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Naughty Boy
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Posted - 2005.11.16 19:40:00 -
[1]
Edited by: Naughty Boy on 16/11/2005 19:47:08 Download (zip file with one excel sheet) Example of results (previous version).
Utility of the model It's a simple model to compare the total damage done by various weapons in various circumstances, as standard damage calculations are often misleading because of the parameters/factors that are usually left out. It is useful to compare weapons for a particular ship, and to compare ships fitted for a particular role. Quick description of the model The variables are total damage and range. The parameters are velocity, transversal velocity, signature radius, and fight time.
The model simply adds the damage of guns, missiles, and drones for each range. * Gun damage: the damage is determined by the tracking formula used in the tracking guide. Each kind of ammo is compared and the optimal ammo is used for every range. Reloading time not taken into account. * Missile damage: the damage is determined by the missile reduction formula discovered by Electr0freak. In addition is used a damage reduction formula to take flight time into account. * Drone damage: This formula uses a damage reduction formula similar to the one taking the flight time of missiles into account. There is still a relatively important inaccuracy as drones are supposed to intercept ships in this formula, which is a problem for high speeds since it becomes noticeable that they do not intercept. Also, there is no damage reduction related to drone tracking as IÆm not yet comfortable enough with the modelisation of their behaviour when chasing/orbiting a target
All the formulas do not use standard dps calculations. Instead, cumulative damage done is divided by the total fight time, in order to show the effect of alpha strike/burst damage when useful (fight time = 1 shows the alpha strike capabilities).
Known Problems * Partial database (lack of destroyer and t1 frigs mostly) * Missing error checks (the spreadsheet isnÆt really user-friendly, and certainly not idiot-proof... be warned ) * No graph scaling when changing min range (odd bug) * No capacitor use calculation (missing feature) * Explosion radius skill bonus input directly in the database * No damage reduction formula for reloading time (missing feature) * Missile damage calculations assume "right" damage type (workaround: create an alternative ship without the damage bonus in the Ship DB) * Weird way to input drone size
Note about that last point. Ships are assumed to use a "right" drone size. ItÆs a bit tricky. The thorax, in the DB, can use 8 drones. In the right column in the "input" sheet it should be "heavy drone t1" because the thorax can hold 8 heavy drones. Thorax mk2 shows 10, hence the right drone size is "medium drone t1". Vexor shows 15, hence it should be "medium drone t1" whereas ishtar should be "heavy drone t1". I didnÆt include t2 drone stats yet, but itÆs quite easy to add in a spare field in the right sheet.
Interface Screenie. Blue background and white fonts mean that those are parameters that can be changed. Ships/weapons are listed below, they just have to be written properly (no typo). There is very little exception handling, so any error will not necessarily be noticed.
ItÆs still very basic and it was not supposed to be released, moerover there are probably still a few "unexpected features", so donÆt expect something very user-friendly. IÆll try to update the file when bugs are noticed and corrected.
Sincerly Yours, The Naughty Boy.
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Trelennen
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Posted - 2005.11.16 20:16:00 -
[2]
Great work Naughty, this should go into one of the stickies, for sure!
Quote: dont fly what you cant afford to lose, always have it insured, make sure you can replace it before you take it into 0.0 or any potentially kaboomish situations.
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Nyxus
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Posted - 2005.11.18 22:25:00 -
[3]
This isn't just good.
It's omfgfingerlickingyarrbq good!
Stickie now please. This utility just can't be beat.
Huge kudos to Naughty Boy for all your hard work!!!
Nyxus
Plasmatique> "Cry 'Cartiff' and let slip the dogs of war!" |
Naughty Boy
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Posted - 2005.11.18 22:28:00 -
[4]
Originally by: Nyxus It's omfgfingerlickingyarrbq good!
Thanks
I'd be glad if people could report bugs/problems here (as I just fixed a very error in the ship DB).
Sincerly Yours, The Naughty Boy. --- Spreadsheet - Damage @ range. |
Zansin
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Posted - 2005.11.23 13:58:00 -
[5]
nice no more long division for me!!! :P
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ThundrGod
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Posted - 2005.11.23 23:33:00 -
[6]
Ok, sorry for noob questions but im struggling with the spreadsheet. Is it only meant to chart one weapon at a time or the weapons package in entirety? How do i add multiple weapons of the same type to a ship?
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Naughty Boy
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Posted - 2005.11.24 01:25:00 -
[7]
Originally by: ThundrGod Ok, sorry for noob questions but im struggling with the spreadsheet. Is it only meant to chart one weapon at a time or the weapons package in entirety? How do i add multiple weapons of the same type to a ship?
At the moment (and i doubt it could gain more flexibility without getting too complex) you can only fit one kind of turret and one kind of launcher. It is supposed to allow a comparison of guns under the effet of ship skills and damage mods, so that, for instance, you can compare how good would be 5 focused medium beams t1 and 2 damage mods t2 when compared to 5 heavy beams fitted on a maller. Or, when fighting a rupture in a thorax, what would be an appropriate range to deal enough damage while not taking to much damage.
I might had features related to skills or cap usage, but it's not certain yet.
Sincerly Yours, The Naughty Boy. --- Spreadsheet - Damage @ range. |
Deja Thoris
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Posted - 2005.11.24 03:43:00 -
[8]
Thats a quality piece of work NaughtyBoy
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Rivek
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Posted - 2005.11.24 03:51:00 -
[9]
It is quite nice and has some capabilities my own doesn't. Thanks for sharing it. May I recomend you incorporate dropdown menus? It requires using "validation" within excel.
See your name in lights at TunDraGon.com |
Naughty Boy
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Posted - 2005.11.25 19:37:00 -
[10]
New version is out, I corrected a few problems (see edit in the first post).
Originally by: Deja Thoris Thats a quality piece of work NaughtyBoy
Thanks, my pleasure.
Originally by: Rivek It is quite nice and has some capabilities my own doesn't. Thanks for sharing it. May I recomend you incorporate dropdown menus? It requires using "validation" within excel.
This is some very interesting function i had no knowledge about, i'll try using it so that it becomes a bit more user-friendly.
Sincerly Yours, The Naughty Boy. --- Spreadsheet - Damage @ range. |
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Naughty Boy
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Posted - 2005.12.10 13:55:00 -
[11]
New version is released (see edit in the first post). Unfortunately I couldn't really upgrade the interface yet.
Sincerly Yours, The Naughty Boy. --- Spreadsheet - Damage @ range. |
Naughty Boy
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Posted - 2005.12.12 00:46:00 -
[12]
New version (a.12) is released (see edit in the first post).
Sincerly Yours, The Naughty Boy. --- Spreadsheet - Damage @ range (updated). |
Nyxus
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Posted - 2005.12.13 04:52:00 -
[13]
Edited by: Nyxus on 13/12/2005 04:52:04 If you havent downloaded the new version do it.
Do it now.
I am tired of seeing totally crap numbers and comparisons on the forums. Naughty Boy has created an absolutely fantastic tool that does all the work for you. No more hard maths (I know you only passed becuase you cheated anyway). Plug in what you want to compare and it provides you with numbers and a pretty graph to boot!
Use it's power for good, not ebil. And send Naughty Boy some iskies just like you slipped that nerdy kid some money for doing your homework back in school.
