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Willbonney

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Posts posted by Willbonney

  1. Yes, still not getting it...

     

    It does not apply the boost directly to the delay of the beam.  That was the old method WestWood used, that they found faulty.

    What is the damage of the beam, as well as the reload timer.

     

    If it's is say 1200 damage, every 8 seconds, that would be 150DPS

     

    150 DPS x .4 = 60 + 150 = 210

    210 x .2 = 42 + 210 = 252

    252 X .12 = 30.24 + 252 = 282

     

    So, factoring in that it does not increase the "Base" damage of the beam, we keep the 1200 constant, so now we need to figure out the new delay of that beam.

     

    1200 x FPM / 60 = 282 DPS

     

    Multiply both sides of the equation by 60, then divide by 1200 and we get a new FPM of

     

    FPM = 60 x 282 / 1200 = 14.1 FPM (Fires per minute).  In order to get 14 firings every 60 seconds, that would be a delay of about 4.3 seconds.

     

    Now, as stated, the game rounds a bit differently in certain aspect, so the numbers may be a bit off, but that is a good approximation.

  2. I'm fine with how it is currently, because at the moment there is no Warp Disruption.  In WWLive, taking too much HULL damage too quickly, resulted in your Warp Charging to become interrupted.  I have yet to have this occur in the Emu at all, and the only time have been interrupted has been when I had 0 hull.

     

    If/When the interruption gets added, then I can understand and would request changes made to the Group Warp effects.

  3. Aye, it's not directly to the delay.  It is applied in a round about way.  In LIve, they had to change things, because applying it directly to the delay, gave it an exponential increase the closer and closer it came to 100%. 

     

    As in, a weapon with 80% Turbo that fired at 10 seconds, would then fire every 2 seconds.  90 % would be every 1 second.  and then 99%, it would be .1 seconds, at 100% it would never turn off, and empty all ammo it had in a stack in under .1 seconds. 

     

    Edited to add:  mainly, it was changed to prevent a low Rate of Fire, High Damage Missile Launchers from firing as fast or faster than those using High Rate of Fire Low Damage PL's.

     

    Edited to add:  High Damage ML's with turbo and the Low Damage PL's without turbo.  ML's were never supposed to fire faster than PL's, regardless of how much turbo you put on the ML's.

  4. Active turbos stack as long as they are different %'s now.  There aren't new icons, because they removed them to give space for other buffs in the UI window.  Again, active turbo weapons do stack.

     

    The effect of Turbo Weapons is not on the delay itself any more.  It is on the DPS.  For instance:

     

    I have a beam that does 1000 damage every 10 seconds.  I equip 50% turbo weapons.  My previous dps was 1000 damage / 10 seconds = 100dps

     

    The real calculation is 1000 damage x 6 firing per minutes / 60 = 100dps

     

    So, now to get to the increase, we have a 50% turbo, 100 x .5 = 50 + 100 = 150dps

     

    In order for that 1000 damage weapon to do 150 dps now, it reduces the rate of fire(RoF) by increase the number of fires per minute (FPM), therefore:

     

    1000 damage x newFPM / 60 = 150 dps

      (rewritten algebraic form would be 1000x / 60 = 150)

     

    So, 150 x 60 = 9000  and then 9000 / 1000 = 9

     

    This weapon would now fire 9 times every 60 seconds (delay of about 6.67).  It used to fire 6 times every 60 seconds (delay of 10). 

  5. I gave a call today out to a service tech company that I have done work for before that handles a lot of data centers out in Kansas, they know of this site for XO Communications, and has had many trouble calls out to it.  They advised just trying to go around them, as he doesn't expect their issues to be resolved any time soon, they've been having issues with quite a few hackers using this node as a go between, and so have some sort of increased security scan that goes on from 11pm - 12am local time (Central US Time).

  6. Is it possible someone removed the increase in damage due in increased weapon accuracy?  As per these patch notes from live:  http://www.earthandbeyond.ca/server/patchviewer.jsp-id=1167.html   it is supposed to.  Something has occured, that isn't meshing.  Maybe it's caused by the cap on those stats, as in, only being able to have weapon handling or accuracy up to 10? 

     

    • Items with Improved Missile Accuracy, Improved
      Projectile Accuracy, Improved Beam Accuracy, Improved Missile Handling, Improved
      Projectile Handling or Improved Beam Handling have been upgraded to include an
      increased damage effect.

    Edited to add: after perusing, have seen statement that says Increased accuracy doesn't increase damage.  According to these notes, it did.  Also I understand that Handling is a Skill, while accuracy is a Stat.  If skills are capped at 10 now, then the point behind using any level 9 weapon with Increased Handling, now becomes pointless...

  7. Someone else mentioned this to me, yes, that /tipping was in SWG.  I had thought we also had the /tip command later in the game as well, was trying to look through old patch notes to see if I could find when it occured.  It ended the need to open trade just for giving credits, the command itself might not have been /tip but some variation there of like /givecredits or something.  Attempting to locate, but people may be right, I could be confusing with other games, I have played so many since WW Live.

