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 Graphs - visualizing mechanics. Attack & Damage Cap, AP & SS 
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Thought a few graphs might help people see how different stats relate to performance in the game. If you have any questions, ideas for graphs, or graphs of your own that might be helpful, please post them as well. I'm hoping this will be a nice quick reference for players looking for a better understanding of the stats interrelationships.

And yeah, I don't make great graphs, but hopefully they're passable and informative to some.

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Tue Aug 13, 2013 8:12 pm
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Attack vs Damage Cap

The formula: Damage per shot = tanh( attack*(random(0.6 to 1.666)) / (defense * 5) ) * damagecap


Graph of attacking a level 6 base (damage cap of 600) having 50K defense

Image



Graph of attacking a ship (damage cap of 2K) having 15K defense

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Tue Aug 13, 2013 8:12 pm
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Artifacts per hour vs ship growth per day
(linear equation so a more boring graph, but hopefully it makes the slope clear)

The formula: amount of a given artifact per day = hourly ap*24/95,400
Notes: 95,400 is the sum of ap cost of all artifacts, and all artifacts are equal chance


Graph of prisoners per day by ap/hr (assuming no AP lost to overflow)

Image



Graph of ship strength growth per day (above assumption and all prisoners into TOs)

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Tue Aug 13, 2013 8:13 pm
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Not that this thread is used by anyone but me, but here's a chart of the lowest damage rank that will get a guaranteed raid from a base given various buffs (ignored the seasonal UST Avarice buff since it's relatively rare, and simplified the Protean combinations to what I feel would be the typical route of building them up):

Image

CORRECTION: I was just informed today that a ship with 3 Arsenals and the Thraccti bonus was 17th on the damage chart of a level 6, but the raid chance listed was 100%. The manual math calculates that out to 99.4% which I assumed would be rounded down, but it was not. Therefore, there are a number of points on the above chart that are probably conservative, and an additional rank down on the chart may get you 100%.

If you don't see your particular combo of buffs there, you can find the modifier in the wiki, thanks to the hard work of Senatorhung and Dixie.

AYBABTU

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Last edited by ICBLF on Mon Feb 10, 2014 4:20 am, edited 1 time in total.



Sun Jan 26, 2014 4:59 am
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nice graphs, very intuitive.
But here are some possible additions:
One, the damage scale can very well be % cap on top of actual numbers. It scales same regardless of cap anyway. Ofc, one can simply add this in their mind.
As for the attack, it would be better to also show the A:D ratio directly(maybe beside the attack count) as that is the real important factor as opposed to the actual A and D value.


I also have a question as to how the points are plotted, in terms of the random part. Did you simply pick a middle-ish value (say 1.1) and plot that
or did you calculate the attack value from multiple different numbers (say 0.6, 0.7066, 0.8132 and so on until 1.666) and then average those together?
or did you take an integral of possible value within the random range and calculate the true average that way?(that is to say the integral of tanh(a*x/(d*5))dx from 0.6 to 1.666 divided by (1.666-0.6) then multiply by cap)

The last method is obviously best as it would be accurate, but the second is easily acceptable. I don't even remember how to do a tanh integral. The first, however, would be wrong after roughly 90% cap is reached.

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Sun Jan 26, 2014 7:03 am
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Love your work ICBLF, I have this bookmarked for ease of reference.


Mon Jan 27, 2014 12:32 am
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Uy23e wrote:
nice graphs, very intuitive.
But here are some possible additions:
One, the damage scale can very well be % cap on top of actual numbers. It scales same regardless of cap anyway. Ofc, one can simply add this in their mind.
As for the attack, it would be better to also show the A:D ratio directly(maybe beside the attack count) as that is the real important factor as opposed to the actual A and D value.

Those are good suggestions, I will probably incorporate some or all of those when I get around to redoing them, which I suppose hinges a lot on your next question/point:

Uy23e wrote:
I also have a question as to how the points are plotted, in terms of the random part. Did you simply pick a middle-ish value (say 1.1) and plot that
or did you calculate the attack value from multiple different numbers (say 0.6, 0.7066, 0.8132 and so on until 1.666) and then average those together?
or did you take an integral of possible value within the random range and calculate the true average that way?(that is to say the integral of tanh(a*x/(d*5))dx from 0.6 to 1.666 divided by (1.666-0.6) then multiply by cap)

The last method is obviously best as it would be accurate, but the second is easily acceptable. I don't even remember how to do a tanh integral. The first, however, would be wrong after roughly 90% cap is reached.

