26

(27 replies, posted in Guides and Resources)

Inspiration is right.  Most often the npcs have an higher resist again their natural weakness than chemical. I almost always do more dmgs with chemical ammos than kinetic missiles (armor piercing) on green npcs.  Thats where "most common armor hardening" comes into play.

Contradicting others statements seems to be a appreciated occupation to you Annihilator, but try to do it with true facts sometimes...

I can smell it coming... Hope ill be able to attract back my guildies with this

Very true Inspiration. I didnt ment to prove anything with that. Adding accu usage, range and LOS would be minimal to try to compare weapons platforms. Even then other multiple parameters come in line so its much much more complicated than just dps power. But at least its one of the params clearly calculated, and not the easiest one.

Or when it does operate, the whole server scream for blob, griefing and grinding others "out of the game". You all perfectly know what im talking about.  I have been enough called the "little pet" of some others to know perfectly on what gamers rely when they get banged ingame...

Arga i respect you cause i think you have somehow a wise vision of the game in its whole. What makes me laugh is now peoples realizing they killed the pvp and war "momentum" with forum whines, funky petitions etc...

Which players are still there? The cream of the cream....  Wonder what cream we are talking about roll

Annihilator wrote:

side-question about that gropho dps up there - does it incorporate the 100% chance to hit and double base damage, compared to magnedart or almost tripple base damage, compared to apoc.

Try to read the whole post not only the colored words next time youll save some time asking questions already answered.

About the hitsize of turrets/damage reduction of missiles:  Its exactly the same dps wize. One is based on chance to hit, the other on damage %. Obviously its considered you hit the same target with the same hitsize. Should i have specified this also?

And honestly, what Whys says is true. You should not give your opinion about something you dont really know. I never spoke about PvP. I just added some numbers to help the peoples that dont want to do the maths. Alright its offtopic, we also stated that.

BUT Annihilator, besides forum moderation and false pvp facts, i dunno what you added to this discussion anyway...

Arga wrote:

What needs to happen, is the formation of larger corps, either by consolidation or introduction of a large number of new players.

Arga wrote:

Having our player resources divided amoung too many corporations is weakening the game.... there also needs to be large (measured in active players) 'anchor' corps.

With a greater population, having more corps provides diversity and options. With a low server population, too many corps dilutes the available manpower.

There's also the danger of any single corp becoming too large of course, but at this point it seems less of an issue then dilution.

Its not the signal that was sent looking at the "Novablob case". So much hate on so called "blobbing" by small roamers and pirates that had an edge on forum whining etc...

Having strong powerblocks with small population, even only 2, would have been better than "dilution".
Better have action and good pvp than intricate politics, if you need to choose between the two imo.

Yeah sorry Anni off topic nearly ended.

Angelwing thing is cycle time is rounded each tuner calculation. So ( 1 - % Tuning)^q is false in fact.

My gropho MK2 cycle time per tuner:

0=7 sec
1=6,48 sec (7-7,5%=6,475)
2=5,99 sec (6,48-7,5%=5,994)
3=5,54 sec (5,99-7,5%=5,54075)
4=5,12 sec (5,54-7,5%=5,1245)
5=4,74 sec (5,12-7,5%=4,736)
6=4,38 sec (4,74-7,5%=4,3845)

I made the boring calculation and ended up with 4,5 sec and 2,5 sec for the Mesmer and Seth respectively.



  I saw that when wondering why my full tuner gropho wasnt showing the good cycle time. But all in all, the assumption that Seth MK2 is superior DPS wise to Mesmer MK2 when full DPS fitted is true (wich is a bit sad imo)

33

(10 replies, posted in General discussion)

youre *** trolling and u know it *** take a hike up a mountain of *** this thread is for real discussion on good forum post

Thx Angelwing for the multiple corrections (% of crit is 27% for the mesmer due to the 5 slots only. Typo for the gropho dps).

The rate of fire for mesmer and seth are ingame number you took or calculated? If calculated can you give me the formula?

Angelwing formula for the dmg modifier.  Tuner formula its simply +7,5% dmg % or -7,5% cycle time each tuner (mesmer mk2 has one less tuner slot remember).

Ok i made some maths with the corrected formula:

Considering:

*The player is in a mk2 heavy mech, has T4 medium module and single damage type ammo (compositecore, sonic, thermal (we will consider the missile ammo as ballistic to stay in the same range category as the others)).

*The heavy mech is fitted with full T4 tuners.

*The player has all the related extensions maxxed (Advanced robotic, faction robot control, advanced weapon type dmg, the 2 fire rate related extensions, target analysis, critical hit).

