Page 1 of 2 12 LastLast
Results 1 to 20 of 26

Thread: Aimed Shot Testing

  1. #1

    Aimed Shot Testing

    Ok, this is a very long and strenuous process which is probably 1/4 of the way done so far, but I wanted to post what I have up to now to allow for some formulas or theories to be determined. This first part of the testing began at 100 AS skill and continued testing at intervals of 25 AS skill.

    Code:
    AS Skill	AS Total	1x Mult	1x % rate	2x Mult	2x % rate	3x Mult	3x % rate	4x Mult	4x % rate	5x Mult	5x % rate	6x Mult	6x % rate
    100	        1156	        1154	0.998269896	2	0.001730104								
    125	        2042	        1981	0.970127326	61	0.029872674								
    150	        1358	        1284	0.9455081	74	0.0544919								
    175	        1086	        993	0.914364641	93	0.085635359								
    200	        1387	        1218	0.87815429	168	0.12112473	1	0.000720981						
    225	        2267	        1939	0.855315395	302	0.133215704	26	0.011468902						
    250	        1366	        1141	0.835285505	177	0.129575403	48	0.035139092						
    275	        1355	        1078	0.795571956	208	0.153505535	69	0.050922509						
    300	        2582	        1984	0.768396592	468	0.181254841	129	0.04996127	1	0.000387297				
    325	        1293	        976	0.75483372	224	0.173240526	83	0.064191802	10	0.007733952				
    350	        1358	        968	0.71281296	272	0.200294551	98	0.072164948	20	0.014727541				
    375	        1624	        1124	0.692118227	340	0.209359606	109	0.067118227	51	0.031403941				
    400	        1627	        1099	0.675476337	347	0.213275968	115	0.070682237	64	0.039336202	2	0.001229256		
    425	        1021	        659	0.645445642	221	0.216454456	96	0.094025465	42	0.041136141	3	0.002938296		
    450	        1139	        676	0.593503073	292	0.256365233	96	0.08428446	56	0.049165935	19	0.016681299		
    475	        1085	        617	0.568663594	302	0.278341014	107	0.098617512	41	0.037788018	18	0.016589862		
    500	        1624	        924	0.568965517	437	0.26908867	149	0.091748768	71	0.043719212	40	0.024630542	3	0.0018473
    Sorry if it is a bit cluttered, it's difficult for me to copy from excel and into the forums like this.

    While it does appear that every 100 AS skill opens a new AS multiplier, the chance of that new mult occuring are incredibly low. Other than that, there was a consistent decrease in the rate of 1x multipliers until the 500 AS skill level, while the other multipliers seemed to fluctuate the higher the AS skill went.

    Even with a trial of 1000 aimed shots it seems that the percent rate can be off so establishing an effective degree of error in these trials would help make determining a potential formula for rates easier. Otherwise, I think a more extensive !as module that simply lists the rates above and below whatever skill level a player inputs should allow them to determine about how effective their AS would be.

    That's all I have so far, the rest of my testing will be in multiples of 100 AS skill up to whatever the maximum potential AS I can reach is. If there are any specific AS skill levels I should check please ask and I will try to run those as well.