I (naively) used 1 1/6 (i.e. the average or the random number range) figuring that since the damage range was determined by that random value and it theoretically is an even random distribution that the mean value of the random number generator would equate to the mean value of damage dealt. How far off does it get after 90%? If it doesn't noticably change the shape of the curve I don't know if I'll bother with a more accurate formula as the basic point would still be clear, but if it does I'll have to rework it. It's been too long since I've done calculus for me to try and integrate that function so I suppose I'd have to sample 5 or 10 points across the range and use those.

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Mon Jan 27, 2014 2:09 am
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here's what i have dummied into my excel spreadsheet ... looks like i will have to find an alternate image hosting site after another 30 days as imageshack is going to a pay.model.

Image

and for giggles, here is the base raid % charts with 3 protean arsenals:

1. before thraccti ally bonus:

Image

2. after thraccti ally bonus:

Image

and 3. (paraphrasing Gary Oldman) EVERYTHING !

Image

100% base raids in 28th damage position ... hell yeah !

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Last edited by senatorhung on Mon Jan 27, 2014 6:47 am, edited 2 times in total.



Mon Jan 27, 2014 3:41 am
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To show how much the "middle" number method is off by, here is some calculated numbers.
Each row contains 4 numbers, they are:
a. the A:D ratio
b. the % cap dmg dealt calculated via an average of 11 data values(too lazy to do integral, close enough) from 0.6 to 1.666
c. using 1.133
d. the difference of a and b.
Values are rounded for better display
01 0.14113 ||| 0.13513 ||| 0.006
02 0.27528 ||| 0.26541 ||| 0.00987
03 0.39704 ||| 0.38667 ||| 0.01037
04 0.50339 ||| 0.49589 ||| 0.0075
05 0.59360 ||| 0.59139 ||| 0.00221
06 0.66855 ||| 0.67276 ||| -0.00421
07 0.72997 ||| 0.74056 ||| -0.01059
08 0.77991 ||| 0.79603 ||| -0.01612
09 0.82034 ||| 0.84072 ||| -0.02038
10 0.85304 ||| 0.87630 ||| -0.02326
11 0.87949 ||| 0.90434 ||| -0.02485
12 0.90092 ||| 0.92628 ||| -0.02535
13 0.91833 ||| 0.94333 ||| -0.025
14 0.93251 ||| 0.95653 ||| -0.02402
15 0.94409 ||| 0.96671 ||| -0.02262
16 0.95358 ||| 0.97453 ||| -0.02096
17 0.96137 ||| 0.98054 ||| -0.01917
18 0.96779 ||| 0.- ||| -0.01735
19 0.97309 ||| 0.98866 ||| -0.01557
20 0.97747 ||| 0.99134 ||| -0.01387
21 0.98112 ||| 0.99340 ||| -0.01228
22 0.98414 ||| 0.99497 ||| -0.01082
23 0.98667 ||| 0.99616 ||| -0.0095
24 0.98877 ||| 0.99707 ||| -0.0083
25 0.99053 ||| 0.99777 ||| -0.00724
26 0.99201 ||| 0.99830 ||| -0.00629
27 0.99325 ||| 0.99871 ||| -0.00546
28 0.99429 ||| 0.99901 ||| -0.00472
29 0.99516 ||| 0.99925 ||| -0.00408
30 0.99590 ||| 0.99943 ||| -0.00353
31 0.99652 ||| 0.99956 ||| -0.00304
32 0.99705 ||| 0.99967 ||| -0.00262
33 0.99749 ||| 0.99975 ||| -0.00226
34 0.99787 ||| 0.99981 ||| -0.00194
35 0.99818 ||| 0.99985 ||| -0.00167
36 0.99845 ||| 0.99989 ||| -0.00143
37 0.99868 ||| 0.99991 ||| -0.00123
38 0.99888 ||| 0.99993 ||| -0.00106
39 0.99904 ||| 0.99995 ||| -0.00091
40 0.99918 ||| 0.99996 ||| -0.00078
41 0.99930 ||| 0.99997 ||| -0.00067
42 0.99940 ||| 0.99998 ||| -0.00057
43 0.99949 ||| 0.99998 ||| -0.00049
44 0.99956 ||| 0.99999 ||| -0.00042
45 0.99963 ||| 0.99999 ||| -0.00036
46 0.99968 ||| 0.99999 ||| -0.00031
47 0.99973 ||| 0.99999 ||| -0.00027
48 0.99977 ||| 1.00000 ||| -0.00023
49 0.99980 ||| 1.00000 ||| -0.0002
50 0.99983 ||| 1.00000 ||| -0.00017
51 0.99985 ||| 1.00000 ||| -0.00015
52 0.99987 ||| 1.00000 ||| -0.00013
53 0.99989 ||| 1.00000 ||| -0.00011
54 0.99991 ||| 1.00000 ||| -0.00009
55 0.99992 ||| 1.00000 ||| -0.00008
56 0.99993 ||| 1.00000 ||| -0.00007
57 0.99994 ||| 1.00000 ||| -0.00006
58 0.99995 ||| 1.00000 ||| -0.00005
59 0.99996 ||| 1.00000 ||| -0.00004
60 0.99996 ||| 1.00000 ||| -0.00004
61 0.99997 ||| 1.00000 ||| -0.00003
62 0.99997 ||| 1.00000 ||| -0.00003
63 0.99998 ||| 1.00000 ||| -0.00002
64 0.99998 ||| 1.00000 ||| -0.00002
65 0.99998 ||| 1.00000 ||| -0.00002
66 0.99998 ||| 1.00000 ||| -0.00002
67 0.99999 ||| 1.00000 ||| -0.00001
68 0.99999 ||| 1.00000 ||| -0.00001
69 0.99999 ||| 1.00000 ||| -0.00001
70 0.99999 ||| 1.00000 ||| -0.00001
71 0.99999 ||| 1.00000 ||| -0.00001
72 0.99999 ||| 1.00000 ||| -0.00001
73 0.99999 ||| 1.00000 ||| -0.00001

