Forum - Space Odyssey MMORPG - a massive free online space game

General Talk => Design & Strategy Room => Topic started by: gwar on September 25, 2008, 07:39:26 AM



Title: abs, acu
Post by: gwar on September 25, 2008, 07:39:26 AM
How does adding multiple shields, computers, and weapons affect the ABS and ACU?  How do they add up to make the total for the ship?


Title: Re: abs, acu
Post by: qe2eqe on September 25, 2008, 12:19:54 PM
read through the rest of this section. the answer is there.


Title: Re: abs, acu
Post by: Chronos on September 25, 2008, 01:36:58 PM
I believe that the base ACU from the weapons is averaged out, but I am not quite sure.

If I remember correctly, ABS and computer ACC give a diminishing return. The first component in the line-up will always give 100% of its bonus. The next might add something like 50%, then 33%. I'm not quite sure about the exact numbers, though.


Title: Re: abs, acu
Post by: Cameron07 on September 25, 2008, 02:25:39 PM
ya chronos is right.. the more u put on the less effictive each one you add on is


Title: Re: abs, acu
Post by: qe2eqe on September 25, 2008, 02:50:53 PM
There's also a bit of a retrocraptive thing going on. for example, two shields of 40% abs and 1% abs will yield <40%.


Title: Re: abs, acu
Post by: Chronos on September 25, 2008, 06:26:51 PM
It all depends on what order the shields are evaluated, if I remember correctly. You could get 100% of the 1 point and 50% of the 40 points. I don't think anybody knows what the exact ordering scheme is.


Title: Re: abs, acu
Post by: jessiedog on September 25, 2008, 07:05:02 PM
the equations for abs and accuracy are both different.

for accuracy, u get 100% of your first weapon. weapons and computers are different averages though. if you have a 20% accuracy weapon and a 40% accuracy weapon. that will yeild 30% accuracy. now if you add to that a 20% accuracy and a 10% accuracy, that will add 15% accuracy. the attack is also lessened for every weapon on a ship.

sheilds are similar to the accuracy equation. most people will be able to figure out a simple and adequate version of it by taking what i said above, but i dont feel like giving out what ive got cuz it took me a long time to figure out... basically im greedy like every other person in the world.


Title: Re: abs, acu
Post by: gwar on September 25, 2008, 10:18:25 PM
greed is understood, but didn't think that info was so coveted. 

 


Title: Re: abs, acu
Post by: Silverthorne on September 26, 2008, 12:14:54 AM
If information wasn't coveted, there would be no need for spies.

Many people who have been playing this for a while have had to figure things out or had help from people in their alliance.

I know I wouldn't give things out that would possibly give someone a better chance of winning.


Title: Re: abs, acu
Post by: jessiedog on September 26, 2008, 02:51:16 PM
well ive gone through at least 3 different sheild equations that i thought were right until i ended up with what i have now. i think its right, it works for what i use, but i havent tested it fully enough to officially say its the one.

info is the key to doing well in this game. info 1st, strategy 2nd, time 3rd


Title: Re: abs, acu
Post by: gwar on October 01, 2008, 06:33:02 PM
how does acc and abs effect hp and attack, respectively? 


Title: Re: abs, acu
Post by: jessiedog on October 01, 2008, 07:22:09 PM
the accuracy % is what portion of the shown attack is actually dealt.

if the ship has 1000 atk and 50% accuracy, 500 damage will be dealt

abs is quite different, it affects hp

multiply the shown hp * 100/(100-abs%)

thats the legit amount of hp your ship has. abs will also effect marine losses in board attacks.



Title: Re: abs, acu
Post by: Jan`go Vhett on October 01, 2008, 08:28:27 PM
A simpler equation there jess is hp * 1.X  X = abs.   :12:


Title: Re: abs, acu
Post by: Chronos on October 01, 2008, 08:42:45 PM
Absorb

All incomming damage is multiplied by the complement of absorb before being applied to a fleet. That is, if 1.000 damage is dealt and one's fleet has an absorb of 60%, then the total damage dealt would be 1.000 * 60% = 600 1.000 * (100% - 60%) = 1.000 * 40% = 400.

If you wanted to combine absorb and hitpoints together obtain an "effective" hitpoints, simply divide the hitpoints by the complement of the absorb percentage. That is, if one's ship has 5.000 hitpoints and 25% absorb, then it has effective hitpoints of 5.000 / 50%= 5.000 * 2 = 10.000 hitpoints 5.000 / (100 - 25%) = 5.000 / 75% = 5.000 * 4/3 = 6.667 hitpoints.

I'll explain later, if need be.


(Corrected)


Title: Re: abs, acu
Post by: qe2eqe on October 02, 2008, 12:25:20 AM
Quote
1.000 * 60% = 600.

you mean 1.000 * (1-.6) = 400 damage dealth out of initial 1000

---


Title: Re: abs, acu
Post by: Chronos on October 02, 2008, 12:50:01 AM
Oh, ya, sorry. I was rushing out the door at that moment. It's fixed now.