*The lvl3 +3%dmg +2% crit spark

Now with the numbers (all have been rounded like the game client does (i hope):

GROPHO MK2:

cycle time = 4,38 sec ; dmg modifier = 343,35% ; ammo 80 pts dmg ; crit 30% (+22,5% dmg)
DPS = 78,62 per module


MESMER MK2:

cycle time = 4,5 sec ; dmg modifier = 862.38% ; ammo 48 pts dmg ; crit 27% (+20,25% dmg)
DPS = 110,61 per module


SETH MK2:

cycle time = 2,5 sec ; dmg modifier = 446,36% ; ammo 48 pts dmg ; crit 40% (+30% dmg)
DPS = 111,41 per module


Feel free to correct me im sure only about the gropho stats, the others have been calculated but almost exact imo.

Ok the Seth MK2 out DPS the Mesmer MK2 yikes

EDIT: some corrections

Thx much Angelwing. The only place i forgot to try the 10% lol. So its in the target analysis calculation slot *facepalm*

please a bit offtopic but, someone help me with the damage bonus formula with mk2 its making me mad:


Etil DeLaFuente wrote:

Since I'm bored looking for them in bazillions of threads, I start one with all formulas inside.

Please reply with your own findings so we can keep them all in one single place.

Weapon damage :

Is rounded : Yes
BDM = Base damage modifier
RB    = Robot bonuses
WC   = Weapon control bonus from extensions (Basic magneto, etc..)
TA    = Target Analysis extension : 1% bonus per level
DT    = Damage tuning bonus : Bonus depends on module
q      = Quantity of tunings
             
RB   = Extension bonus x extension level
WC  = Extension bonus x extension level
TA   = Extension bonus x extension level
DT   = Module bonus

             
DMG = BDM * (1+(RB+WC)) * (1+TA) * (1+DT)^q

Example :
Ship :
- Yagel (5% bonus per Basic robotics extension level)
Extensions :
- Basic robotics level 5
- Basic Magnetostatics level 5 (3% bonus per level)
- Target Analysis level 4
Modules :
- Nuimtec Rowo Light Em Gun (135% base damage)
- Standard Magnetic Weapon Tuning X 3 (5% bonus)

135*(1+(5*0.05 + 5*0.03) * (1+(4*0.01)) * (1+0.05)^3
135*1.4*1.04*1.157625 = 227.54277
Result is rounded to 228


Now my experiment (I added the spark bonus in the formula):

lv8 target analysis
lv5 basic ballistic
lv10 advanced ballistic
lv10 advanced robotic

I put a T4 medium missile module on a empty gropho : result 200,23%
I put a T4 light missile module on the same gropho :     result 127,93%

That should be:

for the medium 100*(1+(10*0.05+10*0.03))*(1+(8*0.01))*1,03(the spark +3%dmg)
100*1,8*1,08*1,03 = 200,232  FINE

for the light 100*(1+5*0.03)*(1+(8*0.01))*1,03
100*1,15*1,08*1,03 = 127,926%  FINE




Now with a gropho mk2:

I put a T4 medium missile module on a empty gropho mk2 : result 218,77% ????
I put a T4 light missile module on the same gropho mk2 :     result 139,77% ????

That should be:

for the medium 100*(1+((10*0.05+10*0.01)+10*0.03))*(1+(8*0.01))*1,03
100*1,9*1,08*1,03 = 211,356%  WUT?

for the light 100*(1+(10*0,01+5*0.03))*(1+(8*0.01))*1,03
100*1,25*1,08*1,03 = 139,05%  ALMOST BUT... NOT GOOD


What is happening on a gropho mk2 that is making my formula false? Except the 10% dmg i cant see the difference with the mk1

I try everything with the 10% but it dont make it, the closer i can go is 220,2552% by adding the 10% first then normal formula.  Can someone make experiments with other  HM mk2 and give infos plz.

39

(32 replies, posted in General discussion)

I keep up with them!  I swear!  But Ville hatred of order and logic made my world shake and collapse

40

(32 replies, posted in General discussion)

I will let them forever unread. It is your divine punition for being a bad, bad boy.

41

(32 replies, posted in General discussion)

Ville you fùcked up my little habit of looking into "new post" section and see it almost empty. Stop spamming it makes me forum lurker sad, sad panda.

42

(32 replies, posted in General discussion)

Ville i told you already forum spamming is bad for your heart.

43

(15 replies, posted in Feature discussion and requests)

you mean 250 CONCURRENT PLAYERS?

Or 250 account logged in during your 8 hours night time period???  smile

The real problem lie in the fact that many "so called sandbox" players consider sandbox as a synonym of:

*hardcore pvp
*full loot ffa
*more generally griefer and rpk heaven....

You guys are totally wrong. Sandbox is not that. Some are arguing they dont want their game to become a Wowlike, that why you see go back to wow/swtor/whatever "themepark" game.

A TRUE sandbox can exist without a single pvp option, only pve. Again the balance between creation and destruction is off in this game and other so called sandboxes.

