[R#186] T#186-T#197 Patch Discussion - Page 28
  1. #406

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    rifles-vedeenatest-6-15-2014.xlsx

    and here's the test data so far for rifles! for the sake of comparison with the pistols, i tested it with 121 RC skill, then 122 and 123 for the weapons that required it. that way it matched up with my earlier tests with pistols.

  2. #407

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    Ionic weapons are with the Hacknet Stuff... because... hacknet stuff.
    And i'm fairly sure that the Creed is with the rare dude, maybe with a different one but definitely with a rare dude.
    If you want to fix the game, start with the most essential part: The Community...
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  3. #408

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    ahh hacknet, makes sense....and found the creed. thanks.

  4. #409

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    Quote Originally Posted by Alduin View Post
    Just a quick update: inspired by arthego's post, I found the source of the error for the discrepancy: there is an error in the updated frequency calculation in Neocron's info window. To approximately correct for it divide the effective frequency by the number of shots in a burst of a weapon (this is not exact!). Already fixed in my dev build, next APU spells...
    Thank you for looking into this! I'm curious just how many weird things have been buried in the code over the years.

    OK, here are updated charts based on the new equation. (freq/burst)*dmg=DPM

    TLxDPM new equation
    Pistol TLxDPM D_freq.jpg
    This is with the new equation, I left the tags on my previous examples. Though there is still a shotgun effect it is much improved and we have hopefully solved an issue that will help us move forward faster with all weps!

    DPM x Burst count
    Pistol DamagexBurst.jpg
    This is before the new equation.

    Pistol DamagexBurst D_Freq.jpg
    This is after the new equation.

    APU
    Everyone, when testing APU please be aware that there is a damage modifier that randomizes the damage. If you look in the log you can find the variable (I'd look up the name but I have to head to work) you should be able to calculate true damage using it.

  5. #410

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    Quote Originally Posted by Alduin View Post
    Just a quick update: inspired by arthego's post, I found the source of the error for the discrepancy: there is an error in the updated frequency calculation in Neocron's info window. To approximately correct for it divide the effective frequency by the number of shots in a burst of a weapon (this is not exact!). Already fixed in my dev build, next APU spells...
    Do you have any update for us? Sorry for asking but I'm excited to test the fixed version ;-)

  6. #411

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    Alduin, is there anything specific you would like to accomplish before the next patch that we can help with?

    For now though....here's the current state with data available both with and without the freq correction. APU is not included as the damage randomization makes our current data untrustworthy.

    Current weapon state as the game shows

    Patch 195 DPM and Range FtimDmg.jpg

    Weapon state with temp fix

    Patch 195 DPM and Range FdivBtimDmg.jpg

    Can anyone give there opinions on what chart seems more "right" atm?

  7. #412

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    Quote Originally Posted by arthego View Post
    Alduin, is there anything specific you would like to accomplish before the next patch that we can help with?

    For now though....here's the current state with data available both with and without the freq correction. APU is not included as the damage randomization makes our current data untrustworthy.

    Current weapon state as the game shows

    Patch 195 DPM and Range FtimDmg.jpg

    Weapon state with temp fix

    Patch 195 DPM and Range FdivBtimDmg.jpg

    Can anyone give there opinions on what chart seems more "right" atm?
    Are the weapons in the chart sorted by their techlevel or solely by their dpm?

    As for testing: a quick test heals would be good: are all heals (tools, psi spells, med kits) doing apropriate healing? Please in that case also state your definition of apropriate

    Quote Originally Posted by Massaker View Post
    Do you have any update for us? Sorry for asking but I'm excited to test the fixed version ;-)
    The issue with high frequency apu spells has been identified and a fix is currently being tested on our internal development server. Looking good so far. I just need to tidy everything up again and then it can be pushed to Vedeena.

    There are two other important things which will change with the next patch to Vedeena:
    * psi consumption: it will be based on the tl of the spell and its frequency (maybe something similar will also be put in place for other weapons)
    * health pool: considering the reduced damage output of mobs as well as of players, the player's health pool is just far too large, therefore it will be reduced by something between 25% and 50%
    Alduin
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  8. #413
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    Quote Originally Posted by Alduin View Post
    * health pool: considering the reduced damage output of mobs as well as of players, the player's health pool is just far too large, therefore it will be reduced by something between 25% and 50%
    Quick question: Will the mobs' health pool be lowered aswell? (or have it been lowered already? Sorry I havent had the time, to get on the testserver in a while).