The reason that the effective hitpoints are equal to the base hitpoints divided by the complement of the absorb percentage is simple. Think of it this way.

Damage only matters if it destroys the ship. If the ship does not take enough damage to be destroyed, then the damage might as well be zero. If the ship takes enough damage to be destroyed then, for that ship, the total damage does not matter. So, the only really important point is when the damage exceeds the hitpoints. This happens at:

DAM * (1 - ABS) = HP

If we divide both sides by (1 - ABS), we get:

DAM = HP / (1 - ABS)

Thus, we have the total amount of raw damage it would take to destroy the ship, the effective hitpoints.


Title: Re: abs, acu
Post by: jessiedog on October 02, 2008, 06:53:42 AM
A simpler equation there jess is hp * 1.X  X = abs.   :12:

sorry jan, thats a different equation.

the abs is a percent of damage blocked, not a percent added. so if u have 50% abs, ur not multipying the hp *1.5
it really gets multiplied by 2


Title: Re: abs, acu
Post by: Jan`go Vhett on October 02, 2008, 10:49:10 AM
Oh yeah lol sorry I was thinking of acu. abs. bonuses lol and now I will shutup about this before everyone believes I am an idiot.
Been sick last couple days give me a break lol.


Title: Re: abs, acu
Post by: qe2eqe on October 03, 2008, 03:49:10 AM
Man, chronos really sets the gold standard.

In other news, eq for ship cost on gold is
(budget / .8) / (1-x%) where x is line assemble or what have you.


Title: Re: abs, acu
Post by: jessiedog on October 03, 2008, 02:45:38 PM
dude ur equation is screwed up...

just do .8(100-line assemble)


Title: Re: abs, acu
Post by: gwar on October 03, 2008, 04:00:01 PM
x=attack, y=acc

Actual Attack=xy

x=hp, y=abs

Actual Hitpoints=x*100/(100-y)


Title: Re: abs, acu
Post by: Chronos on October 03, 2008, 05:49:31 PM
Man, chronos really sets the gold standard.

If you think so.


In other news, eq for ship cost on gold is
(budget / .8) / (1-x%) where x is line assemble or what have you.

That formula would actually cause the cost to go up. When you divide by a number less than one, you increase your result.


dude ur equation is screwed up...

just do .8(100-line assemble)

Your equation is ill-written. Do you mean that NEWCOST = OLDCOST * 0.8 * (100% - ASSEMBLY%)?

x=hp, y=abs

Actual Hitpoints=x*100/(100-y)

That works only if one treats y on a scale from 0 to 100. When I deal with percentages, I usually treat them as a decimal number between 0.0f and 1.0f, it's often more convenient when dealing with multiplication and the like. Just remember to plug in the right scale when using formulae.


Title: Re: abs, acu
Post by: qe2eqe on October 03, 2008, 05:55:52 PM
Quote
That formula would actually cause the cost to go up. When you divide by a number less than one, you increase your result.

maybe price would have been a better word than cost. But yeah, you can buy ships thost cost more than your actual budget would otherwise allow, and that's the point.


Title: Re: abs, acu
Post by: Chronos on October 03, 2008, 06:03:54 PM
Oh, so that equation is a reference to how much you can buy, rather than how much you must spend?

You need to do a little better job explaining that. I don't think many people understood. Especially when your lead in phrase specifically mentions cost and has no reference to other approaches:

In other news, eq for ship cost on gold is
(budget / .8) / (1-x%) where x is line assemble or what have you.
Emphasis added.


Title: Re: abs, acu
Post by: gwar on October 03, 2008, 09:54:42 PM
x=hp, y=abs#
Actual Hitpoints=x*100/(100-y)

OR

x=hp, y=abs%
Actual Hitpoints=x*1/(1-y)

x=attack, y=acc%
Actual Attack=xy

OR

x=attack, y=acc#
Actual Attack=x(y/100)

Can I use both of those equations for hp and attack to find the 'effective' hp and attack of my s-ships?

sorry for not being specific enough in my last post on what my question was.


Title: Re: abs, acu
Post by: Chronos on October 04, 2008, 01:02:06 AM
Oh, I did not know there was a question in there. But ya, pretty much.


Title: Re: abs, acu
Post by: gwar on October 04, 2008, 08:04:45 AM
haha i didn't put my question in there


Title: Re: abs, acu
Post by: qe2eqe on October 04, 2008, 04:06:04 PM
p.s. gwar is playing tonight about 3 miles from my home. I can't go because I have to work, and I can't call out because I need to pay off the credit card bill I racked up playing spaceo obsessively.


Title: Re: abs, acu
Post by: Chronos on October 04, 2008, 04:52:41 PM
haha i didn't put my question in there

That is the height of nonspecificity.