#it should be 1 0 2 3 0 35 2 90
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It's the buff, yeah.
oh then ye its fine, thought it was the proc chance

this assumes 2s out of 10s in a smoke, are you going to make normal smoke 1s out of 5s?
If Belfast smoke is bigger, then ships would spend a little longer proportional time in it?
So..still 2?
no belfast is 10s, normal is 5s
So bigger and longer?
idk if it's bigger, ask green name
@nyagami
shouldnt hurt too much to assume they're the same for now
But yes - it would be in best faith to implement the proportionality argument and say that regular smokescreens have 1s activity.
20% in smoke sounds kinda low but whatever
Last I polled the community on this (when Smokescreen deliberations were just coming out from me), they felt like 20% was fine.
I'll ask around again.
now how does your Harbin work
For reference, this will update regular smokescreen's effect from
1.6% to 1.1%
And then Belfast from 0.6% to 1.2%
Harbin uhh 10s total smokescreen time is assumed, apparently.
THESE CHANGES ARE CHIISANA I'm going to cry for being forced to implement these.
how about another bigger change
in a 90s battle, the battle doesn't actually start in the first 3 seconds
no damage taken if the boss hasn't spawned yet
I've been scared of this issue for as long as I can remember.
๐ช๐โโ๏ธ
I am extremely blessed - my source spreadsheet only mentions 90 seconds in its deliberations when it's doing the fancy dividing thing.
In other words, I can just control search and replace /90 with /87 .
its actually 1.5s hardcoded
...so where does the additional 1.5 come from?
The boss spawns late
It usually spawns sometime in 1:27 but few players could manipulate the boss to spawn at 1:28
Alright. 87.
good thing no one cares about meta fights
and also why think so hard between /90 and /87 when the procs are the same
Zstigma put me up to it.
It's so that 8s/90s invulnerability becomes 8s/87s invulnerability, for a slightly more accurate figure - considering the first 3s don't consist of any damage taken.
And other timebased skills.
accurate in what sense? content that doesnt matter? an arbitrarily selected value vs another arbiturarily selected value? idk what is to be gained from this
whats the diff between 0-90 vs 3-93, vs 3-90
One of the primary assumptions that I work with when deliberating eHP is that allied ships receive a consistent stream of damage for the duration of the battle until death.
That's how I'm able to carry out the average uptime stuffs in good faith.
But if - for the first 3 seconds of a battle, no damage is dealt, then the battle is actually "87" seconds long.
ye but whys the cut off at 90s?
but thats on you to refactor whatever skills gets affected by this
Arbiter and Abyssal are 90s, that's where the original 90s assumption came in.
All the smokescreens have their average EVARate from like 0.11111 to 0.11494 lmao.
you chose the fight that you do twice a month over some other value that better represents the rest of the game
META showdown is 1:20 , and it's hard to say for World bosses because the determinant of battletime isn't vanguard tankiness, but backline punch in those cases.
I'd agree with you that it's arbitrary, and honestly this point is a nitpick, but what value for length of battle do you think better represents the rest of the game?
Plus, this Arbiter/Abyssal content is indeed an endgame where things like eHP deliberations matter anyways. *W14 pending.
90s is the general cn standard since combat times tend to fall around there +/- 10
id use 120s due to 3star requirements
imagine thinking campaign matters
the game also seems to be trending towards longer battles
and longer the fights the less skewed towards preloaded ehp
Like smokescreen and torps or something? Heh. Preload eHP.
since most fights are pretty low damage 1st wave
Do they do anything about the 3s startup time?
they just chose an arbitrary value, no real explaination to it
pre w14 most fights would end around 90s
90s +/- 10s is reasonable, as well. But that's probably because I've already geared eHP towards 90s.
Then me choosing 87 would be...arbitrary but with 3s startup time taken into account.
well its just more work for no real gain
you also have to adjust timers for the offset
would make more sense if you did /90 and /120
even /60 for mobbing
The eHP mobbing scene is full of healers though, so I don't think it'll be as useful as /90 /120 for boss.
/120 useful for campaign, prob.
Same amount of work smh. It's just dividing by a different number.
healers are just a periodic ehp multiplier, can pretty much be factored out
Unless overheal or something, idk. Can happen with Perseus, or with a particularly tanky ship anyways.
youll also ahve to adjust stuff like trp launch counts cuz shifting 3s back can give it -1
I don't think I've done calc that includes a torp launch between 87 and 90s that would be clipped out in these considerations.
But maybe I did(?)
well it just sounds to me like work that is potentially breaking for the illusion of "accuracy"
@shy grotto what do you think
I mean, 90s is a nice and round number to end buffs on heheh
cuz if youre gonna use 90s just cuz arby may as well have your damage sample purely arby as well
then we can call it the arby ehp list
that's what it is
Stronghold final boss as well as abyssal are also 90s.
there's no campaign damage spread so a campaign battle length is useless
there isnt any on arby as well
its all mixed
ik mebot randomly picked like 8 bullets from some fights out of like 200 of the same fights
I think I chose all the different damage mods possible*
I didn't consider alpha damage, so the "types of bullets" presented are deflated.
oh bullets refer to armor mods in code
bullet properties, where as weapon properties contain the damage value
If that's the case, then I'm 80% sure I got all the mods per boss.
lemme grab my codumentation
omegacursed btw
iirc theres often extra bullets that dont come from the boss themselves, not sure if arby fights are the same
An iirc sirens tend to have more unique bullets compared to the rest of the game
and also how are you doing shelling/torp dr?
im not seeing damage types on that sheet
I believe it's the ammotype column.
1 = Normal
2 = AP
3 = HE
4 = TRP
6 = AVI
incorrect, its attack_attribute under weapon_properties
a bullet can be a torp but itll get reduced by shelling dr if it scales fp
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
It's time to redatamine.
they tend to correctly matchup 90% of the time