Nyxus
Plasmatique> "Cry 'Cartiff' and let slip the dogs of war!" |
Drunkeh
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Posted - 2005.12.13 04:59:00 -
[14]
Naughty, you are easilly my favorite ships and modules poster. Thanks a lot for all of your hard work man.
The list is now #1 naughty #2-5: j0, jim, meri, detaurus
honorable mention: thewhizz187 (or whatever random numbers).
Originally by: Omeega I R NO WORK.
I SELL MY KIDS FOR ISK.
YAAAAAAAAAAAAAAAR.
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Drunkeh
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Posted - 2005.12.13 05:00:00 -
[15]
Oh and STICKY
Originally by: Omeega I R NO WORK.
I SELL MY KIDS FOR ISK.
YAAAAAAAAAAAAAAAR.
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Sarmaul
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Posted - 2005.12.13 09:20:00 -
[16]
there are 2 things in life you need to ***** the Ships and Mods forum effectivly.
1) The QuickFit Tool stickied at the top 2) This spreadsheat
<3
Originally by: Chowdown We camp a lot
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Naughty Boy
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Posted - 2005.12.13 13:23:00 -
[17]
Thanks for the kind words.
New version is uploaded, the database error is corrected. There are a few new features, mostly "cosmetic".
Sincerly Yours, The Naughty Boy. --- Spreadsheet - Damage @ range. Check for updates/known issues and report bugs/problems/questions/other feedback. |
Sarmaul
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Posted - 2005.12.13 13:33:00 -
[18]
and hurry up with the drone damage mods - I have more phoon setup whoring to do!
Originally by: Chowdown We camp a lot
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Naughty Boy
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Posted - 2005.12.13 15:03:00 -
[19]
Uploaded again, with drone damage/ tracking mods (in testing).
I've never used them on SISI, so i'm not so sure about the new range (if it changed, can't remember) and effect of the drone tracking mod on range. In case it's not working as it should, just input a high constant for max drone range in input cell to get rid of the impact of the parameter.
Sincerly yours, The Naughty Boy. --- Spreadsheet - Damage @ range. Check for updates/known issues and report bugs/problems/questions/other feedback. |
Drunkeh
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Posted - 2005.12.16 17:29:00 -
[20]
Why is this not stickied?
Originally by: Omeega I R NO WORK.
I SELL MY KIDS FOR ISK.
YAAAAAAAAAAAAAAAR.
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Sun Ra
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Posted - 2005.12.19 09:58:00 -
[21]
T1 drones seem to be doing more damage than t2's?
We're coming for you |
Naughty Boy
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Posted - 2005.12.19 10:04:00 -
[22]
Indeed, they have 1 second ROF in the <mod DB> sheet instead of 2 seconds like they should. I have absolutely no idea how this happened .
I'll post an update soon. Thanks for reporting this, Sun Ra.
Sincerly Yours, The Naughty Boy. --- Spreadsheet - Damage @ range. Check for updates/known issues, feedback welcome. |
vile56
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Posted - 2005.12.21 02:26:00 -
[23]
i am usualy comp savy but i lack in code so i d/l the program and i am just seeing code after i extract.
help apreciated
well walk up to her with your pants down and if she runs away it was never meant to be. |
Erloas
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Posted - 2005.12.21 03:37:00 -
[24]
the alpha18 version link doesn't work, says file not found
As for the above poster, I got the alpha16 and it works fine, its an excel file though, so if you don't have excel then that would by why its not working
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Naughty Boy
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Posted - 2005.12.21 03:48:00 -
[25]
Edited by: Naughty Boy on 21/12/2005 03:52:24
Originally by: Erloas the alpha18 version link doesn't work, says file not found
I've been trying to upload it for a few days already and it still doesn't work. I have no idea if the problem is on my end or if it's normal for eve-files to be so frustrating at the moment. The next version should add very little, it mainly correct the too low ROF of the t1 drones (which is incorrect in the .16 version).
Originally by: Erloas As for the above poster, I got the alpha16 and it works fine, its an excel file though, so if you don't have excel then that would by why its not working.
Indeed, you need the program for the excel sheet to work. If that's not the problem, can you tell a bit more about what exactly is happening.
Sincerly Yours, The Naughty Boy. --- Spreadsheet - Damage @ range. Check for updates/known issues, feedback welcome. |
Sky Hunter
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Posted - 2005.12.21 18:02:00 -
[26]
Is it ok to use old version so far for gun dmg calculations? -=-
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Naughty Boy
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Posted - 2005.12.21 18:12:00 -
[27]
Aye, it's fine. You can manually change the t1 drones ROF in the sheet called <Mod DB> from 1 to 2 seconds and all should be fine.
Sincerly Yours, The Naughty Boy. --- Spreadsheet - Damage @ range. Check for updates/known issues, feedback welcome. |
Sky Hunter
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Posted - 2005.12.21 18:55:00 -
[28]
Edited by: Sky Hunter on 21/12/2005 18:55:12 Hm just downloaded alpha16 zip archive....it only contains *.xls file....what i do with it?
edit: typo -=-
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Naughty Boy
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Posted - 2005.12.21 19:05:00 -
[29]
You open it with Microsoft Excel.
In the first sheet (called "input") there are cells with ships/weapons/mods. Just write the names of the ship/weapon, the number of damage/tracking mods and parameters like range/velocity: the graph(s) should update properly.
Sincerly Yours, The Naughty Boy. --- Spreadsheet - Damage @ range. Check for updates/known issues, feedback welcome. |
Sky Hunter
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Posted - 2005.12.21 21:16:00 -
[30]
Originally by: Naughty Boy You open it with Microsoft Excel.
In the first sheet (called "input") there are cells with ships/weapons/mods. Just write the names of the ship/weapon, the number of damage/tracking mods and parameters like range/velocity: the graph(s) should update properly.
Sincerly Yours, The Naughty Boy.
Thanks, ok now! -=-
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Sun Ra
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Posted - 2005.12.22 13:02:00 -
[31]
Edited by: Sun Ra on 22/12/2005 13:01:55 Any chance you can add a feature to show dmg after resistance? have a box for em thm kin exp where we can fill in the resistance value then then you end up having the dps graph showing the damage each gun does against that tank.
Reason for this is cos without resistance the pure dps figures are miss leading imo
We're coming for you |
Naughty Boy
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Posted - 2005.12.23 14:26:00 -
[32]
New version is out, fixing the drone ROF database error. Drones tracking in general is a bit off because it somehow changed between the last singularity build (used to update the sheet database) and what made it on TQ. With the wasp tracking being currently abnormal, i'll wait a bit to update. Drone tracking can be disabled in the "input" sheet.
Originally by: Sun Ra Any chance you can add a feature to show dmg after resistance? have a box for em thm kin exp where we can fill in the resistance value then then you end up having the dps graph showing the damage each gun does against that tank.
Reason for this is cos without resistance the pure dps figures are miss leading imo
That doesn't exactly fit into the current model, so if i ever do it it will take some time. I'll think about it, i was planning to add sentry drones/new ammo, improve drone tracking model, and a few other stuffs, so it will be a matter of priorities.
Sincerly Yours, The Naughty Boy. --- Spreadsheet - Damage @ range (v. a.18). Check for updates/known issues, feedback welcome. |
Naughty Boy
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Posted - 2005.12.26 02:11:00 -
[33]
Edited by: Naughty Boy on 26/12/2005 02:14:35 Current version: a.19 See first post for more details.
