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Titan changes - update

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Kadesh Priestess
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#1041 - 2012-04-19 19:06:24 UTC
steave435 wrote:
Raven base sig: 460
Loki bonus: -35.16%
LSE: +25
Domination TP with max skills: +41.25%
Shield rig: +5%

Unmodified sig: 460+3*25 = 535
With Loki bonus: 535*0.6484 = 346.894
TP 1: 346.894*1.4125 = 489.988
TP 2: 0.4125%*0.87 = 0.359, 489.988*1.359 = 665.832
TP 3: 0.4125*0.57 = 0.235, 665.832*1.235 = 822.386
TP 4: 0.4125*0.28 = 0.1155, 822.386*1.1155 = 917.371
Rig 1: 0.05*0.105 = 0.00525, 917.371*0.00525 = 922.188
Rig 2: 0.05*0.03 = 0.0015, 922.188*1.0015 = 923.571
Rig 3: 0.05*0.0064 = 0.00032, 923.571*1.00031 = 923.867
35.25% bonus from proteus on TPs.
steave435
Perkone
Caldari State
#1042 - 2012-04-19 19:57:55 UTC
Kadesh Priestess wrote:
steave435 wrote:
Raven base sig: 46
Loki bonus: -35.16
LSE: +2
Domination TP with max skills: +41.25
Shield rig: +5

Unmodified sig: 460+3*25 = 53
With Loki bonus: 535*0.6484 = 346.89
TP 1: 346.894*1.4125 = 489.98
TP 2: 0.4125%*0.87 = 0.359, 489.988*1.359 = 665.83
TP 3: 0.4125*0.57 = 0.235, 665.832*1.235 = 822.38
TP 4: 0.4125*0.28 = 0.1155, 822.386*1.1155 = 917.37
Rig 1: 0.05*0.105 = 0.00525, 917.371*0.00525 = 922.18
Rig 2: 0.05*0.03 = 0.0015, 922.188*1.0015 = 923.57
Rig 3: 0.05*0.0064 = 0.00032, 923.571*1.00031 = 923.867
35.25% bonus from proteus on TPs

Doesn't have a jump drive, so you're only getting that if you're bringing support and either bring 1/squad or skip skirmish or tank bonuses. If you're bringing support, there's no problem since support and caps working together should be rewarded. You can fit them on supers, but slot 10 will be taken by the armor implant, so it will only give a 18.75% bonus. Add in the fact that even a lot of the people that train leadership skills (which are usually not the supercap chars) skip info warfare and it becomes a very unlikely bonus
However, even with that bonus from a SC the Raven doesn't go over 1081, or 1233 with a Proteus. That's 71% and 62% damage reduction
If you get to include such an unlikely bonus though, I get to include x-instinct, and with an improved version of that it goes back to 960 with the Aeon or 1094 with the Proteus for 77% and 70% damage reduction. Any of those scenarios still fulfill the point of disproving the claim that the damage scaling "will do nothing against most ships when TPs are applied"

I know what you're trying to do, but bringing tank and skirmish bonuses is simply common sense that you should always do anyway if possible, goes with the sub-cap fleet that they are being assumed with and are very common skills
Bringing info bonuses on the other hand is something you'd do only for VERY specific scenarios and doesn't go with the capitals you want to assume them with. I assume Erebus and Avatar bonus for them, I just haven't shown that since it has no effect on the calculations involved.
Kadesh Priestess
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#1043 - 2012-04-19 20:38:35 UTC  |  Edited by: Kadesh Priestess
steave435 wrote:
Doesn't have a jump drive
And you really think it won't be used just because of this?

Any bonus ship is completely safe (it's not participating in engagement directly, thus not taking them into account is the same thought as 'people will not use loki to reduce damage pumped onto carrier because it doesn't have jumpdrive').

Obviously titan pilots with such nerf *always* will be seeking for a way to maximize their damage output, and perfect proteus will become more and more common. If CCP makes boosting on-grid only, then either carrier will be used to keep tanked proteus with single link alive or link will be moved to one of the supercaps - less efficiency, but still better than nothing.

