Posted November 28, 2021
Greetings. Well, as it suddenly happend that malaka Rocco put a direct link to this post on his website without any agreement with me about it, i'd have to add some small updated intro, as his action is disgusting enough. It was already very borderline to include a work of mine into packages of test versions being published without agreement given. It was even more borderline to change signature from a vague (and perfectly fine on its own by me) "MOO2 1.50 Project" to "Alexey & Ricardo", seemingly implying that there is work only from 2 authors in provided materials. While not a problem on its own, the way it presented could even lookd like as if Rocco is actually trying to plagiarize somebody else's work, acting as a some shitstain (afterthought not a surprise, giving his modus operandi). Other possible option could be that (lets temporally assume its for the sake of argument here) ""Alexey & Ricardo"" are indeed somehow see themselves as the only 2 patch authors; leading to a weird stuff about having some parts of package actually created by somebody else, while still claimed as their work. When we incorporated mr. Tyukov's work into our patch (ofc after aquiring his permission for), we marked his contributions accordingly. So the "good alternative" for a 2 cesspool leeches apparently plagiarizing other's work would be as if they indeed see themselves as the only actual authors, while marking other's contributions accordingly. Yet to achieve that they have to at least mark my contributions as "mine" or "mine, modified" (we're still temporarily assume their hypothetical PoV here); and of course after i will (and in case i will) agree on their usage in project overall. They didnt contacted me about it yet. But its all bearable peanuts, worse to come.
Now into really bad stuff. As lowman kurwa Rocco now put my good nick into a same group of ""players"" of a likes of "Cybersaber", "Delthea", "Humbe" etc kind of hopeless lame shit (a severe, and totally unjust insult out of nothing), its a good time to remind him that he is nothing more than a cheap whore for VDC from the mere start. All the test versions that came in some years after last official one literally aint bear anything worthy from a fresh additions; ones not being in work already. All the worthy fixes (there are indeed present) would together justify about one release max; while other new stuff would make Ray Fowler's ROTP looking as a sane, reasonable project run by a sane, reasonable people in comparison (for ones unaware about Ray Fowler's ROTP -- they are sorta Philistines, so very dirty people, in short). The worst thing i did with 1.50 patch after starting it (this one go a many heads above all others of course) been bringing a useless VDC modding copycat into it; he failed even in intended SMM job, never outdid his silly modder's mindset (yes, just sucking, well, "ideas", from the VDC). While it is a good and friendly explanation not only for ones, who come by the link from that fence for stolen stuff site, but also for ones, who come by their own way; still i will remove that good reading after i will notice that link from moo2mod.com leading here will disappear (not any lost if it will disappear with the whole jebeni site of him, btw).
As im too lazy to moving textblocks to fit it properly, ill simply move initial part of original message further, easily reachable by that link. Will also be easier to return the thread to its initial state that way.
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2. Calculation of Chance-To-Hit.
Knowing BD of target its already possible to calculate stuff for Regular Beams using NBWM (keep in mind that speed of Flyer is always calculated using the best Drive player have, so they could use better one than ship launching them).
Doing the same for PD beams could be misleading: "Beam weapons get additional bonuses based on their mount type (PD +25 BA) and/or mods (Co +25 BA, AF -20 BA)." Its could be overlooked (while Manual is not actually misleading about it, it is not directly stressed there) that PD bonus is calculated unique way, leading to different outcomes sometimes, and cannot just be added to BA (BeamAttack) like other bonuses (note: 1.50 patch parameter simplified_beam_formula also modify PD bonus to act like a flat BA bonus, like CO, contrary to explanations of Classix mechanic below; refer Manual for details). Important difference occurs only in 3b of CtH formula, but that formula is pretty important, as it directly affect DamageDistribution, and could lead to overestimating of expected damage dealt.
[3a] BA+CO-AF-BD + random(100) roll >= hit_threshold
[3b] hit_threshold = min(40 + range_penalty * - PD_bonus; 95)
* doubled for inherent range penalty mod
For CtH formula 3a PD bonus indeed work just like CO analogue:
Example 1
a) Ship with BA (sum of all non-CO non-PD factors) of 115 fire a Regular CO beam at range 0 at Flyer with BD 100:
115{BA} - 100{BD} + 25{CO} + Roll[1-100] >= 40 + 0, thus enshuring hit no matter roll is.
b) Ship with BA (sum of all non-CO non-PD factors) of 115 fire a PD beam at range 0 at Flyer with BD 100:
115{BA} - 100{BD} + Roll[1-100] >= 40 - 25{PD}, thus ensuring hit no matter roll is.