New version in testing, with two new features: * Joint stacking of tracking computers and tracking disruptors; * Effect of resistances in dps calculations (optional); "In testing" Version: a.21
Known issues specific to this version: * Missile damage bonus are not damage-specific currently. A caracal will have a damage bonus for every heavy missile, not only scourge for instance. To be fixed later.
Note: * Basic stacking of hardeners calculations included.
Sincerly Yours, The Naughty Boy. --- Spreadsheet - Damage @ range (v. a.19) |
Naughty Boy
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Posted - 2005.12.27 07:23:00 -
[34]
New version in testing, adressing the issue with wrong missile damage bonuses Download: "In testing" Version: a.22
Sincerly Yours, The Naughty Boy. ---
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Sarmaul
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Posted - 2006.01.04 18:17:00 -
[35]
you're going to hate me for saying this, but is there any chance you could include the dreadnoughts in this? So we can compare siege mode vs non-siege mode, have 2 seperate entries for each ship (i.e. "Moros" and "Moros Siege").
I would wub you lots for that
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Naughty Boy
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Posted - 2006.01.04 19:52:00 -
[36]
I'm looking into that, it will take some time as i haven't tested properly the last features yet.
Next version should include dreads and their weapons, new t2 ships, weapons, drone navigation and sharpshooter skill effect (since tuxford said that the speed bonus affecting orbit velocity was a bug, something i was waiting for to include it into the calculations), a minor correction in missile damage formula (explosion velocity skill effect not affecting torpedoes), and maybe some improvements to the drone flight time related damage reduction/pursuit & tracking formula.
Sincerly Yours, The Naughty Boy. ---
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Naughty Boy
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Posted - 2006.01.05 01:23:00 -
[37]
New test version: a.25
Changes: * Correction of minor skill issues in drone and missile damage calculation models; * Introduction of stealth bombers and dreads;
Sincerly Yours, The Naughty Boy. ---
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Sarmaul
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Posted - 2006.01.12 13:08:00 -
[38]
thank you for adding the dreads - good to know the nag is still the best vs pos :).
am I missing something, or did you at one point post damage over time graphs on these forums? If so, is it in this spreadsheet or something hiding away on your computer? :)
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Naughty Boy
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Posted - 2006.01.17 09:38:00 -
[39]
Edited by: Naughty Boy on 17/01/2006 09:39:56 Current version: a.19 (nothing changed here, i know, i should release a tested version but... i'd like to test more before ) See first post for more details.
New version in testing * Minor database corrections; * Addition of Command ships, Recon ships, and Interdictors in the database (in testing); Download: "In testing" Version: a.27
Originally by: Sarmaul thank you for adding the dreads - good to know the nag is still the best vs pos :).
You're welcome. I somehow managed to miss your post, sorry for the late reply.
Originally by: Sarmaul am I missing something, or did you at one point post damage over time graphs on these forums? If so, is it in this spreadsheet or something hiding away on your computer? :)
The second sheet displays cumulative damage, which is not really different than the dps. It's the same graph, scaled as the dps is multiplied by the total fight time.
This might change in further versions, as i'll try to add calculations of fight time against a tanked target and allow the sheet to display damage as a function of time for a given range, and not just damage as a function of range after a given fight time. No so sure if it will be soon though.
Sincerly Yours, The Naughty Boy. ---
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LWMaverick
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Posted - 2006.01.17 10:11:00 -
[40]
OMFG
...
WIN!
/Mav
With great power, comes great responsibility. |
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Testy Mctest
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Posted - 2006.01.17 10:16:00 -
[41]
Ive put off downloading this for a while, because I'm in work of a daytime and normally when I'm surfing the net I try to not download anything. I leave it to you guys to post the numbers when I argue about stuff :P
The point of this post is that I've just downloaded the sheet now, and simply, Im stunned at the amount of work that's gone into that sheet.
Stunned.
Testy's Eve Blog |
The Major
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Posted - 2006.01.26 03:08:00 -
[42]
Any plans to add Tracking Enhancers to this?
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Naughty Boy
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Posted - 2006.01.26 12:30:00 -
[43]
Thanks again for the kind words.
Current version: a.19 (still no change there, there's an annoying bug in last test version)
New version in testing * Some fixing (database errors mostly); * New option: damage can be shown as a function of fight time for a set range (instead of a function of range for a set fight time). This change brought a new error making the cumulative damage change during reload time (). It's a rather minor issue as values are correct when weapons are not reloading, and will be corrected later; * Setting/Switch between tracking disruptor and tracking enhancers (boolean): calculations are using tracking enhancers and tracking computers or tracking disruptors and tracking computers (in testing); Download: "In testing" Version: a.30
Originally by: The Major Any plans to add Tracking Enhancers to this?
Well, there were no plan to speak of, I just though it was easy to add. As it was not practical to try to stack 3 different kind of mods (tracking computer/enhancer/disruptors), there's an option to stack either enhancers and computers, either computers and disruptors. It could be changed later though I think it's not bad as it is.
File's getting big, I'm planning to get some optimisations for turret damage calculations (it's ugly coding now, in the beginning it wasn't planned to be something else than a quickly made sheet).
Sincerly Yours, The Naughty Boy. ---
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Dash Ripcock
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Posted - 2006.01.26 12:49:00 -
[44]
Excellent work Naughty Boy that really made my day! Of course numbers aren't everything, but they do give you an edge in heated debate!
The Firing Range |
Khaldorn Murino
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Posted - 2006.01.26 13:27:00 -
[45]
Naughty, forgive me for being a retard, but does the damage calculation factor in the chance to hit of the tracking? -
- The fire burns..
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Naughty Boy
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Posted - 2006.01.26 13:34:00 -
[46]
Originally by: Khaldorn Murino Naughty, forgive me for being a retard, but does the damage calculation factor in the chance to hit of the tracking?
Hey, don't say that Technically, yes, tracking is included in the calculations (though it only becomes a factor when transversal velocity is not equal to zero). The chance to hit is factored into it, though the hit quality isn't. It doesn't make a huge difference but it does make a difference nevertheless. As soon as someone come up with the formula used by EVE to determine hit quality it will be added.
Sincerly Yours, The Naughty Boy. ---
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Khaldorn Murino
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Posted - 2006.01.26 13:36:00 -
[47]
Cool! seriously tho, I must be thick as im getting more DPS off a wolf with lasers than I am off a vengeance with lasers!
Nice spreadsheets, im going to have a proper look at them when i get home tonight. -
- The fire burns..
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Naughty Boy
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Posted - 2006.01.26 14:01:00 -
[48]
Originally by: Khaldorn Murino Cool! seriously tho, I must be thick as im getting more DPS off a wolf with lasers than I am off a vengeance with lasers!
vengeance has got no damage bonus for lasers and wolf gets one more turret hardpoint, so that sounds as it should... (though optimal should be different, as the vengeance gets an optimal range bonus)
Sincerly Yours, The Naughty Boy. ---
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The Major
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Posted - 2006.01.26 15:12:00 -
[49]
Originally by: Naughty Boy
Well, there were no plan to speak of, I just though it was easy to add. As it was not practical to try to stack 3 different kind of mods (tracking computer/enhancer/disruptors), there's an option to stack either enhancers and computers, either computers and disruptors. It could be changed later though I think it's not bad as it is.
Methinks the stacking calculations are far easier to apply in real code than in excel. Espechilly when you have a proper Database handy.
