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Author Topic: Optimized Excel Ship Design  (Read 7896 times)
MeGuaRen
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« on: June 07, 2008, 08:14:33 PM »

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            
« Last Edit: June 07, 2008, 08:28:23 PM by MeGuaRen » Report to moderator   Logged
CrimsonSmear
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« Reply #1 on: June 10, 2008, 02:11:40 PM »

<-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)
« Last Edit: June 10, 2008, 02:22:28 PM by CrimsonSmear » Report to moderator   Logged
MeGuaRen
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« Reply #2 on: June 10, 2008, 10:55:27 PM »

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 »

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 »

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            
« Last Edit: June 21, 2008, 08:14:15 PM by MeGuaRen » Report to moderator   Logged
CrimsonSmear
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« Reply #5 on: June 24, 2008, 12:21:59 AM »

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 »

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.
« Last Edit: July 14, 2008, 09:54:23 PM by MeGuaRen » Report to moderator   Logged
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« Reply #7 on: July 15, 2008, 09:45:27 PM »

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 »

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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« Reply #9 on: July 15, 2008, 10:50:25 PM »

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 »

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.
« Last Edit: July 15, 2008, 11:09:54 PM by MeGuaRen » Report to moderator   Logged
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« Reply #11 on: July 15, 2008, 11:17:41 PM »

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 »

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))
« Last Edit: July 15, 2008, 11:31:59 PM by MeGuaRen » Report to moderator   Logged
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« Reply #13 on: July 15, 2008, 11:51:35 PM »

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)
« Last Edit: July 15, 2008, 11:56:13 PM by CrimsonSmear » Report to moderator   Logged
MeGuaRen
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« Reply #14 on: July 15, 2008, 11:55:56 PM »

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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