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1  General Talk / General Discussion / Re: Station Killer on: October 11, 2008, 06:41:44 PM
seems a bit excessive, but i suppose most of the recent updates fall under that same category

i'll take a look and have an updated value by tomorrow at the latest

total cost to take out 80 bil att / 400 bil hp station with 10% hp bonus & 5% abs is (drum roll).....


just under 101.8 billion without cp bonuses or gold account
2  General Talk / General Discussion / Re: Station Killer on: October 11, 2008, 06:19:56 PM
what are the current station attack/hitpoints

i admit, i'm guilty of not being too interested in this server since recent changes
3  General Talk / General Discussion / Re: Station Killer on: October 11, 2008, 02:05:56 PM
it's not about how i would do, i have already done it on another server

as for the how, it's already been touched upon
4  General Talk / General Discussion / Re: Station Killer on: October 10, 2008, 08:58:48 PM
without knowing the proper set-up your single word response bares no merit
5  General Talk / General Discussion / Re: Station Killer on: October 10, 2008, 08:49:41 PM
a station (even with 10% hitpoint & 5% absorb upgrade) can be easily destroyed at a cost of just over 25.2 billion credits without loss (without a gold account)
6  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design on: July 15, 2008, 11:58:02 PM
if only one round, you are correct

fun debate, have enjoyed
7  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design 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)
8  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design 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)
9  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design 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
10  General Talk / Design & Strategy Room / Re: Superswarmer? on: July 15, 2008, 10:02:37 PM
on a 1 bil ship, defence isn't effective, but theres no point in a 26:1 ratio. at most use like a 10:1

as for the 10:1 ratio, i believe that's indicating att:hp ratio... lest the attack would be relatively ineffective

don't necessarily agree with "defense isn't effective", as i feel constant replacement is less effective
11  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design 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.
12  General Talk / Design & Strategy Room / Re: SO Useful Information on: July 12, 2008, 10:35:15 PM
Optimal Special Weight is: 6
Optimal Weapon Weight is: 8

Max Computer Stack should not exceed 10 components (valid up to 36% Raw ACU... possibly up to 50% Raw ACU)
Max Shield Stack should not exceed 22 components (valid up to 75% Raw ABS... most probably to 80% Max)
13  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design 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
14  Feedback Terminal / "Bugs" and Problems / Code clean up for the Items Interface on: June 24, 2008, 12:05:18 AM
span classes not closed for marine items:

<-snip->
     <tr>
       <td>&nbsp;<center>Used <span class="g">1 x</span> <span class="p">General Squad</span>...<br><span class="g">The item is now in the active items.</center><center>Used <span class="g">2 x</span> <span class="p">Sensitive Quarters Modification</span>...<br><span class="g">The item is now in the active items.</center><center>Used <span class="g">2 x</span> <span class="p">Adaptive Telepathic Squad</span>...<br><span class="g">The item is now in the active items.</center><center>Used <span class="g">2 x</span> <span class="p">Focused Company Squad</span>...<br><span class="g">The item is now in the active items.</center><center>Used <span class="g">1 x</span> <span class="p">Limited Troop Pods Bay</span>...<br><span class="g">The item is now in the active items.</center></td>
     </tr>

<-snip->
15  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design 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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