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How is this possible ... ?

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duno if im jus lightweight... but...... wtf is all this maths and pythagorus etc shit all about? archimedes woulld turn in his grave
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[quote="LUPISCUS"]duno if im jus lightweight... but...... wtf is all this maths and pythagorus etc shit all about? archimedes woulld turn in his grave[/quote]
Game mechanics and mathematics to demonstrate how a player with high dex can get splattered.

(or not)

Jac
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[quote="JACKELPUP"]Game mechanics and mathematics to demonstrate how a player with high dex can get splattered. (or not) Jac[/quote]
Eva and acc are added after the fact, so they cant really be translated into dex
A hit rate % is A dex - B dex = C% hit rate, at this point eva / acc is added/subtracted
Didnt fin publish a bit explaining dex being worth 1% eva per 1 dex to a point where it is then worth 2%? Or the other way round, something like that
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[quote="DEIMOS"]Eva and acc are added after the fact, so they cant really be translated into dex A hit rate % is A dex - B dex = C% hit rate, at this point eva / acc is added/subtracted Didnt fin publish a bit explaining dex being worth 1% eva per 1 dex to a point where it is then worth 2%? Or the other way round, something like that[/quote]
"DEIMOS"
Didnt fin publish a bit explaining dex being worth 1% eva per 1 dex to a point where it is then worth 2%? Or the other way round, something like that



Yes.

Good point.

Qiang did extensive testing on it and published a shed load of results with evasion and Fin's figures.

There is a point (at 14 dex over) where you need 2 dex to make 1% evasion (continuously). Later that increases with the last few % points dragging out further.

It was established that a player would require a minimum 20% (preferably 21% because of the final drag) of the dex made up of evasion parts otherwise the maximum possible evasion is limited to 80%.

In this scenario,
(Back to Fringe’s corrected figures)

Player A has 165 attack dex 195 defence dex (150 base 15 access 30in evasion)

Player B has 214 attack dex 184 defence dex (152 base 32 access 28 accuracy)

This alters the hit rest of player A on B (because of the +14 convention) like this;

Player A 165 attack dex /184 defence dex
At 179 defence dex (Player B) the surplus 5 dex equate to 2.5% evasion
This gives effective defence dex of 181.5

Which equates to 165/181.5 = 33.5% hit rate

Player B’s hit rate is unaffected by the formula as the attack dex exceeds the defence dex (Defence dex needs to be at least 14 over).

It will make a difference (but not a lot)

I will alter the hits per second when I have the potting data.

Thanks for spotting that.

Jac

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[quote="JACKELPUP"][quote="DEIMOS"] Didnt fin publish a bit explaining dex being worth 1% eva per 1 dex to a point where it is then worth 2%? Or the other way round, something like that[/quote] Yes. Good point. Qiang did extensive testing on it and published a shed load of results with evasion and Fin's figures. There is a point (at 14 dex over) where you need 2 dex to make 1% evasion (continuously). Later that increases with the last few % points dragging out further. It was established that a player would require a minimum 20% (preferably 21% because of the final drag) of the dex made up of evasion parts otherwise the maximum possible evasion is limited to 80%. In this scenario, (Back to Fringe’s corrected figures) Player A has 165 attack dex 195 defence dex (150 base 15 access 30in evasion) Player B has 214 attack dex 184 defence dex (152 base 32 access 28 accuracy) This alters the hit rest of player A on B (because of the +14 convention) like this; Player A 165 attack dex /184 defence dex At 179 defence dex (Player B) the surplus 5 dex equate to 2.5% evasion This gives effective defence dex of 181.5 Which equates to 165/181.5 = 33.5% hit rate Player B’s hit rate is unaffected by the formula as the attack dex exceeds the defence dex (Defence dex needs to be at least 14 over). It will make a difference (but not a lot) I will alter the hits per second when I have the potting data. Thanks for spotting that. Jac [/quote]
Potting is 2.5 pots per 1 second (average of 250HP per second)


I looked at an Epic Hoarde Hands for sale on the forum with attack of 40 to 58. I am using this as a sample weapon because I do not expect Player B to identify his stats. (I was hit by both a bow and HH). I can amend the attack stat if necessary but I suspect it will make a negligible difference.

