrong?
--- Eve Wiki | Eve Tribune | Eve Pirate |
Naughty Boy
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Posted - 2006.08.13 09:37:00 -
[108]
Edited by: Naughty Boy on 13/08/2006 09:41:43
Originally by: Jim McGregor Im using b20 and when im changing the tank and resistance values, the dps doesnt change at all no matter what I do. Im not sure if im doing something wrong?
There's a specific field to set to "true":
Originally by: Guide/FAQ ... with some details about the colored fields: Link 2 [...] * The yellow field enables resistance based damage computation on the graph.
Tell me if it doesn't work.
[Edit] known bug: the two resistance values (25% and 55% by default) of the "tank 2" are not working properly, and the computations use the values of "tank 1" instead. This will be changed in the next version.[/Edit]
NB.
In Rust We Trust |
Jim McGregor
Caldari
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Posted - 2006.08.13 09:57:00 -
[109]
Originally by: Naughty Boy
There's a specific field to set to "true":
Not sure how i missed that one... "Tank Characteristics" to True and it works. Thanks. :)
--- Eve Wiki | Eve Tribune | Eve Pirate |
Naughty Boy
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Posted - 2006.09.02 14:10:00 -
[110]
Edited by: Naughty Boy on 02/09/2006 14:11:35
Originally by: Naughty Boy Known bug: the two resistance values (25% and 55% by default) of the "tank 2" are not working properly, and the computations use the values of "tank 1" instead. This will be changed in the next version.
This issue is fixed in the B.22 version. Unfortunately, the file won't be available as long as eve-files is not sorted out (We <3 Chribba anyway).
Planned/Future changes * Option to use multiple stasis webifiers instead of only one (dummy => integer); * EW falloff-related "hit chance" factored for target painters. * Improvement of tank-based computations (+ various fields to enable); * Update of the DB(s) with upcoming bonuses changes/modules stats changes/new ships/missing t1 turrets;
NB.
In Rust We Trust |
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Jim McGregor
Caldari
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Posted - 2006.09.02 14:12:00 -
[111]
Edited by: Jim McGregor on 02/09/2006 14:13:35
Originally by: Naughty Boy
Originally by: Naughty Boy Known bug: the two resistance values (25% and 55% by default) of the "tank 2" are not working properly, and the computations use the values of "tank 1" instead. This will be changed in the next version.
This issue is fixed in the B.22 version. Unfortunately, the file won't be available as long as eve-files is not sorted out (We <3 Chribba anyway).
Link worked for me.... :)
Thanks for your continuing work on this NB, its a great tool. I love that you fixed this bug, because now its easy to compare damage to both armor (tank 1) and shield (tank 2).
--- Eve Wiki | Eve Tribune | Eve Pirate |
Naughty Boy
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Posted - 2006.09.02 14:14:00 -
[112]
Originally by: Jim McGregor Link worked for me.... :)
It doesn't work for me, as I can only upload, but all the beter if it does for you
NB.
In Rust We Trust |
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2006.09.02 14:28:00 -
[113]
Originally by: Naughty Boy
Originally by: Jim McGregor Link worked for me.... :)
It doesn't work for me, as I can only upload, but all the beter if it does for you
NB.
It works depending on which mirror you end up on. As a result I've removed the mirror not acting like it should so once everyones DNS has updated it should work, but it will most likely go a bit slow since there will be heavier load on less servers. Sorry for the trouble.
EVE-Files | EVE-Search | Monitor this Thread |
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Naughty Boy
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Posted - 2006.09.02 14:33:00 -
[114]
Originally by: Chribba It works depending on which mirror you end up on. As a result I've removed the mirror not acting like it should so once everyones DNS has updated it should work, but it will most likely go a bit slow since there will be heavier load on less servers. Sorry for the trouble.
Oh, ok... thanks for the info
(And you don't have to be sorry anyway...)
NB.
In Rust We Trust |
Jim McGregor
Caldari
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Posted - 2006.10.25 07:35:00 -
[115]
Please add the new ships. :)
Yarr. --- Eve Wiki | Eve Tribune | Eve Pirate |
Lenaria
Caldari
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Posted - 2006.11.11 03:54:00 -
[116]
Originally by: Jim McGregor
Please add the new ships. :)
Yarr.
BUMP
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Weirda
Minmatar Queens of the Stone Age Anarchy Empire
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Posted - 2006.11.11 04:41:00 -
[117]
From: Marn Prestoc NB is a bit busy so i've updated the spreadsheet with his permission.
Current version is b23v3, b23 which uses Kali stats is now out of date with the current stats.
b23v3 changes from b22 (last update posted here) are:
Tier 2 BC's added. Heavy Assault Launchers and ammo added. Nighthawks bonus changed. T2 ammo changes added (turrets and missiles). Harb's ROF bonus now a DMG bonus. Myr now has 6 turrets.
http://dl.eve-files.com/media/corp/Preston85/beta23v3_kali.zip
If you spot a problem with the sheet or stats (such as I haven't spotted a change on test) please let us know at http://www.scrapheap-challenge.com/viewtopic.php?t=41 and i'll try to correct it. __ Weirda Join QotSA
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Jim McGregor
Caldari
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Posted - 2006.11.11 09:49:00 -
[118]
Weirda, you sexy beast... --- Eve Wiki | Eve Tribune | Eve Pirate |
Marn Prestoc
Minmatar Queens of the Stone Age Anarchy Empire
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Posted - 2006.12.01 05:56:00 -
[119]
Edited by: Marn Prestoc on 01/12/2006 05:57:57 Version b23v5 Fully Updated to latest Kali build (as of 1st of December).
Seems v4 never got posted here so will just add the notes from what was changed from the previous version. v3 -> v4 changes: Hurricane turrets now 6 from 7 and increased missile slot from 1 to 2. Drake launchers now 6 from 7 and increased turret slot from 1 to 2. Drake ROF bonus now Kinetic bonus. Barrage tracking at 75% (-25% penalty).
v4 -> v5 changes: Myrmidon 100m3 drone bay now 125m3. Abbadons ROF bonus now DMG bonus. Drake back to 7 missile hardpoints from the reduced 6. Drake has no gun hardpoints now. Javalin missiles range + damage reduced. Ammo size and turret capacity updated. AC rof and dmg boosted 40% (rof slowed and damage mod increased) All Arty damage mod increased by 5%.
Next version Next update should hopefully include rigs but not promissing anything.
Thanks to Chribba as always.
p.s. If you find an error please evemail me not NB as he's currently busy hence i'm updating it with his permission.
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NeoGeist
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Posted - 2006.12.09 14:45:00 -
[120]
My main question to this was, HOW LONG DID IT TAKE YOU TO MAKE THIS?!?!?!?!?!?!?!
Anyway, i was think about making an xls similar to this for damage and what not, but since i came across this, i dont' have to , and i probably wouldn't be as l33t as this . BTW, awesome work. |
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