    Code:
    AS Skill	AS Total	1x Mult	1x % rate	2x Mult	2x % rate	3x Mult	3x % rate	4x Mult	4x % rate	5x Mult	5x % rate	6x Mult	6x % rate	7x Mult	7x % rate	8x Mult	8x % rate	9x Mult	9x % rate	10x Mult  10x % rate	11x Mult  11x % rate	12x Mult  12x % rate	13x Mult  13x % rate	14x Mult  14x % rate	15x Mult  15x % rate	16x Mult  16x % rate
    500	        1624	        924	0.568965517	437	0.26908867	149	0.091748768	71	0.043719212	40	0.024630542	3	0.001847291																				
    600	        4019	        1743	0.433689973	1372	0.341378452	459	0.114207514	227	0.056481712	120	0.029858174	92	0.022891266	6	0.001492909																		
    700	        2708	        858	0.316838996	1071	0.39549483	357	0.13183161	154	0.056868538	119	0.04394387	90	0.03323486	54	0.019940916	5	0.001846381																
    800	        3703	        837	0.226032946	1631	0.440453686	493	0.133135296	254	0.068593033	199	0.053740211	121	0.032676208	99	0.02673508	64	0.017283284	5	0.001350257														
    900	        2926	        313	0.106971975	1453	0.496582365	504	0.172248804	250	0.085440875	133	0.045454545	103	0.03520164	81	0.027682843	48	0.016404648	35	0.011961722	6	0.002050581												
    1000	        2626	        0	0	        1471	0.560167555	485	0.184691546	239	0.091012947	146	0.055597867	103	0.039223153	73	0.027798934	40	0.015232292	34	0.012947449	32	0.012185834	3	0.001142422										
    1100	        2518	        0	0	        1237	0.491262907	522	0.207307387	242	0.096108022	159	0.063145353	117	0.046465449	69	0.027402701	53	0.021048451	44	0.017474186	47	0.018665608	24	0.009531374	4	0.001588562								
    1200	        2523	        0	0	        1066	0.422512881	587	0.232659532	257	0.101862862	174	0.068965517	126	0.049940547	83	0.032897344	64	0.025366627	53	0.021006738	45	0.01783591	40	0.015854142	24	0.009512485	4	0.001585414						
    1300	        2726	        0	0	        1054	0.386647102	642	0.235509905	322	0.11812179	199	0.073000734	152	0.055759354	91	0.033382245	69	0.025311812	79	0.028980191	36	0.013206163	25	0.009170946	32	0.011738811	24	0.008804109	1	0.000366838				
    1400	        2405	        0	0	        798	0.331808732	619	0.257380457	284	0.118087318	203	0.084407484	135	0.056133056	77	0.032016632	76	0.031600832	44	0.018295218	32	0.013305613	46	0.019126819	36	0.014968815	29	0.012058212	21	0.008731809	5	0.002079002		
    1500	        3528	        0	0	        973	0.275793651	987	0.279761905	515	0.145975057	274	0.077664399	191	0.054138322	147	0.041666667	94	0.026643991	77	0.021825397	75	0.021258503	54	0.015306122	35	0.009920635	45	0.012755102	34	0.009637188	22	0.006235828	5	0.001417234
    Here is my next set of data in intervals of 100 and between the skills of 500 aimed shot and 1500 aimed shot. I tried to test with a larger sample size here because of the number of multipliers increasing at each interval.

    It seems that the base multiplier for Aimed Shot becomes 2x somewhere between 900 and 1000 aimed shot skill, likely close to if not 1000 aimed shot skill. The 2x mult also continues to increase for a while but quickly starts to decrease at almost the same rate it was increasing, so a point at which 3x mult becomes the base multiplier might even become predictable.

    The higher mult values also seem to fluctuate a bit, not maintaining a steady slope or even a positive trend. There may be a pattern here but that would be more for someone better educated in higher mathematics to help determine.


    I will setup again after a bit of a break from testing and try to continue the testing until I reach a maximum of aimed shot skill. I may also test aimed shot at a few points, most likely 500, 1000, and 1500 skill with a non-agent profession and verify that all professions utilize the same AS mechanic (which I am sure they do but it still helps to check).

    I also have all my data saved in an excel spreadsheet if anyone would like a copy just PM me with an email address which I can send it to.
    Last edited by Gatester; Apr 19th, 2013 at 21:59:35.

  2. #2
    Lets see if I can word this right.

    I'm not sure what weap you're using to test that, but, can you do something with a different type of crit test:

    I'm wondering if the multiplier ONLY affects the (100) crit, or, if it affects the max dmg +crit.

    So, say on a 1-10(4) weapon:

    1x multiplier does 10 dmg Is this right? or does 1x multiplier do 14 damage?

    And, on a 2+ multiplier, is the damage:

    for 2x is that 10+4 dmg = 14 dmg (max dmg+crit)

    or, is it 10+2*4 = 18 dmg
    or is it 2*(10+4)=28 dmg


    So, if you could just differentiate what a 1x multiplier, a 2x multiplier, etc is that would be cool. Thanks for the testing so far!

  3. #3
    retracted.

    will edit later.
    Last edited by McKnuckleSamwich; Apr 10th, 2013 at 04:19:55.

  4. #4
    (19:38) You hit Cricket for 15 points of Aimed Shot damage. [1x multiplier]
    (19:38) You hit Cricket for 46 points of Aimed Shot damage. [3x multiplier]
    (19:38) You hit Cricket for 31 points of Aimed Shot damage. [2x multiplier]


    There are no critical hits at all. My agent has 347 attack rating and 0% critical chance against my 220 MA with CiB maxed. Even if I used concentration it would never crit, you can trust me on that


    The multiplier's are a multiplication in maximum damage of the weapon. In my tests I am using a kalinkalov quality 59.

    Damage: 1-17(185)

    The damages in my log for 325 AS skill were:

    15
    31
    46
    62

    Based on the AR formula for calculating damage, (AR / 400 + 1 ) x (Weapon Damage Range) my capped hit should be 1.8675 x 17 = 31.7475 Halved for PVP damage it would be 15.87375 Obviously a critical hit would be much higher.