Anyway from what I've gathered all bonuses have their actual value calculated in the order from biggest to smallest. This is what has lead to the bugs with various modules like tracking computers Vs Tracking Disruptors as they use the same bonus pool in the DB. They get applied biggest (IE tracking comp which is positive) to smallest (tracking disruptor which is negative).
So if you have 1 tracking comp, 1 tracking enhancer and 1 tracking disruptor on you then you apply the stacking formula in this order:
Range: Enhancer, Computer, Disruptor Tracking: Computer, Enhancer, Disruptor
I'm not yet aware of the actual formula post RMR (working on it right now though) but this means the Disruptor will get gimped for being the third bonus to affect the same pool which is why they are having so little effect on ships fitted with tracking computers.
Like I said easy in code, you can just sort the DB results and iterate through them and apply the bonuses in a for() loop. Excel = harder.
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Naughty Boy
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Posted - 2006.01.26 15:25:00 -
[50]
Edited by: Naughty Boy on 26/01/2006 15:33:27 Yes, that's the problem. I tried to keep it simple, all the code was already there for disruptors so i only changed the modifiers. I'll see how to change that later, it's a bit annoying as it is now because it's not very intuitive.
Sincerly Yours, The Naughty Boy. ---
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Khaldorn Murino
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Posted - 2006.01.26 15:56:00 -
[51]
Edited by: Khaldorn Murino on 26/01/2006 15:56:27
Originally by: Naughty Boy
Originally by: Khaldorn Murino Cool! seriously tho, I must be thick as im getting more DPS off a wolf with lasers than I am off a vengeance with lasers!
vengeance has got no damage bonus for lasers and wolf gets one more turret hardpoint, so that sounds as it should... (though optimal should be different, as the vengeance gets an optimal range bonus)
Sincerly Yours, The Naughty Boy.
Ahh cool. Hell i get better dps with those lasers on my wolf rather than my autocannons. The cap is obviously an issue, coupled with the reduced range - but it might be worth looking into.
Cheers Naughty
EDIT: oh and sticky! -
- The fire burns..
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The Major
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Posted - 2006.01.26 16:30:00 -
[52]
Edited by: The Major on 26/01/2006 16:33:04 I'm not convinced CCP would use a seemingly random number with 8 floating points as a constant in stacking. I have however come really close by using the universal constant...
(1/p)^(SQRT(p/42))
Where p = The Bonuses position in the bonus pool stack.
Gives you a nice root curve where the significance of the bonus is severely diminished after the 4th bonus. The numbers for the second and third bonus are actually slightly higher than on TQ right now. Problem is that only works if you assume all bonuses have the same base value and you are infact multiplying by the final value of the PREVIOUS bonus in the stack. Wouldn't work for mixed bonii as we have now.
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Ocean Soul
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Posted - 2006.01.26 17:39:00 -
[53]
Im very impressed, it is most useful. But i was wondering if in the next version you would put Stealth Bombers in there too please.
Nice work
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Tsual
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Posted - 2006.01.26 18:06:00 -
[54]
Can anyone explain what the basic damage in ammo info means? And how it compares to the specific damage types?
******************
Tsual - Highly ore adddicted. |
F4ze
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Posted - 2006.01.27 11:44:00 -
[55]
I am very curious what funcions of Excell you use to make those select boxes with data from another sheet?
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Nival
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Posted - 2006.01.27 12:03:00 -
[56]
This thing is worth its virtual weight in gold. Many thanks for putting all the hard work in and making this Naughty Boy!
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Naughty Boy
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Posted - 2006.01.27 15:44:00 -
[57]
Edited by: Naughty Boy on 27/01/2006 15:43:48
Originally by: Ocean Soul Im very impressed, it is most useful. But i was wondering if in the next version you would put Stealth Bombers in there too please.
Stealth bombers are in the last test versions (a.27 and a.30 are available on eve-files). There was very little testing done, so there might be something wrong with the hidden bonus. Also, there is a lil' lack of code and in the spreadsheet, siege launchers will probably (can't remember right now) also use the hidden explosion radius bonus (which they shouldn't). If you find something wrong/unexpected, you can report it here and i'll have a look.
Originally by: Tsual Can anyone explain what the basic damage in ammo info means? And how it compares to the specific damage types?
You might want to check a post of Sarmaul. It's linked in the sticky. The ammo base damage is divided into a base damage for each damage type. The damage done against an unhardened target is the sum of the 4 base damages, multiplied by the damage modifier of the gun after skills and effects of modules ("damage mods"). Against an hardened target, damage done is the sum of the base damage * (1-resistance to the damage type) * damage modifier of the gun.
Originally by: F4ze I am very curious what funcions of Excell you use to make those select boxes with data from another sheet?
There are 3 columns under the graph of the first sheet, so the "select boxes" are linked inside the very same sheet. I don't really know much about this, Rivek proposed to use the validation function to handle errors and it works decently for the task, the columns where already there before I started using the function so I only noticed later that there were no straightforward way to link to another sheet.
Originally by: Nival This thing is worth its virtual weight in gold. Many thanks for putting all the hard work in and making this Naughty Boy!
Thanks
Sincerly Yours, The Naughty Boy. ---
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The Major
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Posted - 2006.01.27 19:46:00 -
[58]
Originally by: Naughty Boy There are 3 columns under the graph of the first sheet, so the "select boxes" are linked inside the very same sheet. I don't really know much about this, Rivek proposed to use the validation function to handle errors and it works fine for the task, the columns were already there before I started using the function so I only noticed later that there was no straightforward way to link to another sheet (at least, I didn't find any, and would certainly use it if I knew).
Select the fields you want to use as a data validation source. Now inthe top-left of the screen there is a text entry box (just to the left of where you input formulas and values) . This is the name of the cell range you have selected (it will look like A1:C1 or similar at the moment). Click inhere and type a name for the cell range like ShipNames.
When you use the list option in data validation you can now just type in the source as =ShipNames and it will use that cellrange even if it's in another sheet in the workbook.
To edit an already existing named cellrange to include more or less cells goto Insert -> Define -> Names. You can then change the name of the range and what cells it actually encompasses.
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Naughty Boy
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Posted - 2006.01.27 20:10:00 -
[59]
Edited by: Naughty Boy on 27/01/2006 20:14:25 Thank you for reminding me, I'll have a look at it. I knew about the ability to name ranges, tried it shortly but it didn't seem to work correctly at that time: I could still input a content that wasn't in the list, so it was pointless. I gave up rather fast (then forget about it), but I'll try again as I don't like the current system. So, that's added to the "to do" list .
Sincerly Yours, The Naughty Boy. ---
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Sun Ra
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Posted - 2006.02.01 10:44:00 -
[60]
a30 has a slight bug, the 4th ship always shows as a tempest on the graph
Arcane Frankologies - 'plz stop guys it's xmas' |
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Naughty Boy
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Posted - 2006.02.07 14:55:00 -
[61]
Originally by: Sun Ra a30 has a slight bug, the 4th ship always shows as a tempest on the graph
Oh, thanks for that, I didn't notice. It's a minor typo in a cell though it has a rather annoying consequence. It will be changed in the next version.
Sincerly Yours, The Naughty Boy.
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Naughty Boy
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Posted - 2006.02.13 00:38:00 -
[62]
Edited by: Naughty Boy on 13/02/2006 00:39:08 Current version: a.19 (still no change there, the annoying bug from a.30 - that came with the function allowing to set fight time as a variable, and range as a parameter - is still not corrected).
