miathan
Alpha
- Joined
- Jan 24, 2008
- Posts
- 578
- Location
- Sweden
- Society
- Rangers
- Avatar Name
- Alindrina Alli Golden
Lol, where do you get all your ideas from-Hunting deals more or less damage over certain periods of time.
Lol, where do you get all your ideas from-Hunting deals more or less damage over certain periods of time.
Lol, where do you get all your ideas from
If I can use the expression "My tracker is private" that would be very appropriate. So if I tell you that entropia doesn't work with constants, you'll burst out laughing... isn't it?
Seriously, how do you explain to yourself a behavior of an object in object-oriented programming?
How many actions does a function in your program, its all code in the main function?
I'm a little surprised to read this from you, but dude any physicist would envy a 5% deviation in a math calculation.
Lol, where do you get all your ideas from
mob has 100 HP.
You deal 5 to 10 dmg.
It costs X to shoot once.
You will need Y numbers to kill it. Y=Amount of X
Thus will damage effect cost but not in "a random way". Variation will be within the parameters above in laymans terms.
It is a very deterministic process and as long as a user plots in the correct data, a tracker should just output the correct data in return. And it just reads chat:
Shot1 crit It registers first shot and starts adding cost pr shot onwards untill
shot 2 miss
shot 3 hit
shot 4 hit
shot 5 hit
shoy 6 miss
shot 7 crit
shot 8 miss
Shot 9 hit
shot 10 hit
shot 11 hit
Loot pops up <- here, it reads loot returns, inputs data and then goes on to
Shot1 hit It registers a new first shot and starts adding cost pr shot onwards untill
shot 2crit
shot 3 miss
shoy 4 miss
shot 5 crit
shot 6 crit
Shot 7 crit
shot 8 hit
shot 9 crit
Loot pops up <- here, it reads loot returns, inputs data and then goes on to repeat
correct me if i'm wrong here but this is how it works in utter laymans terms of bog basics, so damage will vary but it only reads each shot as a "cost" and adds it up as a total, then reads loot return, and that is it
I don't think the problem is the read... it could be from a wrong input that is considered authentic. It's very likely from different decimal rounding... or just trying to feed a 32 bit value into an 8 bit variable... I have no idea and don't really care. Just MA should remove chat.log in UE5 and give reliable data to everyone.
As it stands, the game has much simpler principles than you might think.
The combination of many elements makes the game complex and unintuitive in this part, and this is perceived with experience, not just reading, especially in false threads.
If you want to understand the game, start doing your own research... picking apart every single element of the bottom result.
Oh, I was just saying that damage counts but trackers just then see less shots being fired.
I'm not sure if MA would allow data handled in another way in UE5 either, for me personally i just call a loot tracker a "Depressive Measurment tool" and why i use it i don't know but i mostly use the tracker i do to keep track of my DPP, I know i wont ever make a profit as i can't afford "investing" the 300-500k that would be required to do so. And even if i was rich as hell to do that, i'm still way to braindead to utilize it properly.
That is the exact discrepancy that tripped me up. My calculated speed with the pills I used came in at 98 APM, so I never bothered to investigate it initially, until I noticed my shots left indicator change which prompted my investigation. The real cap seems to be about 95. Either that, or the game calculates percentages weirdly.One thing I don't understand is why this happens around 90-100 attacks/min when the patch notes mentioned it only happening when you go over 100 attacks/min unless 1% reload speed doesn't actually translate to 1% faster attacks... or maybe my math is bad
Yeah it's a possibility, because when I was maxing my SIB for the gun, I noticed my ammo burn constantly increasing even though the displayed attack/min stayed at 75/76 so it doesn't round to the nearest whole number there is a bunch of hidden decimals not shown.It’s possible that the gun isn’t exactly the apm that it shows. Like that bp70 it’s possible apm is 76.X????
just a thought
This is another thing here. Idk if the game adds like that or just adds 25%15% from ring, 10% from pills
if we do (76 * 1.15) * 1.10 it comes out to 99.636 BUT if there are hidden decimals it would go over the cap of 100 yes
Hey just wanted to include my fruit test numbers for my gun with 76 attacks/min base speed using 3 different reload speeds.
14% reload speed (no change)
Ammo burn: 2848
8.218 PEC decay per shot
36.698 total PEC decay per shot
25% reload speed
Ammo burn: 2870
8.28 PEC decay per shot
36.98 total PEC decay per shot