    The odd part is actually how it is doing the math. Technically, a 3x multiplier should do 47 damage in PVP, instead it does 46. Something in the way AO rounds down its values causes it to lose damage along the way as well.

  5. #5
    And oddly enough, I figured out the math issue regarding multiplier damages being off by watching my agent shoot my MA. It's actually based off of how PVP damage is calculated.

    31.7475 is my capped damage, but AO gets rid of the remainder and rounds down to 31. The value which is halved for PVP is not the 31.7475 but the 31 damage. This means AO calculates regular damage and then calculates PVP damage seperately.

    31 / 2 = 15.5

    15.5 x 3 = 46.5
    15.5 x 4 = 62

    This means the multiplier takes place in the formula for aimed shot before AO removes the remainder value. I would assume a 2x mult in PVM would be 63 damage and not 62 based on this. Very minor but interesting all the same.

  6. #6
    So multipliers affect all damage, not crits.

    Thats interesting.

    So, you don't actually need to crit for aimed shot to do decent damage.

    Which is exactly what we would expect, given that the troaler pistol can do monster damage against CIB profs, from, say, a doctor with negligible crit rating.

    Nothing to disprove my original concept there, but does bring up some interesting implications for some profs like agent and MA with high crit rating.

  7. #7
    Because of the order in the formula for calculating damage, the multipliers also multiply damage add as well. 220's typically only hit the 2x multiplier and higher, and with enough AS skill you hit as many or more 3x multipliers than 2x. This means their damage add is potentially doubled or tripled along with every aimed shot.

  8. #8
    AS skill only really matters until you get enough so your [b]minimum[b] multiplier becomes 2x or 4x of one max hit.
    Don't be lonely anymore.

    Look at your post, now back at mine. Now back to your post, now back at mine. Sadly, yours isn't mine, but if you stopped trolling and started posting legitimate comments it could look like mine. Look down, back up, where are you? You're scrolling through posts, reading the posts your posts could look like. Back at mine, it's a reply saying something you want to hear. Look again, my reply is now diamonds. Anything is possible when you think before you post.

  9. #9
    Updated the thread with the 700 to 1500 aimed shot range values.

  10. #10
    Might I ask that if you are around 2k AS skill that you test the following as well.
    1980
    1990
    1995
    and 2k
    as it is suspected the turning point would be between 1980 and 1995 skill. (I believe the rule of thumb was first mutiplier was available at 90 or 95 and then evey +100 the next opens up).

    Thank you for the lovely data.

  11. #11
    Great job on the testing so far! Can't wait for the higher numbers when you get around to it.
    General of Horizon. Member of Unity. Frequent visitor of Free Spirits and The Last Element.

    Nave [ 220 Solitus Fixer ] Qien [ 220 Solitus Engineer ] Navezero [ 200 Solitus Soldier ]
    Rafeg
    [ 150 Opifex Agent ] Midriff [ 60 Atrox Soldier ] Lowriff [ 30 Atrox Keeper ]

    Also: Giant horde of alts.

  12. #12
    Quote Originally Posted by Gatester View Post
    Because of the order in the formula for calculating damage, the multipliers also multiply damage add as well. 220's typically only hit the 2x multiplier and higher, and with enough AS skill you hit as many or more 3x multipliers than 2x. This means their damage add is potentially doubled or tripled along with every aimed shot.
    Are you serious about this?

    I always thought that add damage was applied after the "mechanics" of the special.

    For example:


    ({big calculation for AS} +add dmg ) /2

    As opposed to:

    {randbetween(min_mult, max_mult)*(ARtemplate*weap_max_dmg+add_damage) /2

    I've always felt that the add damage get tacked on at the end, but I've never gone to the trouble of actually testing it.

    I suppose this might be easiest on an MA where you could do several tests without disharmony or controlled damage buffs, and again with those buffs and disharmony.

    I'll see if I can find a nice low damage weapon to test with that will gain a disproportionate amount of damage on the special via add dmg if it were true.

    I have about 1500ish AS skill on MA currently so I'll have to correlate it back to your data already collected about multipliers.

  13. #13
    If you have a weapon that does 1 damage yet you have 1000 damage add, getting a 2x multiplier will produce 2002 damage and a 3x multiplier will produce 3003 damage. This has been noted in various testing for a long time although I have not made a test to specifically identify it I felt it was unnecessary.

  14. #14
    Quote Originally Posted by McKnuckleSamwich View Post
    Are you serious about this?
    Yup.
    Same dealio with Sneak Attack, Full Auto, etc. +Damage goes on the individual hit.
    A nice way to test it for yourself is a microphone on a ranged profession, or trash rifle on a melee. You'll have enough trickle to get the 2x multiplier, and you can play with +damage items to reassure yourself.