Unmodified sig: 460+3*25 = 53
With Loki bonus: 535*0.6484 = 346.89
TP 1: 346.894*1.558 = 540.46
TP 2: 0.558*0.87 = 0.48546, 540.46*1.48546 = 802.833
TP 3: 0.558*0.57 = 0.318, 802.833*1.318 = 1058.1334
TP 4: 0.558*0.28 = 0.15624, 1058.1334*1.15624 = 1223.5
Rig 1: 0.05*0.105 = 0.00525, 1223.5*0.00525 = 1230
Rig 2: 0.05*0.03 = 0.0015, 1230*1.0015 = 1231.8
Rig 3: 0.05*0.0064 = 0.00032, 1231.8*1.00031 = 1232.3

Hey, look! I just increased damage dealt to raven by 78 percent by just adding proteus, from 21.3% to 38% of nominal damage. Also, just 4 tps? Doubtful. You can add 5th and 6th for sure (yes, they will be used massively because they give damage vs subcaps), even up to 10, because each TP gives you more damage. I believe raven's sig can be easily blown to 1500, increasing damage relatively 4-tped target by yet another 50% (to 56% of nominal). Squared formula itself makes you to fight for each centimeter of signature, because it gives sooo much.

Which fool won't use proteus because he doesn't have jumpdrive in such conditions?

edit: okay, it doesn't seem to be possible to blow raven's signature to 1500, just to 1320 m using 6 tp (which is 43.5% of nominal damage). For the record, abaddon (pure armor tank) is blown up to 1130-1140 (with loki bonus), which will make him to take 33% of damage. Rokh will take more than 50% for sure. That's just tier3 battleships, but already looks terrible. Plus, don't forget that TP doesn't just increase damage scaling factor, it also increases both hit chance & hit quallity.
Bouh Revetoile
In Wreck we thrust
#1044 - 2012-04-19 21:10:55 UTC  |  Edited by: Bouh Revetoile
Remember we are considering here sitting duck. If it take a whole fleet of supercap to alpha an immobile BS, I think we pretty much did it.
I also think tier 3 BC may see an increase in their price...
Kadesh Priestess
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#1045 - 2012-04-19 21:16:04 UTC
Bouh Revetoile wrote:
Remember we are considering here sitting duck. If it take a whole fleet of supercap to alpha an immobile BS, I think we pretty much did it.
I also think tier 3 BC may see an increase in their price...
Nah, hitting battleship which has 1300 sig and around 100 m/s transversal speed (he can't use mwd, yeah) @ 50 km is easy.
steave435
Perkone
Caldari State
#1046 - 2012-04-19 21:31:01 UTC  |  Edited by: steave435
Kadesh Priestess wrote:
5-10 TPs


Hi, my name is stacking penalties. Have we met?

Even if you have that bonus, only doing 38% (minus a bit more for hit quality) of the current damage one a small number that has to be primaried to apply TPs on instead of just blapping everything is a pretty huge change, and that's against (one of?) the largest sig sub-cap ship in the game.
Additionally, you CAN use a AB, and that finally gives a reason to consider fitting them sometimes in some specific scenarios (of course, together with a MWD rather then instead of). Not gonna do that much though.
Kadesh Priestess
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#1047 - 2012-04-19 21:43:33 UTC  |  Edited by: Kadesh Priestess
steave435 wrote:
Kadesh Priestess wrote:
5-10 TPs


Hi, my name is stacking penalties. Have we met?
You get 10% more damage from 5th tp (relatively 4) and 2-3% more damage from 6th (relatively 5). Some people fit officer damage mods, they give +0.x% dps relatively faction damage mods and still think they worth their price.

steave435 wrote:
Even if you have that bonus, only doing 38% (minus a bit more for hit quality) of the current damage one a small number that has to be primaried to apply TPs on instead of just blapping everything is a pretty huge change, and that's against (one of?) the largest sig sub-cap ship in the game.
HIt quality vs 1300-m'ed slowboating target which can't keep high angular speed vs most of the hostile ships on the battlefield? Ok, lol.

'Developing' methods to make multiple people shoot one target simultaneously? So hard. Subcaps are doing this for ages, you think titan pilots are mentally ******** or what?

Why won't you say 'battleships class is represented by small amount of ships in the game, titans still can't hit e.g. 100mn ab tengus....". Isn't whole point of this fix - protect battleships and lesser ships from being killed by titans?

If it'll be kept this way - i promise you that both tps & ewar strength links (primarily on proteuses obv) will be used and battleships still will be blapped by titans. Damage reduction is here, yes, but titan's survivability & raw damage output is too superior to be countered by this version of scaling.
I'm Down
Macabre Votum
Northern Coalition.
#1048 - 2012-04-19 22:04:39 UTC  |  Edited by: I'm Down
steave435 wrote:
Retar Aveymone wrote:
steave435 wrote:
Titans are generally not spread out over 100k (or at least not the majority of them) because that causes issues with rep range etc, and as I showed, that Sabre can take 50 full titan volleys while having 0 transversal and still survive,

I'd just like to point out that based on your inability to properly calculate the signature of a raven that's painted, we can safely assume this is utter nonsense.