What majority of "so called carebears" wants is NOT being held by the hand and taught what to do like in a themepark game. They want to CREATE something, be it robots, structures, empires, wars, a STORY.  They would accept the fact that all they build can be destructed, if only the ONLY purpose of the majority of players was not ONLY destroy their stuff, for no particular reason.

Some like to build, some like to destroy. Its in the big scheme of sandbox mmos. But the truth is the "creators" get bored if what they do has no meaning except be a target or a "prey" as some like to say.

The peoples that say "advertise the game!!!" so we have many players. You guys are completely wrong. We had at a time a good 800 concurrent players at peak. Where are they?

The real problem is that the interesting zones of the game aka beta, where everything can and will happen, are empty. And the alpha is made less and less attractive in comparison, to protect the "risk VS reward" that some like to defend.  So the alpha dwellers are less and less, and a new player see an empty world ect...

So i will just say this for the "hardcore pvp crowd"  REMOVE THE *** OF YOUR EYES!!

The games dying, no PBS can save it if a fresh and positive base of "carebears" cant feel happy and participating actively in the STORY of the sandbox.  Mining or farming in poor alpha ressources is not enough.

What will happen with PBS guys? We all know it, certain peoples already said what they will do: GRIEF.  All they can, because thats how they enjoy the videogames. Who will build them? Not much, the strongest of the strongest.

Nobody asks himself why theres a new corp made of many strong and known old vets appearing? (eHarm)  IMO its a very very bad sign for the current playerbase health, understand who can.

Annihilator wrote:

most of the player who prefer MASS PVP got literally kicked into their *** with this change.

So true. It was the thing i liked the most in this game, with somehow epic battles happening. But the Devs catered to a portion of playerbase who prefered small roaming and miner ganking.  Now theres nothing left.

I hoped for PBS to be an incentive to mass pvp, but i wonder how and when this could happen again.

46

(34 replies, posted in Balancing)

Yeah its exactly that Sundial. Its a nerf in the way it lower the best farming spawn of alpha islands. Balancing the faction best spawns on alpha is not the subject thx.


IMO there are equal spawns on beta...

47

(34 replies, posted in Balancing)

I tought discussing moderation was forbiden but posting a gm response about a seemingly bug was allowed. I dont edit it waiting for the Mods action.

Now about the spawn... you can make many many many more NICs by mining epriton and selling it. Ok it dont inflate cause its already existing nic, but the ration of doing money and the risk of losing stuff (lets say 2 full T4 rivelers) and a full T4 HM mk2 its quite unbalanced imo.  So the risk versus reward ratio was already here in the way of mining rare ressources.  But anyhow, what i say is the truth. That wont make "carebears" (i not always was one but with the low pop...) go to beta. It will just make them forget about the game. Be happy with your risk/reward ratio in your 10 men beta dwellers club...

48

(34 replies, posted in Balancing)

I have seen somewhere on the forum players ask for some alpha love to help "carebear" style of players feel at home in perpetuum.

In fact its quite the contrary thats happening. Without any notice (ninja style) thats a bit lame:





"" #831 - Hershfield spawn 1120 1850

    Category: Bug
    Creation date: 2012-03-14 15:17:54

The Hershfield spawn 1120 1850 seems bugged for several days now. It only spawns one group of npcs, while it was popping 2 groups since forever? What is happening?
Status:Resolved
Responses

GM Synapse - 2012-03-14 21:20:03

    Greetings Cobalt!

    Yes, we know about it, as far as i know it was intended and we removed the other half of the spawn from the game. I can't say any further information because i'm not the one who is working with the balance, but it was intended!

    Sincererly,
    GM Synapse ""


So i logged in to farm those spawns. Guess what i will do now?  Certainly not go solo on beta to be ganked by a 5 millions worth, pvp starved, group of 3 light ewars with my full t4 pve fit gropho mk2....  Sorry but no.

So the brilliant idea is:  nerf alpha to the point peoples will be forced to go to beta?  Simply it wont work, because your tiny still active dedicated playerbase just dont like to be forced into anything. They will simply do what a big part of your subscribers do: not login anymore, wainting for the miracle patch hmm

Or at least thats what i will do, cause im the only one still active in my corp, im faithful to my corp cause its a multigame one, so i mostly play solo. And frankly, one decision after another, solo play has been made almost unbearable even for veterans...

I already see the forum warriors impale me in the heart with their big pale of unstoppable logic... Now look at the general chat count... Still going down. Really how was this needed i cant understand.

Yeah thats a good idea Arga, incremental implementation of ressources. But the true need was in ressources localization, and looks like it will never happens... ITS NOT TOO LATE!

It seems to be the plague of "wannabe sandbox" games those days.  Hardcore players attracted by FFA full loot, eacht time most vocal of the community, bending the game to a deathfrag match, then leaving it as theres nobody left to kill.  I dont say its the case of perpetuum. I just say, i look at other games, and the similarities are almost ridiculously obvious. Beware DEVS. FFA full loot is good, but deathmatch games there are many better than this one....