Cases a) & b) have no difference in PD or CO effect, but guaranteed hit is end of stuff only for beams with Min=Max damages, like MassDriver. For them PD bonus is effectively just a free built-in CO, and its a big deal. But in formula about actual damage affected by accuracy of hit results used by all other beams, it will differ from cases explained in NBWM.
Thus leading to a harder stuff.
3. Calculation of ActualDamage.
ActualDamage = min_dmg + (max_dmg-min_dmg+1) * A / B
A = roll_plus_attack - hit_threshold
B = 100 - hit_threshold
roll_plus_attack = min(random(100) roll + BA+CO-AF-BD; 100)
hit_threshold = min(40 + range_penalty * - PD_bonus; 95)
* doubled for inherent range penalty mod
As PD bonus modify hit_threshold instead of roll_plus_attack, like all other Mod bonuses, its presence skew damage potential to lower values instead (while its increase CtH just like other bonuses as shown above). RangePenalties, instead, skew it to higher values.
Example 2
a) Ship with BA (sum of all non-CO non-PD factors) of 175 fire a Regular IonPulseCannon CO beam at range 0 at Flyer with BD 100. For simplicity that IonPulseCannon is actually mindmg3-maxdmg10 to match PD Phasor instead of actual mindmg2-maxdmg10, but this also will show that IPC's special inherent flag of "Damage Internal Systems" is not important for shooting at Flyers, and work just like a normal beam (unlike cases of shooting it at Monsters, Antarans or Planets).
According to 3a hit is ensured no matter Roll is, so we will use worst case of Roll=1, and damage distribution affected by accuracy of it will be:
roll_plus_attack = (175{BA} - 100{BD} + 25{CO} + 1{Roll}) = 101, capped to 100;
hit_threshold = 40 + 0 = 40;
ActualDamage = 3 + (10 - 3 + 1)*(100{roll_plus_attack}- 40{hit_threshold})/(100 - 40{hit_threshold}) = 3 + 8*60/60 = 11, capped to maxdmg of 10.
b) Ship with BA (sum of all non-CO non-PD factors) of 175 fire a Phasor PD beam at range 0 at Flyer with BD 100.
According to 3a hit is ensured no matter Roll is, so we will use worst case of Roll=1, and damage distribution affected by accuracy of it will be:
roll_plus_attack = (175{BA} - 100{BD} + 1{Roll}) = 76;
hit_threshold = 40 + 0 - 25{PD} = 15;
ActualDamage = 3 + (10 - 3 + 1)*(76{roll_plus_attack}- 15{hit_threshold})/(100 - 15{hit_threshold}) = 3 + 8*61/85 = 8, as no rounding occurs.
Thus, while in cases a) & b) sum of BA-BD calculated in "add and subtract" way is 100, its possible to overstimate actual damage by a whole 20%. While Regular beam would already always do maxdmg with BA-BD>=100, to reach the same for PD beam BA+PD-BD-PD>=100 is required (so PD is not included in other BA bonuses sum). Luckily, damage affected by accuracy formula is more friendly to weapons with smaller difference between mindmg-maxdmg.
c) Ship with BA (sum of all non-CO non-PD factors) of 175 fire a Fusion PD beam at range 0 at Flyer with BD 100.
According to 3a hit is ensured no matter Roll is, so we will use worst case of Roll=1, and damage distribution affected by accuracy of it will be:
roll_plus_attack = (175{BA} - 100{BD} + 1{Roll}) = 76;
hit_threshold = 40 + 0 - 25{PD} = 15;
ActualDamage = 1 + (3 - 1 + 1)*(76{roll_plus_attack}- 15{hit_threshold})/(100 - 15{hit_threshold}) = 1 + 3*61/85 = 3, that is maxgmg, reached just "expected" "add and subtract" way, unlike case b).
d) Ship with BA (sum of all non-CO non-PD factors including AF) of 160 fire a Laser PD beam at range 0 at Flyer with BD 100.
According to 3a hit is ensured no matter Roll is, so we will use worst case of Roll=1, and damage distribution affected by accuracy of it will be:
roll_plus_attack = (160{BA} - 100{BD} + 1{Roll}) = 61;
hit_threshold = 40 + 0 - 25{PD} = 15;
ActualDamage = 1 + (2 - 1 + 1)*(61{roll_plus_attack}- 15{hit_threshold})/(100 - 15{hit_threshold}) = 1 + 2*45/85 = 2, that is maxgmg, reached even with "expected" "add and subtract" sum of 85, below 100.