I used EFT for that, but I'll do it manually if you prefer (you may not be able to jump in half way trough and confirm the values since I'll post rounded values here but use the exact ones given to me by my calculator when I continue).
Raven base sig: 460
Loki bonus: -35.16%
LSE: +25
Domination TP with max skills: +41.25%
Shield rig: +5%

.


There's your problem... you give the raven the best opportunity to reduce it's sig, but give target painters no bonus. Throw a proteus bonus on those painters and see if it's 41.25% every time.

And saying a proteus bonus isn't common with supers just because in current eve mechanics it's not needed is horrible. I'll throw a damn Ewar command bonus on a frickin Avatar and mind link it if it means my entire fleet will hit for massive amounts more damage per shot on every target painted.
steave435
Perkone
Caldari State
#1049 - 2012-04-19 23:51:03 UTC  |  Edited by: steave435
I'm Down wrote:
steave435 wrote:
I used EFT for that, but I'll do it manually if you prefer (you may not be able to jump in half way trough and confirm the values since I'll post rounded values here but use the exact ones given to me by my calculator when I continue).
Raven base sig: 460
Loki bonus: -35.16%
LSE: +25
Domination TP with max skills: +41.25%
Shield rig: +5%

There's your problem... you give the raven the best opportunity to reduce it's sig, but give target painters no bonus. Throw a proteus bonus on those painters and see if it's 41.25% every time.

And saying a proteus bonus isn't common with supers just because in current eve mechanics it's not needed is horrible. I'll throw a damn Ewar command bonus on a frickin Avatar and mind link it if it means my entire fleet will hit for massive amounts more damage per shot on every target painted.


As above, the numbers have been run even for that possibility, and it's still a massive damage reduction with titans forced to focus fire and follow primaries rather then blapping everything. That is not hard to do, but it slows them down and we're dealing with one of the largest sub-caps in the game here, so it truly is the worst case scenario.

You know what, I've ran and showed the numbers, I've ran tests and provided evidence of the results and I've invited you to come meet me on sisi to try it out together, which you've all ignored. The ball is in your court now. Provide some evidence to back up your claims or stop wasting everyones time.
Bouh Revetoile
In Wreck we thrust
#1050 - 2012-04-20 08:12:50 UTC
So only a minmatar fleet deserve to alpha one BS ? If it take a fleet of titans to alpha the hugest BS in the game, then titans are only hyper expensive maelstrom that even require super heavy ewar coordination to be on par ; but I'm all for a nerf of arty if you ask
Bigest problem of titan was they where able to blap *anything*. Numbers show that they will not be able to blap anything but super painted BS, and even in this case, they will have to coordinate their action exactly like an alpha fleet would do

Infact, I even see some irony here, because only a dozen pages before, a 1300 sig carrier was completely OP if it couldn't be destroyed by dreads
CCP Greyscale
C C P
C C P Alliance
#1051 - 2012-04-20 10:55:21 UTC
I'm Down wrote:
Greyscale states that double the sig has the exact same effect in the tracking formula. He's an idiot.


Doubling the signature resolution is the same as halving the tracking. My math isn't brilliant but I asked one of our math PhDs and he assured me that (a/0.5b)*(x/y) was equivalent to (a/b)*(2x/y).
Didona Carpenito
DUST Expeditionary Team
Good Sax
#1052 - 2012-04-20 12:52:52 UTC
CCP Greyscale wrote:
I'm Down wrote:
Greyscale states that double the sig has the exact same effect in the tracking formula. He's an idiot.


Doubling the signature resolution is the same as halving the tracking. My math isn't brilliant but I asked one of our math PhDs and he assured me that (a/0.5b)*(x/y) was equivalent to (a/b)*(2x/y).


Greyscale fires 8 800mm autocannons loaded with PHD rounds for a wrecking shot of 999999 hit points.
Ganthrithor
School of Applied Knowledge
Caldari State
#1053 - 2012-04-20 21:38:16 UTC
CCP Greyscale wrote:
I'm Down wrote:
Greyscale states that double the sig has the exact same effect in the tracking formula. He's an idiot.


Doubling the signature resolution is the same as halving the tracking. My math isn't brilliant but I asked one of our math PhDs and he assured me that (a/0.5b)*(x/y) was equivalent to (a/b)*(2x/y).