New version in testing * Minor fixing (including the typo reported by Sun Ra); * Improved stacking calculator for resistances; * "Cosmetic" changes (input sheet, with settings and parameters); * New SISI stacking for tracking computers/enhancers/disruptors (in testing); Download: "In testing" Version: a.32
Sincerly Yours, The Naughty Boy.
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Nyxus
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Posted - 2006.02.27 00:58:00 -
[63]
Have I mentioned recently how much I love this thing? This provides more hard data than a 1000 "omgnerfthis" threads with anecdotal, biased experiences.
Thanks for updating it so religiously Naughty Boy, its very very very much appreciated. I am looking forward to the new stacking fixes and seeing how they affect the numbers.
Suggestion/Question: Is there some way to plug in T2 ammo variations for different weapons? I think some of that data would be very enlightening.
Nyxus
Macgyver can build an airplane out of gum and paper clips, but Chuck Norris can kill him and take it.
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Sarmaul
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Posted - 2006.02.27 01:00:00 -
[64]
NB, I know you're going to hate me for it, but how's about an ammo selector for both missiles and turrets?
Oh, and t2 ammo would be nice too
Originally by: Zzazzt
Originally by: thoth foc PA doesnt stand for anything..
Punchbag Alliance...
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Naughty Boy
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Posted - 2006.02.28 17:52:00 -
[65]
I've been developping another version with sentry drones, carriers, and t2 ammo. Sentry drones were relatively easy to add, but the other changes will take some time as the current model isn't flexible enough. Also, unfortunately the math behind t2 ammo isn't very obvious (the bonus/modifiers of t2 ammo aren't always very straightforward) so this will take some time.
Sincerly Yours, The Naughty Boy.
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Naughty Boy
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Posted - 2006.03.06 14:10:00 -
[66]
New version in testing (uploading to eve-files right now, don't forget to help Chribba funding the very first mining titan). This version is a test version, including many changes that were not extensively tested.
New changes * The cumulative damage no longer decrease when weapons are reloading (in the particular case of flight time being a variable and range a parameter); * Blood ships changes: Sacrilege, Vulture bonuses changed; * Modifications to the Resistance Stacking Calculator; * New "cosmetic" changes (input sheet, with settings and parameters); * T2 Ammo for turrets and launchers (in testing); Download: "In testing" Version: a.40
Future plans As Excel isn't very well suited for that kind of calculations, the spreadsheet became very large (70+ Mb) and very complex (it is common to have calculations in cells take as long as 4 lines). For that reason, future versions will not get more complex, and future changes will mostly be limited to bug correction and minor additions. Including: * T1 Ammo selector for turrets; * Sentries (the test version including sentry drones was corrupted so the feature didn't make it into this test version).
Sincerly Yours, The Naughty Boy.
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Wilm v'Rabe
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Posted - 2006.03.07 22:11:00 -
[67]
Absolutely incredible. So much stuff I'm just working to understand some of it :)
However, I notice there are a number of ships and weapons not listed, toward the low end of the spectrum. Can I just add the data to the DB section or are there conventions?
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Naughty Boy
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Posted - 2006.03.07 23:02:00 -
[68]
Originally by: Wilm v'Rabe Can I just add the data to the DB section or are there conventions?
You shouldn't have problems adding them, make sure that you list the bonuses in a consistant way. Same goes for the weapons.
Sincerly Yours, The Naughty Boy.
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Naughty Boy
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Posted - 2006.04.21 17:01:00 -
[69]
Download - b.01 (14.8Mb ZIP, uploading to eve-files right now).
Changes in the last version * Extended choice of variables (previously only range, then range and fight time, now most parameters); * Addition of t1 sentry drones; * Addition of an "ammo selector" (t1 for turrets, t1 and t2 for launchers); * Addition of target painters; * Spec. skill for tracking disruptors now factored; * Minor "cosmetic" changes to interface.
From now on, no major features will be added, only updates and minor bugfixing.
Sincerly Yours, The Naughty Boy.
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Naughty Boy
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Posted - 2006.04.23 20:03:00 -
[70]
Download - b.02 (Minor update uploading on eve-files now).
Changes in the last version * Bugfix for missile damage computations in b.01 version; * Webber/painters can be fitted on ships individually; * Addition of MWD signature bonus related computations to correct target painter stacking on a MWD'ing target; * Minor "cosmetic" changes to the interface; * Improvements of the "time to destruction" computations.
Planned/Future changes * Update of the DB with upcoming Typhoon bonus/tracking bonuses/blasters/tachyons/AF etc. changes; * EW falloff-related "hit chance" factored for target painters; * Changes to resistances computations to fit the new "time to destruction" computations.
Sincerly Yours, The Naughty Boy.
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Waz Hawat
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Posted - 2006.04.23 23:13:00 -
[71]
This really is great work, thank you very much. ---- |
Kaylana Syi
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Posted - 2006.04.23 23:53:00 -
[72]
Does this, or will it ever, work in Open Office?
Originally by: "Oveur" I don't react to threats any better than you do
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Muthsera
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Posted - 2006.04.24 02:43:00 -
[73]
STICKIE! My thoughs
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Naughty Boy
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Posted - 2006.04.25 16:45:00 -
[74]
Originally by: Kaylana Syi Does this, or will it ever, work in Open Office?
It does not work in Open Office unfortunately, though I think it shouldn't be too hard to make it work. I don't have much time currently, but I'll think about it.
Sincerly Yours, The Naughty Boy.
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Naughty Boy
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Posted - 2006.04.27 19:19:00 -
[75]
Download - b.03. Quick update.
Changes in the last version * Astarte/Sleipnir falloff changed to 10%; * Basic stat summary for turrets and launchers (similar to "show info" without ammo loaded); * Duplication of resistances computations, so that the two tanks that can be compared in the "time to destruction" computations can have different resistances.
Planned/Future changes * Update of the DB with upcoming bonus/modules stats changes; * EW falloff-related "hit chance" factored for target painters.
Sincerly Yours, The Naughty Boy.
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Naughty Boy
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Posted - 2006.04.30 13:20:00 -
[76]
Originally by: Kaylana Syi Does this, or will it ever, work in Open Office?
An update about this issue.
I've tried to find which functions couldn't be converted to Open Office automatically, but couldn't find any pattern and hence my suspicion is that the file is simply too big to be converted properly. If this is the issue, some optimisations made for the turret computations could solve the problem.
Sincerly Yours, The Naughty Boy.
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Sarmaul
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Posted - 2006.04.30 15:33:00 -
[77]
<3 ______________________________________________________ Account Reactivated |
Sanctus Maleficus
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Posted - 2006.05.05 20:07:00 -
[78]
Originally by: Naughty Boy
Originally by: Kaylana Syi Does this, or will it ever, work in Open Office?
An update about this issue.
I've tried to find which functions couldn't be converted to Open Office automatically, but couldn't find any pattern and hence my suspicion is that the file is simply too big to be converted properly. If this is the issue, some optimisations made for the turret computations could solve the problem.
Sincerly Yours, The Naughty Boy.
