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I've never been this excited over a new Issue. Heck, I've never been this excited over any software update.
Come awn, servers!!!! -
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Red-side, try Grandville. They usually crawl out of those big garage doors around the tower.
Blue-side, I don't know. I'd look in Faultline, though. -
Why do people make it sound like the developers are trying to hide some sort of conspiracy or something?
Q&A was a marketing maneuver to promote what is coming up, and spill out some new info to tease the players with. That's how Q&A for upcoming products works. That's the entire purpose of them.
Given the amount of snark in the comments posted by some of the people here, I wonder why they're still playing this game if the developers are soooo dumb and soooo stupid and are trying to hide some sort of a biiiiig conspiracy! And oh dear gawd, they have no idea what they're doing, and only the few snarky people do! They should be the developers! *eyeroll*
It's a video game, people.
As for the questions answered, yes, I was expecting more teasers. But oh well! We'll find out all about it in a few months! -
Seriously? I've never seen any citizens in DA!
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Dear gawd, people. I'm doing this as a challenge for myself. xD
Thanks for the link though, Frost. It might come in handy to have an example to go by! -
Quote:I'd have a whole summer to do it. Besides, it's my ultimate goal. I may not get as close to it as I'd want. I just like challenges.That's.. extremely ambitious and probably unworkable, at least in a way that would give useful information.
I'm a Software Engineering student, and sadly, in my program, they rarely give us any practical stuff to work on so we can get a little more hands on experience. So that's where the incentive comes from.
As for useful information; it depends. The way I envision it, it would only be useful to someone who finds purely theoretical numbers useful. There is a lot more to combat in this game than pure numbers; things that are either impossible, or beyond the capacity of a project done by a lone girl. The system would be assuming a lot of pre-defined conditions, and it may INSPIRE new strategies or build tweaks; but not dictate. -
Quote:That's pretty much my ultimate goal.I did mine in Python.
What I did was created a class object that was initialized by a list of lists (where the powerset info is located). I drop this guy into one of two types of functions. One determines the best chain. The other determines time to kill opponents of X def, Y res, etc.
In attack chain function I start a timer with 0.01s increments (not real seconds btw). I then pick out random powers in the set and fire them off, keeping track of activation times, recharge times, accumulated damage etc; remembering the attack chain with the highest damage. I suppose I could have created a mega big matrix with all the parameters, but was too lazy. I'm being very brief in my explanation btw.
I was more interested in determining the best attack chain against an opponent. So, I would have my hero object, with powers, 'fight' another hero object with def, res and hp. Since the attack chain function keeps track of buffs and debuffs, it was interesting to see some powersets sneak ahead of others despite their apparent lack of DPS on paper.
Over the summer, I plan on making a "fight simulator". Which would take a character with user-defined stats, put it against another character, and then instantly determines who would win based on all factors involved, with the most efficient attack chain. That's what I'm shooting for. Where I'd land is a different story!
My psuedo-code seems to be very similar to yours too. Except I don't have an incrementing timer. I have a clock mechanism that just uses sums of Recharges and Activations to keep track of time. -
Quote:This is why I'm taking the "simulation" approach instead of pure mathematical computation. Using this method, there is more room to extend the system to factor these scenarios. Whereas in a formulated system, everything has to be transferred into a mathematical equation.I think in the end interpreting the data will be harder than the coding.
One of the big things people do right now is average unreliable damage. They'll look at Fire Blast, for example, find the average amount of damage the DoT does, and use that as the DPA.
The problem is that Fire Blast doesn't actually do that DPA. It does some number between the highest and lowest possible damage in a range. 200 DPA from a Fire Blast power compared to 200 from another power mean two different things, but they are often compared as if they are the same.
To illustrate, imagine a Power X that when fired did between 1 and 500 points of damage. The average damage this power does is 250. But it doesn't actually do 250 damage; the odds of that happening are 1/499. Compared to Power Y that reliably does 250 damage, there is about a 50% chance that Power X does less damage and 50% chance it does more. This may not sound relevant at all, but on some of the very strong attacks (e.g. Blaster third tier blasts) that one attack could eliminate a minion instantly. This basically turns the power into a "Save vs Death Ray." The value of such a power is that, if we assume a standard target has 400 Hp, 1 in 5 shots of Power X will end the fight instantly, while Power Y never will.
Thanks, though. This is another thing that would be important, and I might've overlooked down the road. -
You do have a point. And It seems your method is purely Brute Force, which is...well...brute force. My method is more centered around "simulating" a combat scenario. And the reason for that is because I plan on expanding this further. The attack-chain calculator would be a part of it. As for simplicity of my requirements...again, this is just my baby step!
Also, thanks for the tip on the whole "wait" scenario. I forgot to take that into account. I think it'd still be possible though.
As for calculating -RES, the quickest idea that comes up to my mind would be to simply increasing the damage of all attacks for the duration of the -RES effect. *shrug* Just something to think about.
Either way, since we seem to be working on similar goal through different paths, feel free to PM me. I'd be happy to exchange ideas with you. -
Quote:Yup. Got that. Thanks a lot for clearing it up for me!It shouldn't be (ArcanaTime + CastTime) in the denominators, just ArcanaTime.