But did you ask PL's worst theorycrafter? This is important, as PL are the undisputed masters of all things EVE, you know. I bet he's commanded much larger supercap fleets than your "PhD."
I'm Down
Macabre Votum
Northern Coalition.
#1054 - 2012-04-20 22:16:17 UTC  |  Edited by: I'm Down
CCP Greyscale wrote:
I'm Down wrote:
Greyscale states that double the sig has the exact same effect in the tracking formula. He's an idiot.


Doubling the signature resolution is the same as halving the tracking. My math isn't brilliant but I asked one of our math PhDs and he assured me that (a/0.5b)*(x/y) was equivalent to (a/b)*(2x/y).


The equivalent of proportional is .5(tracking) + .5( sig radius) meaning if a ship failed to dodge a shot due to 0 speed, he'd only have a 50% chance to be hit merely due to size. This is not eve mechanics.

In eve, signature modifies tracking, but tracking is always the superlative and can counter sig. this issue is propagated more because tracking increases as range increases, but signature does not see a proportional fall off.

What you've suggested is that a change to one or a change to the other is like equalizing a balance scale. But simply put, you can't break sig in this game. Even with largest res to sig ratio, you still have some chance to hit. Tracking determines that chance ultimately and even at extreme values of near 0 : infinity with ratios of sig to res, if tracking is 0 or approaching 0, the effect is removed.

So when you state that sig is equal to tracking, that's impossible to state since signiture's effect is totally dependent on tracking.
And since tracking gets a 1000% increase from it's 1km base every 10km, and signature see's no decrease, you can see how **** little this means to the game. But I forgot, you must be a pro b/c you went to some PHD for something YOU ARE FIXING AND HAVE NO EXPERTISE IN. That's like suggesting that I talked to a Physics professor at my university, and therefore I'm ready to build a rocket.

The other thing your PHD wizz didn't account for is that tracking grows with range and therefore is not a static variable. While signature is a static variable that never changes over the course of range. What this means is that the part of the formula that accounts for tracking varies and has more weight over range than the part that accounts for signature and remains static.

Tracking can in fact grow by as much 25000% in that multiplier from 1km range to 250 km range. Over the same course of range, signature will not change.

When you introduce webs in at close range, the same effect occurs as they essentially create an artificial range dilation on angular velocity.

And to throw a PHD in my face like it means something is total rubbish. It's like saying George Bush went to Yale and therefore he's not an idiot. Your PHD only know's as much information as you feed him you clueless git, which is why I say to either listen to someone who's actually studied the eve mechanics and has somewhat of a grasp, or GTFO of the way so someone better can handle it.

Next time you throw a PHD in my face, you better ******* have a grasp on the content knowledge first bro.
Kadesh Priestess
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#1055 - 2012-04-20 22:49:33 UTC  |  Edited by: Kadesh Priestess
I'm Down wrote:
...
Dude, you can't be serious. Increasing signature by x times has the same effect as increasing tracking x times, or decreasing signature resolution x times, or decreasing angular speed x times. It doesn't rely on any other conditions like does target have 0 speed or not.

You have just shown that you have no clue how actual turret chance-to-hit is calculated, congratz on that.

ps Also it's funny to see statement like 'tracking increases over distance' while it's actually angular speed which decreases over it, lol. Just leave this thread, or don't use any math arguments unless you understand what you're talking about.
I'm Down
Macabre Votum
Northern Coalition.
#1056 - 2012-04-20 22:58:03 UTC  |  Edited by: I'm Down
Kadesh Priestess wrote:
I'm Down wrote:
...
Dude, you can't be serious. Increasing signature by x times has the same effect as increasing tracking x times, or decreasing signature resolution x times, or decreasing angular speed x times. It doesn't rely on any other conditions like does target have 0 speed or not.

You have just shown that you have no clue how actual turret chance-to-hit is calculated, congratz on that.


Do you even know why the wormhole exploit worked for perfect hits before it was removed? The formula as currently coded has a variable in it that can sink to 0 creating an undefined slope on chance. This was recognized by the client and allowed infinite range, and perfect damage. The patch to get it out of game had to adjust the wormhole effect that created the undefined slope. This in fact had 0 to do with signature of ships. The way it was exploited was to **** with the tracking variables on ships.

If you seriously believe that signature is 50% of the hit/miss calculation, why would this occur?

It's a poorly written code if that's the expectation.

The only way for signature to be 50% of the hit/miss calculation is for .5*tracking ratio + .5 * sig res ratio. As you can see, that formula does not add, it multiplies. Multiplying variables as they have creates a dependent and independent variable. Since signature is static once set, only tracking can be the independent variable. This would mean that signature depends on tracking and does not independently affect your hit/miss probability.