    Or will PvE get even more tedious than it already is?
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  9. #414
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    Quote Originally Posted by Dropout View Post
    Or will PvE get even more tedious than it already is?
    speaking of which: PvE has gotten somewhat boring over time. in NC 1 you could be killed by small spiders. not so today. rarepart (and MC5) farming has become a peaceful and somewhat lowbrow activity. theres no more challenge in PvE, am i right? what can we do to rebalance that?

  10. #415

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    Quote Originally Posted by Dropout View Post
    Quick question: Will the mobs' health pool be lowered aswell? (or have it been lowered already? Sorry I havent had the time, to get on the testserver in a while).

    Or will PvE get even more tedious than it already is?
    No, instead we doubled the damage you deal towards mobs, so you do twice the damage to mobs than you do to players.

    Quote Originally Posted by Torg View Post
    speaking of which: PvE has gotten somewhat boring over time. in NC 1 you could be killed by small spiders. not so today. rarepart (and MC5) farming has become a peaceful and somewhat lowbrow activity. theres no more challenge in PvE, am i right? what can we do to rebalance that?
    First of all we need more "content" for leveling in my opinion (there are plenty of grinding spots, but only very few actual missions). The player should have the choice to do either grinding or mission running. However, sadly we do not (yet) have the means to automagically create missions or even mission chains. We need to implement every mission hand by hand and go through a lot of files usually to make them work. However we are working hard to improve that process and therefore faciliate content development.

    The concept of rareparts and the way they are currently obtained has also to be rethought. The current situation is obviously far from optimal, but first of all we have to take the first step towards a better PvP/weapon balance. The new balance will probably also reviel further problems with PvE, but that remains to be seen soon(TM).
    Alduin
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    »After the patch is before the patch!«

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  11. #416

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    Quote Originally Posted by Alduin View Post
    Are the weapons in the chart sorted by their techlevel or solely by their dpm?

    As for testing: a quick test heals would be good: are all heals (tools, psi spells, med kits) doing apropriate healing? Please in that case also state your definition of apropriate
    To give an appropriate isn't easy if we don't know the final health pool and weapon damage

    OK I made the tests of all heal spells and the nanite tools. Hope it will help you Alduin

    - single heals
    - heal sanctums
    - goup heals
    - nanite tools
    - medikits

    All values are from the damage-log file and only the last value. So the damage factor isn't in the value of the excel file.
    For instance:

    DAMAGEINFO - Time 3561.077 Damage (Massaker): WeaponID 620, DmgID 2250, DmgFac -0.188, Energy -18.790, Effect 0.000, Height 75.000
    DamageCause: Injector!
    DamageType: Direct!
    INS - FUL: -18.790


    Here is the excel sheet: Heals-vedeenatest-6-19-2014.xlsx

    @arthego: I hope you are not angry that I used your excel sheet
    Last edited by Massaker; 19-06-14 at 21:35.

  12. #417

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    nice massaker! good info there. you can really see a big boost on hp per tick on titan!

  13. #418

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    Alduin, you are correct my most recent charts are simply sorted by weapon class then DPM. Wanted TL also but started to get messy as some of the TL's didn't want to display correctly due to value duplication between weapon classes. However I know it is nice to be able to see TL right there so here you go in case you wanted it. Just note that some TL values don't show but it should give a better feel for the spread through TL.

    Without Burst Fix

    Patch 195 DPM and Range FtimDmg B_TL.jpg

    With Burst Fix

    Patch 195 DPM and Range FdivBtimDmg B_TL.jpg

    Massaker, Grrrr, so angry! TBH Artricia, actually started the spreadsheets. I just modified them so I could work with them better. Art has also done ALL the heavy lifting as far as collection goes, I just try to make it easy to interpret Feel free to use them however you like, they are totally open! The more usable data we have the better.

    Heals

    Patch 195 Heals.jpg

    For heals should we also collect the total heal value and length/time it takes? or is that already known?

  14. #419

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    Oh another thing..... is it possible to add a Screen Shot command to the game?

    Could help make it easier to capture bugs simply because some people are lazy and don't want to have to open paint. Would also make it easier to gloat over PVP conquests and other silly things the community might want to do.

  15. #420

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    Iirc you can make screenshots with F10 or F12, not sure anymore. They DO however show up in the "shots" folder of your NC install directory.
    If you want to fix the game, start with the most essential part: The Community...
    Quote Originally Posted by Danae
    <&Danae> i don't like anything that's furry, totally dependant on me, and shits and pisses in sneaky places
    <&Danae> i have kids, i don't need pets ^^

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