Yeah, I just tried to open it in Open Office and basically, it pegged about 500mb of memory usage and caused my machine to basically lock up. Not sure if its JUST the sheet itself, very well could be this machine, but for what its worth. :)
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Naughty Boy
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Posted - 2006.05.06 14:29:00 -
[79]
Originally by: Sanctus Maleficus Yeah, I just tried to open it in Open Office and basically, it pegged about 500mb of memory usage and caused my machine to basically lock up. Not sure if its JUST the sheet itself, very well could be this machine, but for what its worth. :)
I think that it's the size of the sheet, i'll have a look at it. Due to how, in Excel, you cannot store and transform data through loops like in "regular code", there is a lot of redundant code and this explains the size of the sheet.
A slightly unusual update that i'm not going to explain much... (uploading right now on eve-files): Download Version B.04. This version has got a new option to show the derivatives of the first and second order. This comes with an option smooth the curve as the derivative is a numerical derivation of (sometimes) discontinuous functions, as well as an option to normalize the graph of the derivative (to make it easier to read).
Sincerly Yours, The Naughty Boy.
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M3ta
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Posted - 2006.05.09 23:56:00 -
[80]
Originally by: Naughty Boy
Sincerly Yours, The Naughty Boy.
And one more last detail just so everything is perfect:
From www.dict.org: "No definitions found for "sincerly", perhaps you mean:
gcide: Sincerely wn: sincerely "
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Naughty Boy
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Posted - 2006.05.10 00:24:00 -
[81]
It's only "extravagance", fantaisie. I know that it's a typo This line had its time, let's move to something else...
NB.
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xphreakx
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Posted - 2006.05.10 00:48:00 -
[82]
Well i did download this, only to my dismay that Excel 2000 is unable to load this (see MS KB article: http://support.microsoft.com/kb/313275/en-us). I think i have a copy of Office 2003 lying around which I can use.
Otherwise this sounds like a great way to do some real good calculations of my setups and compare them.
Thanks!
-----------
Freespace2 Source Code Project Solar Storm |
Naughty Boy
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Posted - 2006.05.10 00:54:00 -
[83]
I'm looking into this, it's an issue for Open Office too apparently. I should be able to get the size of the sheet to ~70% of what it's now, maybe even less. In the meanwhile you can use the alpha19 version which is still on eve-files, linked in the first post, and is much smaller. Of course, it has less features and is maybe a bit outdated, but it might run.
NB.
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xphreakx
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Posted - 2006.05.10 01:36:00 -
[84]
Edited by: xphreakx on 10/05/2006 01:36:09 Thanks, got a.19 working and managed to hack in the proposed Caldari Tier 3 battleship using 7 425IIs and a T2 cruise launcher (even though i figure it'll probably use 6/2). Awesome spreadsheet.
-----------
Freespace2 Source Code Project Solar Storm |
Naughty Boy
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Posted - 2006.05.19 21:12:00 -
[85]
Edited by: Naughty Boy on 19/05/2006 21:14:15 Download - b.10. Mostly a performance related upgrade. The size of the spreadsheet was reduced from ~75Mb to ~40Mb. That was done in order to allow Open Office and older versions of Excel to load the spreadsheet. I could load it with Open Office without any trouble. Unfortunately a few more calculations were needed to shrink the tables, so the computations are a bit slower. This might be improved later.
Changes in the last version * Siege Bonus for Dread updated; * Changes to a more user-friendly ammo selector; * Alteration of the computation tables.
Planned/Future changes * Fix the basic stat summary for turrets and launchers, removed for the computation changes; * Update of the DB with upcoming bonus/modules stats changes; * EW falloff-related "hit chance" factored for target painters.
NB.
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Naughty Boy
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Posted - 2006.05.23 22:10:00 -
[86]
Download - b.11.
Changes in the last version * Changes to projectiles, tachyons and blasters (new patch); * Fix to the basic stat summary for turrets and launchers.
NB.
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Naughty Boy
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Posted - 2006.05.31 00:16:00 -
[87]
Edited by: Naughty Boy on 31/05/2006 00:17:50 Download - b.12. I suppose that I should wait for the changes to be final, but... what would those forums be without some speculation .
Changes in the last version Ships and mods (bloodline III patch): * AFs bonus changes (Wolf, Jaguar, Vengeance, Hawk); * Typhoon bonus change (optimal bonus -> Launcher ROF bonus); * Increased ammo capacity of the high tier autocannons (+50%); * Increased falloff of the focused beam laser t2 (4800m -> 6000m).
NB.
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Sarmaul
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Posted - 2006.05.31 19:53:00 -
[88]
bug: small autocannons do not use t2 railgun ammo
Originally by: General Apocalypse the game is very well balanced
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Naughty Boy
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Posted - 2006.05.31 22:50:00 -
[89]
Edited by: Naughty Boy on 31/05/2006 22:52:47 edit: double post.
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Naughty Boy
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Posted - 2006.05.31 22:52:00 -
[90]
Download - b.13.
Originally by: Sarmaul bug: small autocannons do not use t2 railgun ammo
Thanks, fixed now . Changes in the last version * Small AC t2 ammo bug reported above corrected; * Bloodline III patch: Tracking changes (5% => 7.5% and 7.5% => 10%).
NB.
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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 75mŠ 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
|
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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Ryysa
North Face Force Anarchy Empire
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Posted - 2007.04.11 08:53:00 -
[121]
I hope this is not considered necro.
Muninn optimal range bonus seems wrong.
It's set as 25%, as if Muninn would get 5% per level, where in reality it gets 10% optimal per level.
N.F.F. Recruitment - Killboard Mirroring tool |
Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.04.13 20:03:00 -
[122]
Drone bay of Maelstrom is wrong, set to 75m3 in latest spreadsheet, should be 100m3 ---------------------------------------- A Guide to Scan Probing in Revelations |
Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.05.03 09:23:00 -
[123]
Originally by: Naughty Boy * Gun damage: the damage is determined by the tracking formula used in the tracking guide. Each kind of ammo is compared and the optimal ammo is used for every range. Only hit chance is factored so far, as the formula for hit quality is not yet determined precisely
Well, apparently, hit quality formula has been "reverse engineered" within a reasonable statistical deviation by Kazuo Ishiguro. Practically speaking, it really makes no difference if the formula has the wrong form, as long as results are very close to actual in-game results, no ?
Forum thread Linkage
Basically, it's quite simple. Paraphrasing the thread linked in a very simplified form:
x = random number between 0 and 1 z = To-Hit Chance
If {x<0.01} Then {quality = 3} else {quality = x + 0.49} If {x<z} Then {damage = quality x base damage} _ MySkills | Module/Rig stacknerfing explained |
Kazuo Ishiguro
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Posted - 2007.05.09 10:04:00 -
[124]
Edited by: Kazuo Ishiguro on 09/05/2007 10:00:46 Marn Prestoc, the current custodian of the spreadsheet, is well aware of this result, but he's a bit busy IRL and I only have OpenOffice, so I can't even use the spreadsheet myself (it does open, but only after about 5 minutes, and it hogs 1GB of ram + vram). I'm sure he'll release a new version when he has time. He's already produced a few graphs, but it may take a bit longer to fix the 'best ammo type' option.
Here's one of the graphs (more in his folder - all the relevant ones have 'newformula' in the filename):
http://go-dl.eve-files.com/media/corp/preston85/newformula_megaVgeddon_50trans.PNG
It's quite interesting comparing the two different models.
------ Spreadsheets: Top speed calculation - Halo Implant tanking |
Jim McGregor
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Posted - 2007.05.16 15:20:00 -
[125]
Looks like version b23v6 came up today. I was just going to play around with the spreadsheet and noticed the new version. Can be downloaded from here.