The only way for both probabilities to have equal effect is to separate the terms. The only way to separate the terms in mathematics is through addition or subtraction. You can ask any 6th grader that question as it's in their current curriculum.
Kadesh Priestess
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#1057 - 2012-04-20 23:09:14 UTC  |  Edited by: Kadesh Priestess
I'm Down wrote:
Do you even know why the wormhole exploit worked for perfect hits before it was removed? The formula as currently coded has a variable in it that can sink to 0 creating an undefined slope on chance. This was recognized by the client and allowed infinite range, and perfect damage. The patch to get it out of game had to adjust the wormhole effect that created the undefined slope. This in fact had 0 to do with signature of ships. The way it was exploited was to **** with the tracking variables on ships.
Magnetar effects were removed to make it impossible to achieve < -100% TD effect. Most likely getting negative product of all four components was enough condition to get this issue, it doesn't matter which one of 4 becomes negative. TD could control just one out of four, and there was no way to do the same for turret sigres / target sigrad / angular speed, so obviously it was possible only via tracking speed component. Negative value wasn't explicitly checked in c-style switch block (python elifs or similar structure), thus code flowed to the else clause which processed hit as normal, 100% x1 damage.

Also, client has nothing to do with it :)
Lili Lu
#1058 - 2012-04-20 23:15:46 UTC  |  Edited by: Lili Lu
CCP Greyscale wrote:
I'm honestly reluctant to push this change any further at this point, and we're reasonably hopeful that the combination of the locked-targets reduction, the damage reduction and the tracking nerf will give people enough wiggle room to fly a dictor through without touching the sides. Obviously it'd be nicer to know for sure, but we feel that the changes as-is are the best balance of effectiveness and risk right now. We'll keep an eye on developments on TQ and see where we go from there, but we'd very much like to see these changes actually get properly explored in practice before making them more extreme.


Yeah, that's good because we all know your keeping an eye on developments on TQ and seeing where we go from there will be anything but a glacial process, right, right? Like figuring out there was a new technetium supremacy etc was something you guys got right on to fixing. And we all know the drake nerf, that really won't amount to much of a well-deserved nerf, won't happen til the heat death of the universe as you have stated.

So carry on with the great balancing work you guys are doing. I'm looking forward to many more years of Drakes/Tengus/Titans online. Well maybe no so much Titans, but still. o7
I'm Down
Macabre Votum
Northern Coalition.
#1059 - 2012-04-20 23:18:02 UTC
Kadesh Priestess wrote:
I'm Down wrote:
Do you even know why the wormhole exploit worked for perfect hits before it was removed? The formula as currently coded has a variable in it that can sink to 0 creating an undefined slope on chance. This was recognized by the client and allowed infinite range, and perfect damage. The patch to get it out of game had to adjust the wormhole effect that created the undefined slope. This in fact had 0 to do with signature of ships. The way it was exploited was to **** with the tracking variables on ships.
Magnetar effects were removed to make it impossible to achieve < -100% TD effect. Most likely getting negative product of all four components was enough condition to get this issue, it doesn't matter which one of 4 becomes negative. TD could control just one out of four, and there was no way to do the same for turret sigres / target sigrad / angular speed, so obviously it was possible only via tracking speed component. Negative value wasn't explicitly checked in c-style switch block (python elifs or similar structure), thus code flowed to the else clause which processed hit as normal, 100% x1 damage.

Also, client has nothing to do with it :)


Actually it is the only thing that matters. You can't approach infinity by decreasing values unless those values are in the denominator. Greyscale didn't list the representation of those variables, but I'm pretty sure that:

a would represent angular velocity, or transversal velocity
b would represent turret tracking
x would represent ship signature
y would represent gun resolution.

If you notice, signature has no means of approaching infinity in game.
Tracking, had a way to approach 0.

Two totally different mechanics in mathematics.
Kadesh Priestess
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#1060 - 2012-04-20 23:26:47 UTC  |  Edited by: Kadesh Priestess
I'm Down wrote:
a would represent angular velocity, or transversal velocity
b would represent turret tracking
x would represent ship signature
y would represent gun resolution.

If you notice, signature has no means of approaching infinity in game.
Tracking, had a way to approach 0.
If you just approach zero - nothing will break, you need to make the value negative.

Anyway, what does it change? Nothing, it's question of tools used to change any member of formula. I think i clearly said that TD had such tools while others didn't. Availability of tools to achieve negative tracking doesn't turn tracking speed iself into unique member of formula.