Player B STR = 200 (capped)
Weapon attack (average) = 49

Total attack = 249 (Average)
Total attack = 258 (Maximum)
Total attack = 240 (Minimum)

(No other additions to attack (except potions) as Player B stated 4 pieces of +7 accuracy armour and 4 pieces of +8 dex accessories)

For the sake of this example, I will round the recoil of player B’s weapon down to 500 (makes it slightly faster and errs in his favour)

Player A defence 176 to 208 (average 192)

Average Damage is 249att – 192def = 57 damage
Maximum Damage is 258att – 176def = 82 damage
Minimum Damage is 240att – 208def = 31 damage

The speed of the weapon (with 100% hit rate) causes damage to double (ie. 2 potential hits per second) creating DPS of :
114 average damage per second
164 maximum damage per second
62 minimum damage per second

Potting recovers 250HP per second

With the RNG favouring the attacker (at the extreme) and with a 100% hit rate, Player B cannot get even close to killing Player A while the pot button is being machined gunned.

I am obviously missing something with regards to the attack details …..

I am aware of booster pots but don’t know their “value” and Player B has not stated any were used

I don’t recall a knuckle aura, I do recall being 4th’ed by a stinger

Help please?

Jac
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[quote="JACKELPUP"]Potting is 2.5 pots per 1 second (average of 250HP per second) I looked at an Epic Hoarde Hands for sale on the forum with attack of 40 to 58. I am using this as a sample weapon because I do not expect Player B to identify his stats. (I was hit by both a bow and HH). I can amend the attack stat if necessary but I suspect it will make a negligible difference. Player B STR = 200 (capped) Weapon attack (average) = 49 Total attack = 249 (Average) Total attack = 258 (Maximum) Total attack = 240 (Minimum) (No other additions to attack (except potions) as Player B stated 4 pieces of +7 accuracy armour and 4 pieces of +8 dex accessories) For the sake of this example, I will round the recoil of player B’s weapon down to 500 (makes it slightly faster and errs in his favour) Player A defence 176 to 208 (average 192) Average Damage is 249att – 192def = 57 damage Maximum Damage is 258att – 176def = 82 damage Minimum Damage is 240att – 208def = 31 damage The speed of the weapon (with 100% hit rate) causes damage to double (ie. 2 potential hits per second) creating DPS of : 114 average damage per second 164 maximum damage per second 62 minimum damage per second Potting recovers 250HP per second With the RNG favouring the attacker (at the extreme) and with a 100% hit rate, Player B cannot get even close to killing Player A while the pot button is being machined gunned. I am obviously missing something with regards to the attack details ….. I am aware of booster pots but don’t know their “value” and Player B has not stated any were used I don’t recall a knuckle aura, I do recall being 4th’ed by a stinger Help please? Jac [/quote]
"JACKELPUP"
Player B has a faster weapon (520 recoil)
Player A weapon (642 recoil)

I am unsure about how that translates to real time but I think it is this;

Player B 520/1000 of a second (just a fraction slower than 1/2 second)
Player A 642/1000 of a second (just a fraction over 3/5 second)


Weapon Speed (recoil) is stated in Milliseconds, so like you said:

Weapon A = 642 / 1000 = 0.642
Weapon B = 520 / 1000 = 0.520

Then the reciprocal of the recoil / 1000 gives you the number of attacks per second:

Weapon A = 1 / 0.642 ≈1.58 Attacks Per Second
Weapon B = 1 / 0.520 ≈1.92 Attacks Per Second
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[quote="MISERICORD"][quote="JACKELPUP"] Player B has a faster weapon (520 recoil) Player A weapon (642 recoil) I am unsure about how that translates to real time but I think it is this; Player B 520/1000 of a second (just a fraction slower than 1/2 second) Player A 642/1000 of a second (just a fraction over 3/5 second) [/quote] Weapon Speed (recoil) is stated in Milliseconds, so like you said: Weapon A = 642 / 1000 = 0.642 Weapon B = 520 / 1000 = 0.520 Then the reciprocal of the recoil / 1000 gives you the number of attacks per second: Weapon A = 1 / 0.642 ≈1.58 Attacks Per Second Weapon B = 1 / 0.520 ≈1.92 Attacks Per Second[/quote]
Excellent, thank you Misericord.