Simple addition of PD bonus to other BA values could lead to overestimation of expected damage for beams with high difference of max-min dmg (Phasor and ParticleBeam), they require more BA to guarantee max damage. On the other hand, beams with very small difference (pretty much a feature essentially of a "weak" PD's) have so few damage intervals to chose from, so even being skewed to lower value via PD effect, they could reach max damage earlier than expected. But what about skewing into higher values?
Now into really bad stuff. As lowman kurwa Rocco now put my good nick into a same group of ""players"" of a likes of "Cybersaber", "Delthea", "Humbe" etc kind of hopeless lame shit (a severe, and totally unjust insult out of nothing), its a good time to remind him that he is nothing more than a cheap whore for VDC from the mere start. All the test versions that came in some years after last official one literally aint bear anything worthy from a fresh additions; ones not being in work already. All the worthy fixes (there are indeed present) would together justify about one release max; while other new stuff would make Ray Fowler's ROTP looking as a sane, reasonable project run by a sane, reasonable people in comparison (for ones unaware about Ray Fowler's ROTP -- they are sorta Philistines, so very dirty people, in short). The worst thing i did with 1.50 patch after starting it (this one go a many heads above all others of course) been bringing a useless VDC modding copycat into it; he failed even in intended SMM job, never outdid his silly modder's mindset (yes, just sucking, well, "ideas", from the VDC). While it is a good and friendly explanation not only for ones, who come by the link from that fence for stolen stuff site, but also for ones, who come by their own way; still i will remove that good reading after i will notice that link from moo2mod.com leading here will disappear (not any lost if it will disappear with the whole jebeni site of him, btw).
As im too lazy to moving textblocks to fit it properly, ill simply move initial part of original message further, easily reachable by that link. Will also be easier to return the thread to its initial state that way.
-------------------------------------------------------------------------------------------------------------- ---------------------------
2. Calculation of Chance-To-Hit.
Knowing BD of target its already possible to calculate stuff for Regular Beams using NBWM (keep in mind that speed of Flyer is always calculated using the best Drive player have, so they could use better one than ship launching them).
Doing the same for PD beams could be misleading: "Beam weapons get additional bonuses based on their mount type (PD +25 BA) and/or mods (Co +25 BA, AF -20 BA)." Its could be overlooked (while Manual is not actually misleading about it, it is not directly stressed there) that PD bonus is calculated unique way, leading to different outcomes sometimes, and cannot just be added to BA (BeamAttack) like other bonuses (note: 1.50 patch parameter simplified_beam_formula also modify PD bonus to act like a flat BA bonus, like CO, contrary to explanations of Classix mechanic below; refer Manual for details). Important difference occurs only in 3b of CtH formula, but that formula is pretty important, as it directly affect DamageDistribution, and could lead to overestimating of expected damage dealt.
[3a] BA+CO-AF-BD + random(100) roll >= hit_threshold
[3b] hit_threshold = min(40 + range_penalty * - PD_bonus; 95)
* doubled for inherent range penalty mod
For CtH formula 3a PD bonus indeed work just like CO analogue:
Example 1
a) Ship with BA (sum of all non-CO non-PD factors) of 115 fire a Regular CO beam at range 0 at Flyer with BD 100:
115{BA} - 100{BD} + 25{CO} + Roll[1-100] >= 40 + 0, thus enshuring hit no matter roll is.
b) Ship with BA (sum of all non-CO non-PD factors) of 115 fire a PD beam at range 0 at Flyer with BD 100:
115{BA} - 100{BD} + Roll[1-100] >= 40 - 25{PD}, thus ensuring hit no matter roll is.
Cases a) & b) have no difference in PD or CO effect, but guaranteed hit is end of stuff only for beams with Min=Max damages, like MassDriver. For them PD bonus is effectively just a free built-in CO, and its a big deal. But in formula about actual damage affected by accuracy of hit results used by all other beams, it will differ from cases explained in NBWM.
Thus leading to a harder stuff.