Quote:Another thing Bright Shadow is that there used to be a Sherksilvers herobuilder with which you could do attack chains on. It leaned towards how many attack chains you could do to the endurance bar. Attack powersets back then looked more partially balanced to how much damage you can do to an endurance bar rather than burst. I say partially because if you had a secondary effect you basically did less damage. People tended to be only interested in burst and maintaining that burst and of which there was more of a limit to with SOs.
But honestly, this is just for me to practice my Java skills. I needed a project, why not make something half-useful. -
Thanks a lot guys! I think I'm starting to tie some knots.
Quote:And that's the challenge!Maximum DPE is going to be outrageously simple: take the most endurance efficient attack you've got (calculate DPE by dividing damage done by the endurance cost of the power) and use only that.
Maximum DPS is a substantially harder algorithm because you have to start accounting for wait times, specific power selection, and other things. I've done a lot of work on a similar program and there are still a lot of problems because it's not nearly as simple as you think it would be.
So far, this what I'm thinking (algorithm wise) so far, for simple, standard attacks. This means all regular attacks that deal a fixed amount of damage to an enemy; no DoTs, no Criticals, no special damage types, no Defense/Resistance calculations, no "Nukes" or other "special" attacks.
Given a set of standard attacks, with pre-defined Damage, Recharge, and Activation (Cast) time, we find the attack chain as such:
1. Take the power with highest damage (we'll call this power "Alpha"). Cast that.
2. Take the power with the next highest damage that is recharged. Cast that.
3. So on and so forth until the total amount of (Recharge + Activation) of all powers that have been cast is greater than or equal to the Recharge time of "Alpha". This means Alpha is recharged, and the last attack used is the finisher of the attack chain, from which point you can go back to Step 1.
The algorithm is pretty simple. Or at least I hope it is, cause this is what I do in the actual game mentally. Converting this into code, however, can be a little tricky, but not difficult.
PS: For this algorithm, I don't even need the DPS/DPA value for the attacks. The formula for DPS/DPA come in handy for calculating the total DPS of an Attack Chain. The next step would be incorprating things like accuracy, DoTs, etc.
Edit: Also, my algorithm assumes that all attacks SHOULD be used. I can see how it'd be challenging to pick out an attack that would LOWER the total DPS. -
Quote:I know about City of Data. I'm actually asking for the raw formulas, though.The maximum DamagePerSecond of an unenhanced attack is its DamagePerActivation. Activation is also called Cast Time.
A lot of data can be found http://tomax.cohtitan.com/data/ but I'm unsure how up to date that is.
What's missing there can be found in game using the Real Numbers.
Or are you asking for something completely different? I do all my attack chains by hand in excel.
Quote:DPA, DPS and DPE are 3 seperate things to me. DPA is dp arcanatime + cast time. DPS is arcanatime + cast time + actual rechg and DPE is most obvious.
Different attacks have the potential to hit a different amount so then there can be scaling involved. Secondary effects can help get a certain amount of extra efficiency.
DPA = FinalDamage / (ArcanaTime + CastTime)
and
DPS = FinalDmage / (ArcanaTime + CastTime + FinalRecharge(in seconds)),
where ArcanaTime = [RoundUp(CastTime / 0.132) + 1] * 0.132 ?
I'm actually new to the term ArcanaTime. Had to Pwiki it. -
I've recently been fiddling around with a Java-based algorithm for CoH to calculate the most efficient attack chain, given a set of attacks, based on Maximum Damage per Second, or Maximum Damage per Endurance (mostly as a programming exercise for myself).
Sadly, I do not have access to the precise mathematical formulas to calculate DPS and DPE for a given attack.
Can anyone point me in the right direction? Where can I find these formulas, and other formulas for other game attributes?
Any help would be appreciated! -
Quote:Dear gawd!Gr.. I'm so bad with military time. I'll probably log in six days and 2 hours late.
Here. Try this link. -
Remember! It's down the block, not across the street!
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Same. What's funny is that I have an exam at EXACTLY 19:00 PM EST to 22:00 PM EST. Like...EXACTLY during the period of this. xD
Lucky me! -
Quote:I'm afraid you're very right. Most veteran players are rather "spoiled".I am sorry if you are taking it that way but the simple facts are you are not getting it.
Level 22 is not the game. That is the start of SOs. We could afford SOs by the low 30s but not at 22. There was no leaping from 16% to 33% enhancements for all slots and all powers possible without sugar daddies.
You are the one assigning all the rules to determine the situation is broken.
You are expecting to replace all TOs/DOs with DOs/SOs immediately upon reaching levels 12 and 22 which was never possible playing it on our own. These are not the bare essentials at those levels any more than TOs are at level 1.
You refuse to use the markets to enhance your character because you insist that you should not have to use the new option available only for the past 3 years not the first 3 years.
The game isn't broken. Your understanding or expectations are.
I remember the first time I played CoH. I could barely afford regular DOs at level 20. I had no friends, no "sugar daddy", nothing. Just cold, hard influence earned by doing tedious missions around the city. And it was a FUN CHALLENGE! 1 influence MEANT something to me. And I adored my characters cause I worked so hard on them!
Now, it's no longer the same. My game is very routine. Get to 12. Transfer cash. Get DOs. Get to 17. Get DOs. Get to 22. Transfer cash. Get IOs. Forget about enhancements.
And you know what? These days I always get bored of my characters in late 20s. Why? Cause I have no sense of achievement.
But this is a rather unrelated tangent, and this doesn't justify that a little tweaking needs to be done (in my opinion) to enhance pre-Stamina "grind".