Forums / DQ: Horizons / General Discussions / Purely Statistics
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Disrupter
[ Posts : 458 ]
[Post Date: 01-Aug-2008 17:48]

Maverick, which weapons work with what ranges best?

We need this thread to be purely business, keep it clear of clutter, so we can have a neat reference.

This thread should be a place where we can record and possibly discuss different weapons, ranges, formations and the outcomes.
This message was edited by Disrupter
Maverick
[ Posts : 1331 ]
[Post Date: 01-Aug-2008 17:55]

Quote
Maverick, which weapons work with what ranges best?

We need this thread to be purely business, keep it clear of clutter, so we can have a neat reference.

This thread should be a place where we can record and possibly discuss different weapons, ranges, formations and the outcomes.
This message was edited by Disrupter
You have all stats in DQ:H Encyclopedia
Disrupter
[ Posts : 458 ]
[Post Date: 01-Aug-2008 18:25]

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You have all stats in DQ:H Encyclopedia


ooooo look at that

Is there anything you would like tested specifically?
Emperor L
[ Posts : 1237 ]
[Post Date: 01-Aug-2008 18:51]

Quote
Quote
You have all stats in DQ:H Encyclopedia


ooooo look at that

Is there anything you would like tested specifically?


Well, I think ranges need to be thouroughly tested. I think that at times a wrong range weapon could still beat the right range. Maverick, what is the penalty for using the wrong range, ho much do you loose? I think it needs to be made higher to give the right range a bigger advantage

Also, about th negative values for armour and shield. As these 2 things are all that make up the ships health (as far as I know) then negative shield is really just the same as positive values for armour, and the other way around

So a ship with +50% armour and -50% shield is the same as + 100% armour?

As far as I can see that is how it works, not sure though


Maverick
[ Posts : 1331 ]
[Post Date: 01-Aug-2008 19:10]

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Well, I think ranges need to be thouroughly tested. I think that at times a wrong range weapon could still beat the right range. Maverick, what is the penalty for using the wrong range, ho much do you loose? I think it needs to be made higher to give the right range a bigger advantage


For each range difference, you get 5% penalties. Max penalty could be 10% if your weapons are Long range and you fight in close combat.


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Also, about th negative values for armour and shield. As these 2 things are all that make up the ships health (as far as I know) then negative shield is really just the same as positive values for armour, and the other way around

So a ship with +50% armour and -50% shield is the same as + 100% armour?

As far as I can see that is how it works, not sure though


Where did you get this? If you are talking about weapons bonuses then the damage inflicted is modified by these values and not ship armor and shields.

Example: Ion turret has 8 base damage, +50% to shield and -25% to armor. Means that Ion turret will deal 12 damage to shield and shields will go down quick and 6 damage to armor.

This message was edited by Maverick
Emperor L
[ Posts : 1237 ]
[Post Date: 01-Aug-2008 19:40]

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For each range difference, you get 5% penalties. Max penalty could be 10% if your weapons are Long range and you fight in close combat.


Thats not too much, it dont make it too stratigic to plan what weapons you use...

Maybe 25% and 50% max could be better, it makes it a real didadvantage to use the wrong weapons then


Quote
Where did you get this? If you are talking about weapons bonuses then the damage inflicted is modified by these values and not ship armor and shields.

Example: Ion turret has 8 base damage, +50% to shield and -25% to armor. Means that Ion turret will deal 12 damage to shield and shields will go down quick and 6 damage to armor.


Never mind, I dont know, I was thinking that they worked out the same as if you just added the positive of the penalty to the other side...I tried it and it dont work though, numbers didnt work how I expected...strange



Maverick
[ Posts : 1331 ]
[Post Date: 01-Aug-2008 20:05]

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Thats not too much, it dont make it too stratigic to plan what weapons you use...

Maybe 25% and 50% max could be better, it makes it a real didadvantage to use the wrong weapons then


Thats probably no too much, but increasing them would need changing precision calculation algorithm.

Currently:

- Base precision is 0.35
- Attacker formation can give max +0.15 bonus
- Target formation can give max -0.15 penalties
- Weapons range can give up to -0.10 penalties
- Maneuverability difference between ships can give -0.10...+0.10
- battle computer can give max +0.25

Taking all this values weapon precision varies between 0.0 and 0.85. So in worse case you will constantly miss, in best case 85% of shots will hit target.

Now you have all factors that influences precision.

Emperor L
[ Posts : 1237 ]
[Post Date: 02-Aug-2008 00:19]

Ok, that makes sence.

How about something like:

- Base precision is 0.5
- Attacker formation can give max +0.1 bonus
- Target formation can give max -0.1 penalties
- Weapons range can give up to -0.3 penalties
- Maneuverability difference between ships can give -0.10...+0.10
- battle computer can give max +0.25

I think -15% with max -30% seems ok.

If I am right it results in max 95% accuracy and minimum of 0%. This seems to be ok.


This message was edited by Emperor L
Maverick
[ Posts : 1331 ]
[Post Date: 02-Aug-2008 12:15]

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Ok, that makes sence.

How about something like:

- Base precision is 0.5
- Attacker formation can give max +0.1 bonus
- Target formation can give max -0.1 penalties
- Weapons range can give up to -0.3 penalties
- Maneuverability difference between ships can give -0.10...+0.10
- battle computer can give max +0.25

I think -15% with max -30% seems ok.

If I am right it results in max 95% accuracy and minimum of 0%. This seems to be ok.


This message was edited by Emperor L


This could work.

I had a thought and came up with following idea:

We don't add all bonuses, but some of them multiply to final result. This way those factors could drastically influence on final result.

Example:

- Base precision is 0.3
- Attacker formation can give max + 0.2 bonus
- Target formation can give max -0.2 penalties
- battle computer can give max +0.25

Here we have min: 0.1 and max: 0.75

- Maneuverability difference between ships can modify precision by -0.20...+0.20

Resulting in min: 0.1*0.8 = 0.08 and max: 0.75*1.2 = 0.9

- Weapons range can modify precision up to -0.3 ( here we can set it even to -0.5 or -0.75 penalties)

Resulting in min: 0.08*0.7 = 0.056

Final range for precision would be 0.056 - 0.9. But each factor has significant influence on final result, especially maneuverability and weapons range.



This message was edited by Maverick
Emperor L
[ Posts : 1237 ]
[Post Date: 02-Aug-2008 21:12]

Yeah, that seems good. The penalty for using the wrong range should be really high, maybe -30% if 1 range out, and -75% for 2 ranges out (short on far).

Because its quite possible that a short weapon could hit mid, but very unlikely that a short range weapon could hit a far target. Same in all other situations like this

You could even maybe make it -95% for 2 ranges out, and maybe -40% for 1 range out, not sure if thats too much, but it would really make it important to balance your fleets etc.


Maverick
[ Posts : 1331 ]
[Post Date: 04-Aug-2008 10:07]

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Yeah, that seems good. The penalty for using the wrong range should be really high, maybe -30% if 1 range out, and -75% for 2 ranges out (short on far).

Because its quite possible that a short weapon could hit mid, but very unlikely that a short range weapon could hit a far target. Same in all other situations like this

You could even maybe make it -95% for 2 ranges out, and maybe -40% for 1 range out, not sure if thats too much, but it would really make it important to balance your fleets etc.


Ok. Then I'll implement last algorithm. Penalties for range will be -30% and -60%.
Emperor L
[ Posts : 1237 ]
[Post Date: 04-Aug-2008 21:01]

Ok