The 3rd number of line 18 should read 98,514, I don't know why it refuses to display properly

The peak number is here
12 0.90092 ||| 0.92628 ||| -0.02535
2.535% difference, while not huge, is somewhat significant.

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Mon Jan 27, 2014 4:41 am
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From another post I made,

a comparison of researched attack mods
by upkeep and rescued prisoners

Image

Important note: the upkeep per attack column factors in the 3% Anubix bonus and the Ancient Crystal Foci and Crimson Obelisk temp buffs

Code:
Version  Type                 Attack       Upkeep     Upk/ATK  Prisoner Equiv; PE for 8
         Autocannon                1           15          13                1     2
Heavy    Autocannon                2           30          13                1     3
Light    Mass Driver               3           50          14                1     4
         Mass Driver               5           70          12                1     7
Heavy    Mass Driver               7           98          12                2    10
Light    Laser Cannon             12          192          13                2    16
         Laser Cannon             15          269          15                3    20
Heavy    Laser Cannon             18          375          18                3    24
Light    Ion Cannon               25          740          25                5    34
         Ion Cannon               29         1000          29                5    39
Heavy    Ion Cannon               33         1400          36                6    44
Light    Plasma Cannon            42         2800          56                7    56
         Plasma Cannon            47         4000          72                8    63
Heavy    Plasma Cannon            52         5600          91                9    70
Light    Phase Cannon             63        10900         145               11    84
         Phase Cannon             69        15200         185               12    92
Heavy    Phase Cannon             75        21400         240               13   100
Light    Graviton Shearer         88        41900         400               15   118
         Graviton Shearer         95        58600         519               16   127
Heavy    Graviton Shearer        102        82000         676               17   136
Light    Disruptor Cannon        117       160000       1,150               20   156
         Disruptor Cannon        125       225000       1,513               21   167
Heavy    Disruptor Cannon        133       315000       1,991               23   178
Light    Quantum Devastator      150       617500       3,460               25   200
         Quantum Devastator      159       860000       4,547               27   212
Heavy    Quantum Devastator      168      1200000       6,004               28   224
Light    Singularity Launcher    187      2370000      10,653               32   250
         Singularity Launcher    197      3320000      14,166               33   263
Heavy    Singularity Launcher    207      4650000      18,883               35   276
Light    Antiproton Cannon       228      9150000      33,734               38   304
         Antiproton Cannon       239     12750000      44,843               40   319
Heavy    Antiproton Cannon       250     17900000      60,186               42   334
Light    Null Ray                274     35000000     107,374               46   366
         Null Ray                287     49000000     143,514               48   383
Heavy    Null Ray                300     67500000     189,131               50   400
Light    Thetacron Cannon        328    132500000     339,565               55   438
         Thetacron Cannon        343    187500000     459,503               58   458
Heavy    Thetacron Cannon        358    260000000     610,480               60   478
Light    Quasi-Chaotic Blaster   391    510000000   1,096,413               66   522
         Quasi-Chaotic Blaster   409    725000000   1,490,032               69   546
Heavy    Quasi-Chaotic Blaster   427   1025000000   2,017,794               72   570


Posting it here so I can find it easier.

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Wed Feb 19, 2014 4:27 am
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