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Overload/heat implementation #12
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Chat discussion (mostly for back-up purposes too):
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So, my proposal, regarding how to find time it takes to 'kill' module within a given slot of ship: Glossary:
General approach is:
Composing NBD: Here's example of how it looks: http://www.wolframalpha.com/input/?i=100+%2F+100+-+e+%5E+(-t+*+1+*+0.04) (t in the range [0, infinity) on this graph)
Equality of the function segment area and rectangle area make sure that average damage done to the target will be the same. Area of function segment stands for heat damage done to target during heat buildup time. Area of rectangle stands for damage done to target with rack being at 100% temperature. I am not sure if i am explaining it in a clear way, so i will repeat in another words: instead of using target for a long time, while rack temperature is building up, we use it for a shorter time with the assumption that rack temperature is always 100%, even in the beginning.
Example:
Combining distributions Burnt out modules |
Posted by @Ebag333 This is good info. We can ask CCP Larrikan or maybe CCP Fozzie to take a look at this and see if it makes sense. Both have worked with us in the past on figuring out functionality. For something like this they're probably not going to give away the actual secret formula, but they might comment whether it looks accurate or not.
What a lot of people have been requesting is not only a way to see how many cycles a module will last (which is difficult enough....) but a way of plugging in various variables and getting a 1 cycle chance back. In many ways this is easier than trying to calculate it out to infinity. Urgh. This is giving me a headache thinking of all the variables we need to pass in. Also, keep in mind that CCP has been tinkering with heat lately. For example, offline modules to act as a heat sink isn't a thing anymore, empty slots act the same (or so I understand). So things may have changed since you wrote up that information originally. |
Well, this is sad. We will have to redo at least some of the tests from scratch. |
Posted by @blitzmann
Do you have a source? I'm out of the loop when it comes to balancing changes, but I always thought that heat was one of the things they would always leave alone. |
Posted by @Ebag333
Nothing concrete, no, but you know how that goes. That's why I recommended reaching out to CCP and seeing what they feel comfortable with sharing on this. There's been a number of very detailed discussions on heat (including simulating it) in #fits on tweetfleet Slack. CCP changed (almost) all the tiericided modules heat, for example, so their whole model of "this group has better heat that that group, etc" went out the window and now it's pretty much T1/Meta/Faction VS T2 (and only one small difference between those two). It makes how heat is handled much easier for the end user at least. |
It has always been t1 vs t2, according to my knowledge (i didn't see any exceptions, although there might be a few). t1 modules heat rack at a slower pace compared to t2 - but all of them had the same damage per cycle and HP. Are there any exceptions to this rule? Changing a few attributes is not the same as changing mechanics of heat which works with these attributes. I am going to test it (offline modules counting as no-module) today or tomorrow. I don't see why CCP would want to change it, so i really doubt it changed. |
Theory is here: https://forums.eveonline.com/default.aspx?g=posts&t=32225
Going to back-up it here too:
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