    One interesting thing is that any rounding seems to happen after the multiplier. You can be at some fraction of a full damage point, and various multipliers will be off by 1 from each other depending how they round. It's pretty trippy.

  15. #15
    I'm betting when they compile, they are getting lots of compiler warnings about converting from float/double to int.
    SmokeX 210/23 Neutral Opifex MA General of Spirit Walkers
    SmokeKillsU 81/3 Neutral Opifex Agent
    UraniumX 101/2 Neutral Nanomage NT
    BruteForceX 61 Neutral Opifex Fixer
    SmokingGunsX 43/2 Neutral Solitus Soldier
    SixOfNynex 42/2 Neutral Nanomage Engineer
    Jiroieyoshi 12/2 Neutral Atrox Enforcer
    EMHMarkX 32/2 Neutral Nanomage Doctor

  16. #16
    Quote Originally Posted by srompu View Post
    Yup.
    Same dealio with Sneak Attack, Full Auto, etc. +Damage goes on the individual hit.
    A nice way to test it for yourself is a microphone on a ranged profession, or trash rifle on a melee. You'll have enough trickle to get the 2x multiplier, and you can play with +damage items to reassure yourself.

    One interesting thing is that any rounding seems to happen after the multiplier. You can be at some fraction of a full damage point, and various multipliers will be off by 1 from each other depending how they round. It's pretty trippy.
    Full auto was obvious, as is burst.

    But I had no idea the add dmg from AS/SA (and backstab???) is multiplied.

    It's totally counterintuitive.

  17. #17
    Great job But I thought the multiplier would go up each 96~98 AS skill. Not sure myself since I saw it lik 4 years ago. It prolly dont make big diference on calcs though.
    Lainbr - 220/30/70 Meta-Physicist Nanomage - E / Spirals - 220/30/70 Enforcer Solitus - E / Kokusho - 201/22/55 Fixer Nanomage - Equip Soon ;o
    Traderbr - 180/0/0 Trader Nanomage - / Kaoru - 60/0/0 Meta-Physicist Nanomage - totw semitwink
    Proud veteran of Spartans

    To devs: You failed redesigning MPs as NTs with pets. I want my debuffer back.
    Dreamer: Basically - I wish THIS much effort was put in to ALL profs rebalance docs.

    Kintaii: Genele is more hardcore than you, your guildmates, and anyone else you've ever played with
    Anarrina: Trust me, I'm not that scary in real life.

  18. #18
    I would also like to know if AS does in fact increase crit chance significantly like it is claimed to, but that's another matter.

    Edit: Removed a different point. Missed the second table.
    Last edited by Originality; Jan 5th, 2014 at 22:30:38.

  19. #19
    Quote Originally Posted by Originality View Post
    I would also like to know if AS does in fact increase crit chance significantly like it is claimed to, but that's another matter.

    Edit: Removed a different point. Missed the second table.
    AS skill doesn't increase crit chance.

    it increases multipliers.

    Read this thread, you'll understand it better.

    But the general gist is:

    Non crit AS has a distribution of multipliers based on a function The fuction is kinda tricky to describe, but, if you plot multipliers on the X axis and frequency on the Y axis, the decay curve for multiplier frequency for 1500 AS skill has a best fit line of:

    y = 0.4642e-0.314x
    with an R squared of 0.94

    For 1000 AS skill the line is

    y = 1.0918e-0.538x
    with Rsquared of 0.91

    What that basically means is that as your AS skill increases you have a logarithmic decay curve that ENDS at a higher multiplier, and has slightly higher frequencies throughout the curve, which, if you think about frequencies as a percentage of 100, then the LOWER frequencies must be lower - this IS the case:

    At AS skill 1000, the frequency of 1x multiplier is zero, at 2000 AS skill, the frequency of 2x multiplier is 0. The lower frequencies shrink as the higher frequencies increase.

    High AS skill, in general, lower the chance for LOW multipliers, and increase the chance for HIGH multipliers.

    That's for NON-CRITTING AS's:

    Now, for Critting AS's, it's exactly the same, except that the damage done to target is based on the ((max dmg+crit)*MBS skill function +Add dmg )*AS multiplier

    Instead of : ((max dmg)*MBS skill function +Add dmg )*AS multiplier

  20. #20
    I knew all of that aside from the first line "AS skill doesn't increase crit chance.".

    I knew everything stated in this thread aside from the actual %'s of each multiplier at each value..

    But that's also not what I asked.. I asked if AS increased crit chance significantly.

    I had never bothered to gather data on this I'm surprised if you have some.
    Last edited by Originality; Jan 6th, 2014 at 00:34:51.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •