Author |
Topic |
 Ninetails o'Cat League of Super Evil |
Posted - 2010.04.27 16:42:00 - [ 1]
Edited by: Ninetails o''Cat on 29/04/2010 14:03:18NOTE: I have worked out none of these formulae! All credit should go to whoever discovered them in the first place, not me!It has come to my attention that the good people of Ships'n'Modules have lost the wisdom that has been so carefully acquired by those who went before them. So, to rectify this, I have made a big list of any strange and useful formulae for anyone who needs them. 1. Motion MechanicsAcceleration timea = Agility m = Mass x = Percentage change of speed you want (E.g. if you want to get to 75% of your speed from 0%, you use 0.75 for x). Essentially, x = ABS(v-(wanted speed %age)) Quote: -ln(1-x)*m*a/1000000 = t
Note: The Speed required to enter warp is 75% your maximum, so when x = 0.75, you are working out align time. Speed after timev = Velocity Vmax = Maximum velocity x = Time spent accelerating a = Agility m = Mass Quote: v = Vmax * (1 - e^(-x * 10^6 / (a * m))
Orbit Radius given speedr = Range from source a = Agility m = Mass v = Velocity Vmax = Maximum Velocity Quote: r = a*m*v^2 / (SQRT ( Vmax^2 - v^2 ) x 10^6))
Orbit Speed given radiusr = Range from source a = Agility m = Mass v = Velocity Vmax = Maximum Velocity Quote: v = ((1+vmax^2)/(((a^2*m^2)/((10^12)*(r^2)))))^(1/4)
WARNING: This gets steadily more imprecise as the v gets larger or m*a gets smaller! Displacement given timev = Velocity Vmax = Maximum velocity x = Time spent travelling a = Agility m = Mass Quote: d = Vmax*(x+(m*a/10^6)*(e^(((10^6)*-x)/(m*a)) - 1))
2. Combat FormulaeTurret Trackingh = Hit Chance x = Transversal Velocity r = Range to target T = Tracking of your turret(s) sig = Signiture of the target tsig = Signiture Resolution of your turret(s) o = Optimal of your turret(s) f = Falloff of your turret(s) Quote: h = 0.5^((((((x)/(r*t))*(sig/tsig))^2)+((MAX(0; r-o))/f)^2)
There is also a 1% chance of high quality hits, which always hit, and deal 3x damage. Turret Damage Formulah = hit chance tbd = Turret Base Damage = damage mod/ROF (for each turret) aDPS = Average DPS Quote: When h > .01 aDPS = TBD * (h-.01)(h+.99/2)+.03
When h < .01 aDPS = TBD * 3h
Missile Damage FormulaD = Damage BD = Base Damage sig = Target's signiture radius Er = Explosion radius Ev = Explosion Velocity v = Target's velocity drf = Damage reduction factor Quote: D = BD*MIN(MIN(sig/Er,1),(Ev/Er*sig/v)^(log(drf)/log(5.5)))
TRUE Missile Ranger = Range v = Velocity of missile f = Flight time of missile m = Mass of missile a = Agility of missile Quote: r = v*(f-(10^6/(m*a)))
ECM Single Jammer FormulaCh = Chance to Jam J = Jammer Strength S = Target's Sensor Strength Quote: Ch = MIN(100*(J/S); 100)
ECM Multiple Jammer FormulaCh = Chance to Jam J = Jammer Strength S = Target's Sensor Strength x = Number of Jammers on Target Quote: Ch= (1-(1-J/S)^x)*100
Locking Speed Formulat = Time taken to lock target res = Scan Resolution sig = Target's Signiture Radius Quote: t = (40000/(res))/(asinh(sig)^2)
3. Fitting FormulasStacking PenaltyS = Stacking penalty for given module x = number of modules already affecting that attribute Quote: S = 0.5^[((x-1) / 2.22292081) ^2]
Note: the modules with the greatest effect are calculated first, so they have the lowest stacking penalty. |
 Ninetails o'Cat League of Super Evil |
Posted - 2010.04.27 16:45:00 - [ 2]
Edited by: Ninetails o''Cat on 29/04/2010 13:34:02Edited by: Ninetails o''Cat on 29/04/2010 13:25:453. Fitting, ContinuedCapacitor Recharge Rate given PercentageCRR = Capacitor Recharge Rate CC = Maximum Capacitor Capacity CR = Capacitor Recharge Rate C = Current Capacitor Quote: CRR = (4.8/(CC/CR))*SQRT((1-C/CC)^2-(1-C/CC)^4)
Warp rangeR = Range CC = Capacitor Capacity wcn = Warp Cap Need M = Mass R = CC / (wcn * M) 4. Agent and Skill related.Agent Required Standingrs = Required Standing l = Level q = Quality Quote: rs = 2* [l - 1] + [0.05 * q]
Skill Point Training speedP = Primary Attribute S = Secondary Attribute Sk/m = Skillpoints per minute Quote: Sk/m = P + (0.5*S)
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 Kuar Z'thain Amok. Goonswarm Federation |
Posted - 2010.04.27 17:25:00 - [ 3]
Edited by: Kuar Z''thain on 27/04/2010 17:27:02 Impressive, but how did you end up breaking the tables?
edit: this brokes: *[*code]Note: the modules with the greatest effect are calculated first, so they have the lowest stacking penalty.[/code]
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 Poldarn Joaq Caldari Provisions
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Posted - 2010.04.27 17:42:00 - [ 4]
Nice :D |
 Seriously Bored Minmatar |
Posted - 2010.04.27 17:44:00 - [ 5]
Awesome compilation Cat. I have most of these going in my EVE calculation cheat (spread)sheet...but I could use to update it with some of these.  |
 stoicfaux Gallente |
Posted - 2010.04.27 17:55:00 - [ 6]
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 Joshmanus Gallente Toy Makers
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Posted - 2010.04.27 17:56:00 - [ 7]
Amazing, now if someone would be kind enough to use these formulae in an excel spreadsheet or create a php form to use that would be teh cheery, sprinkles & silver balls on the cake. |
 Ninetails o'Cat League of Super Evil |
Posted - 2010.04.27 18:09:00 - [ 8]
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 stoicfaux Gallente |
Posted - 2010.04.27 18:16:00 - [ 9]
Originally by: Ninetails o'Cat
Thank you! But I'm not Cat...
...
I'm the one on the right. 
Also, the goatee gives it away. |
 M'ktakh |
Posted - 2010.04.27 22:10:00 - [ 10]
Glue-worthy thread. |
 Yakumo Smith Gallente Body Count Inc. Pandemic Legion |
Posted - 2010.04.27 22:41:00 - [ 11]
Flashbacks to my old School days maths classes. |
 Marko Riva |
Posted - 2010.04.27 22:59:00 - [ 12]
Not a fan of formulas other than figuring out how things actually affect stuff. But a question actually, is there a warp range formula for how far a ship can warp at full cap? |
 dtyk
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Posted - 2010.04.27 23:55:00 - [ 13]
Standing required to use an agent = 2* [agent level -1] + [0.05 * quality]
Skill training rate = Primary attrib. + [0.5x Secondary attrib.] SP per minute |
 De'Veldrin Minmatar Norse'Storm Battle Group Intrepid Crossing |
Posted - 2010.04.28 03:24:00 - [ 14]
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 Toshiro GreyHawk |
Posted - 2010.04.28 04:20:00 - [ 15]
Thanks.
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 Rutger Centemus Phantom Squad Atlas. |
Posted - 2010.04.28 09:21:00 - [ 16]
Very nice work, hat's off. Unfortunately, this however Quote:
Orbit Speed given radius
r = Range from source a = Agility m = Mass v = Velocity Vmax = Maximum Velocity
Quote: v = SQRT((10^6*r^2*SQRT(Vmax^2-v^2))/am)
doesn't do much for calculating, as the value to be calculated [v] is used in its own equation. I'ld have a crack at it myself, but I'm late for work as is  . |
 Baron Agamemnon Caldari The Einherji Supernova Federation |
Posted - 2010.04.28 10:46:00 - [ 17]
Interesting thread. |
 Goumindong SniggWaffe
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Posted - 2010.04.28 12:45:00 - [ 18]
Originally by: Ninetails o'Cat
Transversal velocity
v = velocity r = range
Quote:v*r
Where velocity is the orbit velocity at that range or alternatively how much you are moving parallel to the target.
This is not right Maybe you're thinking of angular which is Transversal Velocity/Range Transversal is just the velocity of the target tangential to you (I.E. remove the portion of the vector coming towards or away from you and what you're left with is transversal) Quote: h = hit chance tbd = Turret Base Damage = damage mod/ROF (for each turret) aDPS = Average DPS
Quote:aDPS = tbd*((h^2+h+0.0499)/2)
This is incorrect. I should know. K1zg got the data, and I derived it. When h > .01 aDPS = TBD * (h-.01)(h+.99/2)+.03 (if you were to expand this where h = real h -.01 then you get (h^2+h)/2)+.03. or (h^2+.98h-.0099)/2+.03) [Clearly subtracting the 1% before hand is much easier) When h M< .01 aDPS = TBD * 3h So if your hit chance is 1% your final DPS is 3% of your TBD. If your hit chance is 50% your final DPS is 39.505% of your TBD .49 x (1.49/2) + .03 = .39505 Originally by: Me from another forum, explaining how it works O.K. for a simple "how it works"
Hit quality is a number between .5 and 1.49 or its 3.
This is determined on the same roll as the "to hit" roll for tracking
The game basically uses a "roll under" mechanic to determine whether or not you hit. You get a "hit chance" based on transversal tracking, and falloff and then compare that to a randomly generated number. If the number is lower than the hit chance, you hit. If the number is higher than the hit chance you miss.
So if you have a 100% hit chance you will hit for all numbers rolled and if you have a 0% hit chance you will hit for no numbers rolled[because they will all be higher than 0]
This random number also determines whether or not you wreck, or how well the hit quality is.
Such there is a hit distribution. Anything under 1% of the total % will deal 3% damage. Anything over will deal more damage the HIGHER the roll is.
Low roll <--------------------------------------------------------> high roll 3,.5,.60,.65,.70,.75,.80,.85,.90,.95,1.05,1.1,1.15,1.25, 1.35, 1.4, 1.49
So if you have a 11% chance to hit, your hit distribtion will look like this
Low roll 3,.5,.60
1/11 of all hits will be wrecking, 1/11 of all hits will be 51% dmg 1/11 of all hits will be 52% dmg 1/11 of all hits will be 53% dmg 1/11 of all hits will be 54% dmg 1/11 of all hits will be 55% dmg 1/11 of all hits will be 56% dmg 1/11 of all hits will be 57% dmg 1/11 of all hits will be 58% dmg 1/11 of all hits will be 59% dmg 1/11 of all hits will be 60% dmg
Now if you had a .5% chance to hit, you would still only hit .5% of the time. But all those shots would be wrecking hits, because only the wrecking distribution would be under the hit chance.
Another way figure it easy would be
Take your hit chance and then add .49. That is the highest amount of damage you will do in a non-wrecking hit. If you take that add .5 and then divide by 2, you will get your average dps for all of your shots except the wrecking shots.
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 Vessper Indicium Technologies Hephaestus Forge Alliance |
Posted - 2010.04.28 13:54:00 - [ 19]
Originally by: Marko Riva Not a fan of formulas other than figuring out how things actually affect stuff. But a question actually, is there a warp range formula for how far a ship can warp at full cap?
Range = CapacitorCapacity / (WarpCapNeed * Mass) Range is in AU. |
 Ran Khanon Amarr Swords Horses and Heavy Metal
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Posted - 2010.04.28 14:00:00 - [ 20]
*Enters thread, spots nasty maths, is impressed and leaps the hell out*
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 Ninetails o'Cat League of Super Evil |
Posted - 2010.04.29 13:21:00 - [ 21]
Originally by: Goumindong lots of good stuff!
Thank you, I'll roll it into the V2.  Originally by: dtyk Standing required to use an agent = 2* [agent level -1] + [0.05 * quality]
Skill training rate = Primary attrib. + [0.5x Secondary attrib.] SP per minute
Thank you, I'll put it into the second post. Originally by: Vessper
Originally by: Marko Riva Not a fan of formulas other than figuring out how things actually affect stuff. But a question actually, is there a warp range formula for how far a ship can warp at full cap?
Range = CapacitorCapacity / (WarpCapNeed * Mass)
Range is in AU.
That could be useful, I'll put it up with the other ones. On another note, I found the actual formula for velocity at a given orbit range.  |