3. Calculation of ActualDamage.
ActualDamage = min_dmg + (max_dmg-min_dmg+1) * A / B
A = roll_plus_attack - hit_threshold
B = 100 - hit_threshold
roll_plus_attack = min(random(100) roll + BA+CO-AF-BD; 100)
hit_threshold = min(40 + range_penalty * - PD_bonus; 95)
* doubled for inherent range penalty mod
As PD bonus modify hit_threshold instead of roll_plus_attack, like all other Mod bonuses, its presence skew damage potential to lower values instead (while its increase CtH just like other bonuses as shown above). RangePenalties, instead, skew it to higher values.
Example 2
a) Ship with BA (sum of all non-CO non-PD factors) of 175 fire a Regular IonPulseCannon CO beam at range 0 at Flyer with BD 100. For simplicity that IonPulseCannon is actually mindmg3-maxdmg10 to match PD Phasor instead of actual mindmg2-maxdmg10, but this also will show that IPC's special inherent flag of "Damage Internal Systems" is not important for shooting at Flyers, and work just like a normal beam (unlike cases of shooting it at Monsters, Antarans or Planets).
According to 3a hit is ensured no matter Roll is, so we will use worst case of Roll=1, and damage distribution affected by accuracy of it will be:
roll_plus_attack = (175{BA} - 100{BD} + 25{CO} + 1{Roll}) = 101, capped to 100;
hit_threshold = 40 + 0 = 40;
ActualDamage = 3 + (10 - 3 + 1)*(100{roll_plus_attack}- 40{hit_threshold})/(100 - 40{hit_threshold}) = 3 + 8*60/60 = 11, capped to maxdmg of 10.
b) Ship with BA (sum of all non-CO non-PD factors) of 175 fire a Phasor PD beam at range 0 at Flyer with BD 100.
According to 3a hit is ensured no matter Roll is, so we will use worst case of Roll=1, and damage distribution affected by accuracy of it will be:
roll_plus_attack = (175{BA} - 100{BD} + 1{Roll}) = 76;
hit_threshold = 40 + 0 - 25{PD} = 15;
ActualDamage = 3 + (10 - 3 + 1)*(76{roll_plus_attack}- 15{hit_threshold})/(100 - 15{hit_threshold}) = 3 + 8*61/85 = 8, as no rounding occurs.
Thus, while in cases a) & b) sum of BA-BD calculated in "add and subtract" way is 100, its possible to overstimate actual damage by a whole 20%. While Regular beam would already always do maxdmg with BA-BD>=100, to reach the same for PD beam BA+PD-BD-PD>=100 is required (so PD is not included in other BA bonuses sum). Luckily, damage affected by accuracy formula is more friendly to weapons with smaller difference between mindmg-maxdmg.
c) Ship with BA (sum of all non-CO non-PD factors) of 175 fire a Fusion PD beam at range 0 at Flyer with BD 100.
According to 3a hit is ensured no matter Roll is, so we will use worst case of Roll=1, and damage distribution affected by accuracy of it will be:
roll_plus_attack = (175{BA} - 100{BD} + 1{Roll}) = 76;
hit_threshold = 40 + 0 - 25{PD} = 15;
ActualDamage = 1 + (3 - 1 + 1)*(76{roll_plus_attack}- 15{hit_threshold})/(100 - 15{hit_threshold}) = 1 + 3*61/85 = 3, that is maxgmg, reached just "expected" "add and subtract" way, unlike case b).
d) Ship with BA (sum of all non-CO non-PD factors including AF) of 160 fire a Laser PD beam at range 0 at Flyer with BD 100.
According to 3a hit is ensured no matter Roll is, so we will use worst case of Roll=1, and damage distribution affected by accuracy of it will be:
roll_plus_attack = (160{BA} - 100{BD} + 1{Roll}) = 61;
hit_threshold = 40 + 0 - 25{PD} = 15;
ActualDamage = 1 + (2 - 1 + 1)*(61{roll_plus_attack}- 15{hit_threshold})/(100 - 15{hit_threshold}) = 1 + 2*45/85 = 2, that is maxgmg, reached even with "expected" "add and subtract" sum of 85, below 100.
Simple addition of PD bonus to other BA values could lead to overestimation of expected damage for beams with high difference of max-min dmg (Phasor and ParticleBeam), they require more BA to guarantee max damage. On the other hand, beams with very small difference (pretty much a feature essentially of a "weak" PD's) have so few damage intervals to chose from, so even being skewed to lower value via PD effect, they could reach max damage earlier than expected. But what about skewing into higher values?
Post edited April 13, 2022 by DarzaR