MeGuaRen
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« on: June 07, 2008, 08:14:33 PM » |
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Just got it onto my computer and she's a quick one.
Anyone need a ship designed for some royalties? I am ready to receive orders!
Just give me: Credits you want to spend; Marines/space; Att:Defense resource allocation ratio; and bonuses that affect ship design and I'll have her pop out a ship.
Step 1<Foundation> Credits Bonus Ratio (m/s) Bonus -> 450000045 0 0 0 Space Resource Credit/Hull 2727273 1090903921 450000045 Step 2<Allocation> Ratio: (Attack: Defense) -> ---> 3 7 Resource Attack Resource Defend 327271176 763632745 Step 3<Attack Components> Attack Bonus Accuracy Bonus -> 1 0 Guesser V Error Difference 2 1 12.0592181 -1.562726855 1 2 1 0 2 5 Number Accuracy Energy 3 9 Computer Large (s9) 1 15 5468499 4 2 Computer Medium (s9) 0 13 1372499 5 1 Computer Small (s9) 7 12 689833 6 8 7 1 Energy Accuracy Attack 8 0 Weapon (s8) 316941846 51 92983792 Step4<Defense Components> Hitpoint Bonus Absorb Bonus -> 0 1 Guesser V Error Difference 2 2 27.27346464 0.617288113 1 7 1 2 2 7 Number Absorb Energy 3 3 Shield Large (s8) 1 32 34960366 4 4 Shield Medium (s8) 5 28 2192366 5 6 Shield Small (s8) 13 27 1100099 6 4 7 6 Energy HP 8 4 Special (s6) 703346062 211002219 Step 5<Powercore> Weight Energy 2727035 1090808721 Ship Stats Space/Ship 2727273 Attack Defence Hitpoints Crew Level 92974494 0 211002219 Rookie Attack accuracy Absorb Power 77 58
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CrimsonSmear
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« Reply #1 on: June 10, 2008, 02:11:40 PM » |
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<-snip->
Ship Stats Space/Ship 2727273 Attack Defence Hitpoints Crew Level 92974494 0 211002219 Rookie ^(appears to include 1% bonus) Attack accuracy Absorb Power 77 58
Effective Attack: 71,590,361 (without bonus 70,881,545) Effective Hitpoints: 333,383,506
A few optimizations could be tweaked (nothing that will make/break the build): Ship Stats Space/Ship 2727273 Attack Defence Hitpoints Crew Level 89498024 0 215833616 Rookie Attack accuracy Absorb Power 81 55 Effective Attack: 72,493,399 Effective Hitpoints: 334,542,105 (i prefer att/hp ratio after comp/shield desired, for simplicity)
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MeGuaRen
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« Reply #2 on: June 10, 2008, 10:55:27 PM » |
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Yes! All of my stacks could be tweaked an insignificant amount. Unfortunately my excel sheet lives in a non-discrete world. It doesn't like whole numbers, rather it thinks we all should have decimals. A small yet insignificant error. You have an excellent eye! You will notice the 1% bonus under attack bonus on the first part of step 3 Step 3<Attack Components> Attack Bonus Accuracy Bonus -> 1 0
It's all accounted for.
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CrimsonSmear
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« Reply #3 on: June 11, 2008, 12:39:56 AM » |
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Yes! All of my stacks could be tweaked an insignificant amount. Unfortunately my excel sheet lives in a non-discrete world. It doesn't like whole numbers, rather it thinks we all should have decimals. A small yet insignificant error. You have an excellent eye! You will notice the 1% bonus under attack bonus on the first part of step 3 Step 3<Attack Components> Attack Bonus Accuracy Bonus -> 1 0
It's all accounted for. guess my eye isn't as good as i had hoped... didn't really see that, just noticed that the final stats were a little higher than anticipated (missed the 1 in abs bonus also) Effective Attack: 71,590,361 (without bonus 70,881,545) Effective Hitpoints: 333,383,506 (without bonus 331,273,484) again, nothing tragic... it's just easier for me to compare apples to apples (considering that players don't always upgrade at the same rate, having a complete fleet line that doesn't require bonus to achieve desired stats may be more desirable)
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MeGuaRen
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« Reply #4 on: June 21, 2008, 08:11:56 PM » |
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Here's a good ship for starting a round (after voting once). I will get you 1 ship 33% full of marines using a total of 10.500.000 cr..
Step 1<Foundation> Credits Bonus Ratio (m/s) Bonus -> 10500000 0 33 0 Space Resource Credit/Hull 53030 21206721 8749950 Step 2<Allocation> Ratio: (Attack: Defense) -> ---> 3 7 Resource Attack Resource Defend 6362016 14844705 Step 3<Attack Components> Attack Bonus Accuracy Bonus -> 0 0 Guesser V Error Difference 2 0 7.69447677 -0.003053557 1 7 1 6 2 9 Number Accuracy Energy 3 4 Computer Large (s9) 1 10 177833 4 4 Computer Medium (s9) 2 8 49833 5 7 Computer Small (s9) 1 7 28499 6 6 7 7 Energy Accuracy Attack 8 7 Weapon (s8) 6038418 45 1777148 Step4<Defense Components> Hitpoint Bonus Absorb Bonus -> 0 0 Guesser V 2 2 21.93368592 0.041112771 1 1 1 9 2 3 Number Absorb Energy 3 3 Shield Large (s8) 1 25 280899 4 6 Shield Medium (s8) 10 22 41966 5 8 Shield Small (s8) 1 21 24899 6 5 7 9 Energy HP 8 2 Special (s6) 14078447 4221934 Step 5<Powercore> Weight Energy 52884 21148321 Estimated Ship Stats Space/Ship 53030 Attack Defence Hitpoints Crew Level 1759377 0 4221934 Rookie Attack accuracy Absorb Power 61 45
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CrimsonSmear
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« Reply #5 on: June 24, 2008, 12:21:59 AM » |
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Change to the following shields:
Number Absorb Energy Shield Large (s8) 1 25 280899 Shield Medium (s8) 6 22 41966 Shield Small (s8) 3 21 24899
16 extra weight to the powercore allows for the following stats:
Attack Defence Hitpoints Crew Level 1771370 0 4253560 Rookie
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MeGuaRen
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« Reply #6 on: July 14, 2008, 09:44:26 PM » |
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Yes! All of my stacks could be tweaked an insignificant amount. Unfortunately my excel sheet lives in a non-discrete world. It doesn't like whole numbers, rather it thinks we all should have decimals. A small yet insignificant error. You have an excellent eye! You will notice the 1% bonus under attack bonus on the first part of step 3 Step 3<Attack Components> Attack Bonus Accuracy Bonus -> 1 0
It's all accounted for. guess my eye isn't as good as i had hoped... didn't really see that, just noticed that the final stats were a little higher than anticipated (missed the 1 in abs bonus also) Effective Attack: 71,590,361 (without bonus 70,881,545) Effective Hitpoints: 333,383,506 (without bonus 331,273,484) again, nothing tragic... it's just easier for me to compare apples to apples (considering that players don't always upgrade at the same rate, having a complete fleet line that doesn't require bonus to achieve desired stats may be more desirable) The discrete and rounded absorb was not affected by the 1% bonus. Also, I had trouble finding where you arrived at the Effective Hitpoints. I found that you, CrimsonSmear, calculate the Effective Hitpoints as HP*(1+Absorb). This is not my formula for Effective HP. I think 100% absorb (if possible) would absorb 100% of an attack; not multiply the HP by 2. However, your hand tweaking of my non-discrete stacks are good, save the post when you transfered some of the Defensive resources to attack resources and the post which contains "(i prefer att/hp ratio after comp/shield desired, for simplicity)" as this isn't practical considering my full ship formula in terms of resource energies. Besides these things you are a formidable stack tweaker.
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CrimsonSmear
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« Reply #7 on: July 15, 2008, 09:45:27 PM » |
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i based effective hp on best case scenario... there is no way to truly determine the attack that it will withstand as there are many factors taken into effect (i.e. the aggressors ship stats, type of attack, items) your hand tweaking of my non-discrete stacks are good
please do not assume that i've simply tweaked your stacks, these are my personal stacks that i started on before you even joined spaceo. i'm just happy to see someone come so close what i've accomplished, i'd be more impressed to see someone actually beat the stacks i have.
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MeGuaRen
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« Reply #8 on: July 15, 2008, 10:00:51 PM » |
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i based effective hp on best case scenario... there is no way to truly determine the attack that it will withstand as there are many factors taken into effect (i.e. the aggressors ship stats, type of attack, items) your hand tweaking of my non-discrete stacks are good
please do not assume that i've simply tweaked your stacks, these are my personal stacks that i started on before you even joined spaceo. i'm just happy to see someone come so close what i've accomplished, i'd be more impressed to see someone actually beat the stacks i have. Hey I'm just saying hp*(1+absorb) is not the formula for effective hp. My ship designs are non-discretely, fully optimized, which means they give decimal shield values. Say for example if someone were to have any bonus at all, my ships would be nondiscriminatory. Your shield stacks which have been worked out for 0% bonuses are discriminatory. Also in being full-ship optimized, they give proper one-to-one function for a certain attack range associated with a certain decimal computer % (as hp and shield). There is a single formula one could use for hp. I have it and many others have it.