     

    And no, I am not thinking of the /creditkill system.

  8. Wanted to ask what sort of sample size Dev's would be interested in, as in number of mobs/usages of a skill, for when I do testing of hack, biosupress, and befriend success rates

     

    Was planning on 200 on same mob before moving on to another type, or level of the same mob.  Is that enough for a decent data pool for ya's?

  9. I used to love the /tip function of the WW Live, due to the ease at which it was to tip builders or for taxis giving WH's around.  Made it a lot easier to transfer credits between characters not near each other as well.

     

    Any chance to see this function in the emu?

  10. From what I remember in live, Hack did "lock ups" on any skill that was charging up for 30 seconds.  As in, if you were using Recharge Shields skill, it would be auto interrupted, and would take 30 seconds of a cooldown for it to come back online and work like normal.

     

    For others that were not charging, it was just a 1 second global cooldown.  This was an easy way to notice that you were actually hacked, and then you'd look up to see if your reactor or engines got shut down (the two important ones for when in combat).  If it was reactor, you hit your shunt to reactor device.  If it were engine, you'd swap it out for another (which would come online after 2 or 3 seconds for TE using a Nova or similar with equipment engineering) 

     

    These fights were also the reason they nerfed the ability to use more than one shunt to reactor device.  I used to use both a Warrior's Heart Gamma, as well as the Martyr's Heart until they nerfed it so that all shunt devices had a global cooldown.  Should be in old patch notes some where from Live.  However, reason I bring it up, is I continued to carry the Warrior's Heart Gamma in fights my reactor had a good chance to get hacked, so swap out and hit a shunt for a quick amount of juice, and became the only time I really needed a shunt, once Turbo Weapons got nerfed.

     

    Hacks would also intermittently remove buffs.  The biggest one being the Shield ones, that either give you more shield, or the shield bubble from JD's.  If this occurred at a bad time, you were often one or two shotted by some bosses. (Remember this occuring for Bogeril bosses, like one the spawns by Zweijander Planet, and one of the Genrils)

  11. Agreed with above, they are much improved now.

     

    It is still really hard to successfully land a hack or biosupress on anything 3 or more levels above you however.  It drops from about a 1 out of 3 when it's same level, to about 1 out of 5 when it's 3 levels above.  Tried a mob 5 levels above, but after 18 attempts, had to warp out.  Both of these attempts were using hack, at cl 24, with no points at all in Hack or Biosupress.  I'll raise them up a little at a time and try to track things in a progressive manner.

  12. That was because, for the skills you would often use, you had equipment to buff you past the level 10 effective level.  This was used for everything, and is why even ships are effective 9 (9 x 5 = 45 = 135 / 3) and all skills that go to level 9, require the level 45 of the proper skill (whether it's trade/explore/combat).

  13. Gonna try to post this idea that I have attempted to do in other topics in the past, let's see if I can explain it better this time around.

     

    Activated skills have/had an effect level gain of 5 levels per level  of skill.  That means, that each "level" accounts for 5 combat levels, so if your effective skill level (your base + any equipment style boosts) equals 10, you have a 50% chance of landing an activatable skill against the same level mob (which max cl 50, a level 50 mob).

     

    Any level below that, that the mob is in comparison with your effective level, increased your chance to land that skill.  You were also capable of having effective levels over 10, so that for some, when using the skill you were were effectively a CL 60.

     

    There was always a max of your success rate however, as in you'd still see failures at rediculous times (cl 50 effective level 10 against a cl 10 would fail 5 out of 100 uses).

     

    Many activatable skills, especially those that interact to be used on mobs, are missing this.  It was also similar on devices that effect mobs, as in the higher the level of device, the better you chances to succeed against a higher level mob.  (A level 9 device had a base of 50% success on a level 45 mob).

     

    Edited for  clarifications.  I hope I explained that well, can try to put it in other, or explain this concept more.

  14. lol, again, as stated, just trying to get people interested in "experiencing" something that, could be and hopefully will be, the only time it will happen in our Lifetimes, and hopefully many lifetimes to come.

     

    I dom't believe in "the end of the world."

     

    End of the human race, maybe.  We're only one organism out of millions of species here on Earth.  In the grand scheme of things, we're insignificant.

     

    Also, we're vain.  If a big rock killed the dinosaurs, what do you think one could do to us?  Plus, if you really do believe in "Saving the Planet,"  you would also be for getting rid of us all, we're the viral infestation/parasite that is destroying the Earth.

  15. UPDATE:

     

    Meteor DA14 has passed the Earth without any damage.  The meteor this morning that hit Russia is reportedly unlinked to DA14.

     

    As of this posting, it is at 27,500 miles away and gaining distance every second.  You can see it for yourself here:

     

    http://eyes.nasa.gov/launch2.html?document=$SERVERURL/content/documents/da14/da14.xml

     

    does take a download (not bugged) from NASA

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