It looks different... will be fun to play around with. --- Eve Wiki | Eve Tribune |
Marn Prestoc
Minmatar Maelstrom Crew
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Posted - 2007.05.17 02:25:00 -
[126]
I'm aware of the hit quality formula, I produced some example graphs to show the difference when using the hit quality formula while the reverse engineering of the formula was going on which were linked above. They were a pure hax job to show the previously formula and the modified formula including the hit quality formula as features that look quite simple such as Best T1 Ammo have to be modified to. I wonÆt be implementing the hit quality formula fully until after the next update has been released and tested.
Current plan is to add the hit quality as a true/false option but will have to see as the next update (rather than a fix like v6) will contain rigs. The rigs update is a huge one as its doubling the number of module variables. Then making sure the stacking penalty is correctly applied to them. Its purely a time issue of going through all the cells and updating them rather than difficulty, and my time is short until mid-June.
I leaked a early screenshot here which shows the modified layout to allow the setups your entering to have a chance of fitting onto the screen.
Rigs so far hooked up in that SS are DMG, ROF and Falloff with tracking and optimal having the stats there but not modified the formula's to use the stats yet.
Originally by: Jim McGregor
Looks like version b23v6 came up today. I was just going to play around with the spreadsheet and noticed the new version. Can be downloaded from here.
It looks different... will be fun to play around with.
Not sure how it looks different... I just fixed the Muninn and Maelstrom because someone pointed it out to me elsewhere since I rarely read E-O so didn't spot it mentioned here. The Muninn's bonus has been 25% instead of 50% since at least version b.17, Maelstrom must of changed from the early stats when I first add/updated the tier 3 BS and didn't notice/forgot to update it to 100m3. -
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Kazuo Ishiguro
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Posted - 2007.05.17 18:45:00 -
[127]
I really should have checked this thread first
I tracked down a university PC today and modified b23v5 to include an option to use the variable hit quality formula. This involved reworking most of the 'best named t1' parts of the spreadsheet, but I'm reasonably confident that everything is now functioning correctly; all the lookups were left intact, and in fact 95% of the spreadsheet is unchanged. The only annoying problem was with half-absolute references to cells on the same sheet dotted all over the chance to hit formula in about 20,000 cells
There was a spare cell under the 'miscellaneous' settings in the input-output sheet, so I've used that for setting the hit quality option. If used, it applies to any damage-based variable. It does not apply to damage from drones (which are typically very accurate and do not suffer greatly from low hit quality).
This is by no means an official release, but it'll do until the rigs update is put out. Please post here if you find any problems with it:
http://dl.eve-files.com/media/corp/KzIg/kali_v23b6.zip
I know, that's not the correct naming convention, but it's only a temporary workaround. ------ Spreadsheets: Top speed calculation - Halo Implant tanking |
Marn Prestoc
Minmatar Maelstrom Crew
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Posted - 2007.05.18 03:31:00 -
[128]
Edited by: Marn Prestoc on 18/05/2007 03:32:37 I've had a quick look and test and looks to be correct so i'm happy to roll with it and let others just report any problems they might find.
I've renamed it v7, included the Muninn and Maelstrom corrections, edited the graph version number to v7 and the graph title to show if the hit quality formula is being used or not.
beta_23v7
Be aware that the link provided by Kazuo only renamed the zip file. The excel file inside it and the name displayed on the graph still says v5 so any screenshots taken of the graph could be mistaken as a previous version with the old errors.
Many thanks to Kazuo for adding his formula to the spreadsheet. -
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Darth Patches
Forum Moderator Interstellar Services Department
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Posted - 2007.05.19 18:41:00 -
[129]
After much requesting, and after personally checking this spreadsheet for consistency I am proud to announce. Stickification is complete.
-Darth Patches
Forum Rules | Mail a Mod |
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Naughty Boy
Chronics of ordinary hate
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Posted - 2007.05.20 21:28:00 -
[130]
Thanks for the sticky, and thanks for the hard work Kazuo and Marn. The link in the first post and the thread title are both updated.
NB.
In Rust We Trust |
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Jim McGregor
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Posted - 2007.05.26 07:10:00 -
[131]
Have you guys considered adding faction ships? I know I would love to compare those to eachother.
--- Eve Wiki | Eve Tribune |
Kazuo Ishiguro
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Posted - 2007.05.27 22:33:00 -
[132]
The spreadsheet doesn't use named ranges, so this involved doing a find & replace job over the entire workbook- in openoffice- to make everything work with the expanded ship table. I think it was using almost 2GB of ram at one point (as opposed to the usual 1GB under normal circumstances, and 400MB in Excel).
Still, it seems to be working now, so do have fun with it: http://dl.eve-files.com/media/corp/KzIg/beta23v7a_kali.zip
I hope I've made the appropriate choices where ships have more than one possible turret/launcher combination. If not, it's easy enough to change them on the ships sheet.
Some of the drone bays might be a bit out on the state issue battleships, but they can all still field 5 heavy drones, so it doesn't affect the dps calculations. Let me know if there are any problems - Marn is on holiday from EVE at the moment. ------ Spreadsheets: Top speed calculation - Halo Implant tanking |
Kazuo Ishiguro
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Posted - 2007.05.29 09:41:00 -
[133]
Marn is currently unable to post here, so here's the latest update from SHC:
Originally by: Marn Prestoc beta24
Going to follow the traditional naming as I feel this update is a lot more than just updating the database stats.
Through the various 23v1 -> 23v7 versions during the REV expansion the stats have been added and updated as per patches. Finally, the last addition from REV has been completed by adding RIGS to the sheet, ending the 23v naming as it was orginally only meant to be while REV was in testing as changes to stats were happening weekly. So I give you beta24. The following is a general summary from the last NB version beta23 to this new version.
Whats changed from 23 to 24? - Rev ships added (tier 2 BC and tier 3 BS) - Added Heavy Assault Missiles + Ammo - Nighthawk Bonus changed - T2 ammo updated - AC's updated. - Arty updated. - Muninn optimal bonus corrected. - Hit Quality Formula implemented by Kazuo Ishiguro. Can be activated/deactivated through cell N10 on the INPUT OUTPUT sheet. - Faction frigates, cruisers and battleships added by Kazuo Ishiguro. - RIGS ADDED. - Updated Layout to accommodate increased ship setup options due to rigs.
Please report bugs either at SHC Topic or Eve-O Topic. Both are stickied so easy for me to see. Every page has been modified so I would be very suprised if there are no bugs at all in either the formula's, stacking penalties or database.
------ Spreadsheets: Top speed calculation - Halo Implant tanking |
Naughty Boy
Chronics of ordinary hate
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Posted - 2007.05.31 18:18:00 -
[134]
Thanks a lot Kazuo and Marn. First post and thread title are both updated.
NB.
In Rust We Trust |
Baudolino
Gallente Zer0 ToLeRaNcE Terror In The System
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Posted - 2007.06.05 14:08:00 -
[135]
Edited by: Baudolino on 05/06/2007 14:12:08 question solved
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Marn Prestoc
Minmatar Maelstrom Crew
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Posted - 2007.06.20 16:00:00 -
[136]
Rev 2 Update + Fix
beta25
Updated Pulse Laser tracking by 25%. Added t2 Sentries Fixed major error in ROF lookup referencing. -
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J'Mkarr Soban
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.06.22 19:10:00 -
[137]
Any chance of including skills? Because trying to work out sniper damage without sharpshooter is a bit silly, no?