Can you also help with the attack issues (ie. the value of the attack Vs. the value of the defence) in the post immediately above yours?

8)

Jac
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[quote="JACKELPUP"]Excellent, thank you Misericord. Can you also help with the attack issues (ie. the value of the attack Vs. the value of the defence) in the post immediately above yours? 8) Jac[/quote]
Don't forget the weapon skill bonus will make a big difference to attack. As an example, I have 117str and a 52-53 attack HH giving 169-170 attack based on your example.

I know for sure that without any attack access, my attack is roughly 210-220 because of the additional wep skill bonus. I imagine with 200str and a 52-53 attack HH, overall attack would be more like 310-330, if not higher.
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[quote="ALBION"]Don't forget the weapon skill bonus will make a big difference to attack. As an example, I have 117str and a 52-53 attack HH giving 169-170 attack based on your example. I know for sure that without any attack access, my attack is roughly 210-220 because of the additional wep skill bonus. I imagine with 200str and a 52-53 attack HH, overall attack would be more like 310-330, if not higher.[/quote]
"JACKELPUP"Excellent, thank you Misericord.

Can you also help with the attack issues (ie. the value of the attack Vs. the value of the defence) in the post immediately above yours?

8)

Jac


As Albion mentioned, you've missed the skill bonus which will pretty much double the attack of the weapon. I'll have a poke at running the numbers in a mo.

Just for your amusement; Heres a chart of Recoil v.s. Attacks per sec

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[quote="MISERICORD"][quote="JACKELPUP"]Excellent, thank you Misericord. Can you also help with the attack issues (ie. the value of the attack Vs. the value of the defence) in the post immediately above yours? 8) Jac[/quote] As Albion mentioned, you've missed the skill bonus which will pretty much double the attack of the weapon. I'll have a poke at running the numbers in a mo. Just for your amusement; Heres a chart of Recoil v.s. Attacks per sec [img]https://image.ibb.co/ngG12J/recoil_atkps.jpg[/img][/quote]
proly just a gear thing ..to keep things fairly simple x

Some folks have it..... some folks try to get it...and others just seem to possess it .. oh my

Some seem to play 2 hours a week and get even more of it !! oh my oh my..the luck
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[quote="LUPISCUS"]proly just a gear thing ..to keep things fairly simple x Some folks have it..... some folks try to get it...and others just seem to possess it .. oh my Some seem to play 2 hours a week and get even more of it !! oh my oh my..the luck[/quote]
Right...

So 200 weapon skill appears to give 100% damage bonus to the min attack and 120% bonus to the max attack of a weapon. So with that in mind:

Player B = 200 STR.
Weapon = Hoarde Hand, 51-55, 500 Recoil

Min DMG = 200+(51*2.0) = 302
Max DMG = 200+(55*2.2) = 321
Avg DMG = 312

Player A Def = 176 to 208 (average 192)

So damage infilicted to Player A would be:

Min = 302 - 208 = 94
Max = 321 - 176 = 145
Avg = 312 - 192 = 120

So taking our average damage inficted as our working figure;

Average DPS with 100% Hit Rate = (120 / (500 / 1000) ) = 240 DPS inflicted on player A

90% Hit Rate = 240 * 0.9 = 216 DPS
80% Hit Rate = 240 * 0.8 = 192 DPS
70% Hit Rate = 240 * 0.7 = 168 DPS
60% Hit Rate = 240 * 0.6 = 144 DPS

So yeah, there's pretty much your answer for a naked (part from weapon) attacker. Obviously throwing in Titus Pads and some decent attack access will skyrocket the DPS but that just adds flat damage to the 240 DPS so can easily be worked out.