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CrimsonSmear
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« Reply #9 on: July 15, 2008, 10:50:25 PM » |
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you're correct hp*(1+absorb) is not correct... was being lazy and got caught
it would actually be hp/(1-absorb)/(1-attack type modifier)
not quite sure where you're going with the discriminatory/non-discriminatory info
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MeGuaRen
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« Reply #10 on: July 15, 2008, 11:06:57 PM » |
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I don't know about that attack modifier.
Discriminatory in that it is only good for 0% bonus. Your shields use the lowest decimal possible which rounds to a certain whole number, generally the target whole number minus .5. Now if for example we have 45.5 we will see a 46 absorb, yes. But what happens with a bonus? Say we have a +1% bonus than we will have wasted CP as even the 98.5+0.985 will also give 99.
My combos are the closest decimal value to the decimal value of the optimized computer accuracy associated with a certain attack. By optimized designs, I mean the entire ship is optimized not just the stacks. The certain attack is optimal with the certain accuracy as well as the stacks being optimal.
I claim that my ships are non-discretely optimal. No one shield setup is best for all bonus levels, therefore my stacks could be tweaked for different values at different levels.
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CrimsonSmear
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« Reply #11 on: July 15, 2008, 11:17:41 PM » |
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the attack modifier is determined by the attack used (i do have the info)
i understand what you're indicating with the decimal, but (and i may be wrong) the bonuses are applied to the posted shield and/or computer... i've yet to see a build that didn't post properly with bonuses applied (in edit/view fleet or battle reports)
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MeGuaRen
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« Reply #12 on: July 15, 2008, 11:29:58 PM » |
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I don't include that. It requires information we don't know. and it's the same for same type of attacks.
X is attacker Y is defender:
C - crew level bonus A - attack (all weapons) AC - accuracy (0-1) AB - accuracy bonus from computers ASP - accuracy siege pennalty (-0.1 reg, -0.3 board -0.3 raid, -0.8 ambushed) ACP - accuracy mutiple shots penalty (between -0.6 and -1 depending on the shot, at first shot is 0 ) S - shield abs D - defence DB - defence bonus from specials SM - swarm bonus N - numbers
TA - total fleet attack TD - total defence
TA = (A + C + SM) * (AC+AB-ASP-ACP) * N TD = (D + C + SM) * (D * (1+DB) ) * N
When we have X stats and Y stats, then comes the battle, and shields absorbiton, defence to determine damage done and received, other formulas lol... ok, hope this helps...
I'm pretty sure the bonus does not take effect after rounding the stack if that is what you mean.
I believe it works like this. Round(abs*(1+bonus)) not Round(Round(abs)*(1+bonus))
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CrimsonSmear
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« Reply #13 on: July 15, 2008, 11:51:35 PM » |
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I'm pretty sure the bonus does not take effect after rounding the stack if that is what you mean.
I believe it works like this. Round(abs*(1+bonus)) not Round(Round(abs)*(1+bonus))
that is what i mean [Round(Round(abs)*(1+bonus))]... i've yet to see it not work that way, but i'll definitely keep an eye on it TD = (D + C + SM) * (D * (1+DB) ) * N ^S?
not sure the rest should be listed (gotta leave some mystery to the game mechanics)
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MeGuaRen
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« Reply #14 on: July 15, 2008, 11:55:56 PM » |
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I'm pretty sure the bonus does not take effect after rounding the stack if that is what you mean.
I believe it works like this. Round(abs*(1+bonus)) not Round(Round(abs)*(1+bonus))
that is what i mean... i've yet to see it not work that way, but i'll definitely keep an eye on it not sure the rest should be listed (gotta leave some mystery to the game mechanics) If there is only a single round then there is no one optimal stack list of less than 80 combos for abs. There would be aproximately 80* max bonus number of optimal stacks. 80 being the different possible stack values. (There are less than 80 stacks for 0% but just the same you would have some number times the max bonus. If there were two rounds your stacks would be sufficient, but I believe there is one and you agree with this?
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