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Naughty Boy
Chronics of ordinary hate
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Posted - 2007.06.23 08:59:00 -
[138]
Edited by: Naughty Boy on 23/06/2007 08:58:05
Originally by: J'Mkarr Soban How exactly are skills used in this? What's assumed? Because I'm getting different ranges between QuickFit and this spreadsheet, and I don't know which to believe.
The spreadsheet computes everything with maxed skills. If you see something that is not consistent with the values you are observing in game, you can report it here.
NB.
In Rust We Trust |
J'Mkarr Soban
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.06.23 13:03:00 -
[139]
Originally by: Naughty Boy Edited by: Naughty Boy on 23/06/2007 08:58:05
Originally by: J'Mkarr Soban How exactly are skills used in this? What's assumed? Because I'm getting different ranges between QuickFit and this spreadsheet, and I don't know which to believe.
The spreadsheet computes everything with maxed skills. If you see something that is not consistent with the values you are observing in game, you can report it here.
NB.
Ah, it's ok, I found it. Best named T1 gear is far above the baseline listed. It's ok, I adjusted the values manually and get the correct values now.
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Jim McGregor
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Posted - 2007.06.24 10:21:00 -
[140]
b25 link doesnt work currently.
---
Originally by: CCP Wrangler You're not supposed to feel like you're logging in to a happy, happy, fluffy, fluffy lala land filled with fun and adventures, thats what hello kitty online is for.
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Marn Prestoc
Minmatar Maelstrom Crew
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Posted - 2007.06.25 11:56:00 -
[141]
Works for me, eve-files must of had a hic-up. -
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Skarned
Gallente Federal Navy Academy
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Posted - 2007.07.19 19:39:00 -
[142]
Excel '07 isn't drawing the graph correctly. No big deal I guess, you'd have to be nuts to use Office '07 in the first place.
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inflCMNDR VoO
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Posted - 2007.07.23 20:23:00 -
[143]
Edited by: inflCMNDR VoO on 23/07/2007 20:28:23
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Nambu
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Posted - 2007.07.24 20:47:00 -
[144]
Dont know if people are still updating this, but the missile damage for ships that have specific damage type buffs is not calculating correctly (ie Carc). The data on the ship tab seems correct, but in the <Launchers> tab the damage calculations are all the same instead, of the bonus that kinetic missiles get.
If I took it apart right, it looks like the vlookup against the Ship table is off. The column stays at col 25 for each damage type rather than iterating to the other damage bonus columns. This is normal Excel behaviour as it the column specifier in vlookup is not a refrence so it dosen't update as you copy across columns. So in summary all missile damage is being calculated as if it were EM damage, which is fine for most ships, but the Carc, Condor, and Kessie (others?).
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Marn Prestoc
Minmatar Maelstrom Crew
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Posted - 2007.07.24 22:07:00 -
[145]
Thanks, I noticed this error while doing the version 26 update so is fixed in that version, which should be released with a week. -
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Salvator Dali
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Posted - 2007.09.14 12:23:00 -
[146]
Interesting
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Marn Prestoc
Minmatar The Black Mamba's
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Posted - 2007.10.16 20:24:00 -
[147]
beta27
- Boosted the Curator sentry drone, max Range, falloff and tracking improved. - Added 20% tracking to Tech II sentry drones. - The flight time on Assault Missiles has been increased.
HAM missiles flight time increase: t1: 3 sec -> 4 sec jav: 8 sec -> 10.5 sec rage: 4 sec -> 5 sec
- Increased turrets of Sac Mk2 to 1 from 0 as they were given turret hardpoints back (with 6 highs can only fit 1 turret with 5 launcher hence 1 turret set).
- Added check for specific missile bonuses: Sac only gets bonus to heavy assault Stealth bombers to only cruise Malediction and Vengeance to only rockets.
Think thats everything upto date for TQ stuff. Will do a sisi version when I get time and I get screenshots of the stuff on there.
<3 Chribba. -
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2007.10.16 22:48:00 -
[148]
Looks good - I'll see if I can put in hit quality for sentry drones at some point without breaking anything (I'll be using Excel, don't worry ). It would also be possible to add it in for normal drones, assuming that they orbit at their normal orbit speeds and optimal ranges, but it's only really noticeble for sentries. My research services Spreadsheets: Top speed calculation - Halo Implant stats |
Ath Amon
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Posted - 2007.12.08 09:18:00 -
[149]
firsto lot of love to NB, Marn and Kazuo
ther's any version around with trinity stats?
i tried the 27trinity on evefiles but seem quite buggy (sig radiust can't be changed and some data seem not right)
thx :)
Originally by: Diana Merris
Unfortunately, rather than address the slot layout/tanking issues for Minmatar the Devs have simple declared that it makes us "versitile".
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2008.02.04 23:47:00 -
[150]
New release! http://go-dl.eve-files.com/media/corp/KzIg/beta28bTrinity.zip
It's been a while since the last one, so here's what's happened over the intervening versions:
Originally by: Marn Prestoc on SHC 27bTrinity
- Interceptors changed: Removed bonus taken by the WD range (Malediction, Raptor, Ares and Stilleto).
- Torps Mk2 added: Changes to launcher, t1, rage and Javelin torps.
- Changed order of ships listed to largest to smallest then faction largest to smallest.
-Added T2 ships (with temporary hull name for quick reference): Electronic Attack Ships: None have damage bonus but there are hardpoints and drone bays + bandwidth. Heavy Interdictors Black Ops (indicated by BO) Marauders (indicated by M)
IMPORTANT: - Drone Bandwidth, I haven't read anymore info but saw the stats in the dev blog so I have assumed that 5Mbit/s bandwidth = 5m3. So the new Amarr EW frig has max 20Mbit/s out of 60m3. So in the spreadsheet i've used 20m3 as the spreadsheet doesn't need to know about spare drones.
- EW bonuses have never been included, so obviously haven't for the new ships.
- Only used info from dev blog, haven't checked SISI for bandwidth info or any other ship changes except what i've stated.
p.s. Made the graph auto the axis scales again which KzIg had disabled in 27b.
Originally by: Kazuo Ishiguro on SHC beta28bTrinity
* Updated to test server ship stats for the most recent patch * Added scripts for tracking computers & tracking disruptors, including the new falloff effect of the the optimal range script. * Fixed target painters & sig radius calculation in general * Fixed a bug in flight time calculation for T1 torps
At the moment there is no option to use TC/TDs without scripts, as in almost all cases it's better to use a script - at close range, tracking/falloff is crucial and optimal is irrelevant, and vice versa at long range. Also, it'd be a *lot* more work to add that option.
This was quite a major change, so I'd be grateful if people would let me know of any bugs they find. My research services Spreadsheets: Top speed calculation - Halo Implant stats |
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OfficerFarva
Minmatar D00M. Triumvirate.
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Posted - 2008.03.08 11:17:00 -
[151]
Awesome tool !
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2008.03.08 12:26:00 -
[152]
Now with functioning target painters, and updated to reflect the broken way that optimal/tracking rigs currently work:
http://dl.eve-files.com/media/corp/KzIg/beta28dTrinity.zip
My research services Spreadsheets: Top speed calculation - Halo Implant stats |
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