Its also worth mentioning the effect of weapon speed on DPS; If you look at the curve on the chart i posted above you can see the effect of small increases of recoil at the lower end of the recoil spectrum (500 or less). A knuckle with 500 recoil aint that fast and can quite often come closer to 420 which would result in all those DPS values i stated above being increased by 20%
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[quote="MISERICORD"]Right... So 200 weapon skill appears to give 100% damage bonus to the min attack and 120% bonus to the max attack of a weapon. So with that in mind: Player B = 200 STR. Weapon = Hoarde Hand, 51-55, 500 Recoil Min DMG = 200+(51*2.0) = 302 Max DMG = 200+(55*2.2) = 321 Avg DMG = 312 Player A Def = 176 to 208 (average 192) So damage infilicted to Player A would be: Min = 302 - 208 = 94 Max = 321 - 176 = 145 Avg = 312 - 192 = 120 So taking our average damage inficted as our working figure; Average DPS with 100% Hit Rate = (120 / (500 / 1000) ) = 240 DPS inflicted on player A 90% Hit Rate = 240 * 0.9 = 216 DPS 80% Hit Rate = 240 * 0.8 = 192 DPS 70% Hit Rate = 240 * 0.7 = 168 DPS 60% Hit Rate = 240 * 0.6 = 144 DPS So yeah, there's pretty much your answer for a naked (part from weapon) attacker. Obviously throwing in Titus Pads and some decent attack access will skyrocket the DPS but that just adds flat damage to the 240 DPS so can easily be worked out. Its also worth mentioning the effect of weapon speed on DPS; If you look at the curve on the chart i posted above you can see the effect of small increases of recoil at the lower end of the recoil spectrum (500 or less). A knuckle with 500 recoil aint that fast and can quite often come closer to 420 which would result in all those DPS values i stated above being increased by 20% [/quote]
There's a few hh about I've seen 380 recoil and not plus 8 so revise dps calculations
I have a plus 5 at 414
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[quote="RICO"]There's a few hh about I've seen 380 recoil and not plus 8 so revise dps calculations I have a plus 5 at 414[/quote]
Excellent.

Yes, I had forgotten the skill bonus (and would not have known how to calculate it).

Thank you Misericord, Albion, Lupi and Rico.

Lupi, The “gear” is not a factor. Player B stated he was wearing 4 x 7% armour pieces and 4x +8 dex accessories (no str bonuses).

Rico, Player B stated 520 recoil weapon. Player B attacked with HH and stinger and I don’t know which he refers to. I chose HH because it has a higher attack to err in Player B’s favour.

Thank you Misericord for the awesome work with the DPS calculation. It cannot be more thorough.

As I understand from your data, the (probable) DPS is 240 at a 100% hit rate.

The HP recovery (potting) is 250HP per second.

On the face of it, the potting still negates the damage even with a 100% hit rate.

Since Player A got splattered, what have I missed in the data?

8)

Jac

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[quote="JACKELPUP"]Excellent. Yes, I had forgotten the skill bonus (and would not have known how to calculate it). Thank you Misericord, Albion, Lupi and Rico. Lupi, The “gear” is not a factor. Player B stated he was wearing 4 x 7% armour pieces and 4x +8 dex accessories (no str bonuses). Rico, Player B stated 520 recoil weapon. Player B attacked with HH and stinger and I don’t know which he refers to. I chose HH because it has a higher attack to err in Player B’s favour. Thank you Misericord for the awesome work with the DPS calculation. It cannot be more thorough. As I understand from your data, the (probable) DPS is 240 at a 100% hit rate. The HP recovery (potting) is 250HP per second. On the face of it, the potting still negates the damage even with a 100% hit rate. Since Player A got splattered, what have I missed in the data? 8) Jac [/quote]
well im sure its more complicated than what im writing...but gear and str x
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[quote="LUPISCUS"]well im sure its more complicated than what im writing...but gear and str x[/quote]
Reaction time on mashing f1?
Were any serums needed at any point?
Did he sth in zombie at all?
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[quote="THEHOOD"]Reaction time on mashing f1? Were any serums needed at any point? Did he sth in zombie at all?[/quote]

 

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