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Rexxie

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    Rexxie reacted to Wanderjar for a blog entry, Equip 2.0 (WIP) (data needed, formatting too)   
    This is just a repository for collection and eval from myself and other various sources. Will cite as avail 
    UPDATED Aug-24-20
    formatting will happen eventually, and prob a split

    Interesting to note, the BONUSed slot actually contributes to the base tanks stats and not just an extra bit on top. confirmed over much testing and maths. needs testing to confirm if stat warping on bounty/Purple equip. ????

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    IAU:

    note: Functionally only of use on the Leo1 and 103B outside of meme builds

    it's only final accuracy. aimtime calc has no bearing on actual max or min bloom since it works "per tick" and just get 36% smaller every time

    Aim time math (confirmed by Minsk. Thanks for the verify 13_Disciple!):

    original radius * (1/e)^(time passed/aim time)
    note that its not MAX bloom or MIN bloom values and is ONLY based on the nominal aim time of the tank. 
    the Nominal values dont change with a IAU, just that it can keep shrinking past its value. quick testing shows that the given aim times (roughly 60% zoomed in) remain the same with a IAU or not but that total aim in time takes longer, as expected

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    IRM math (in bold) seems to be (but unverified as of yet)
    ComputedDisp = GunAcc *( SQRT (1 + DispMovingTraverse^2  + DispHullTraverse^2 + DispTurretTraverse^2) / 1.1 )

    normal: ComputedDisp = GunAcc * SQRT  (1 + DispMovingTraverse^2  + DispHullTraverse^2 + DispTurretTraverse^2)

    so the valid 'line' seems to be .38 disp + on movement. more testing and maths required to verify that as well. If I (or anyone else) finds out more accurate data please post it here or PM me

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      current CVS findings: Cite: Overlord_prime for the original ST3 math, 1.10 data slowly getting refined down
    Always put optics in your bonus slot if you have it since CVS scales with VR. in the flat open, optics is more useful, in bushes, CVS is more useful

    CVS only really helps with tanks in cover and moving. stationary tanks still blink out.
    Mufflers HELP fight off the CVS since the math sees the muffler first (same as camo net) but does NOT fully neutralize it. 
    in the flat open, optics is more useful, in bushes, CVS is more useful


    Bush math:
    SpottingRange=ViewRange-(Camouflagevehicle+Camouflagefoliage)(ViewRange-50)
    so the best bush you can possibly have is 80 and thats stacked bushes

    CVS vs optics better math:
    Camocritical=  (((1+Optics)ViewRangeCamof)-((1-CVSf)ViewRangeCamof)-(50CVSfCamof)+ViewRange)  /  ((1-CVSv)(ViewRange-50)-(1+Optics)ViewRange+50)

    Max bush value is 80% becuase thats how sigma functions work. 2 max (50%) bushes = more than 80%

    CVS does: 50%*(1-bushnegation) + 10% (1-movingnegation) so if you're a light using bonused CVS: it would be 50.8 + 10 *.875 which is 40+8.75 = 48.75% vs 60% final camo value of the "hidden" tank

    Base rule of thumb, at 445 VR, CVS just straight up deletes the 15%/20% camo that it says in the garage from the vision checked tank. specifically its a bit more nuanced because it scales with your VR but its close. more VR, more CVS. in the flat open, optics is more useful, in bushes, CVS is more useful thus optics get the bonus slot and CVS helps chew through NLOS cover for maximum utility in pubs
    Important to note that Purple equip doesn't get bonused no matter what slot they are in. Testing needed to see stat warping on bonus slot?
    CVS math couresy Daki and Svitman (This copy is mine, if you want Svitmans Actual doc plz PM me for privacy reasons)
    https://docs.google.com/spreadsheets/d/1qONen69AQx1Pu6cJl_9NKEZNcmk108smIroSnfzkLc4/edit#gid=0
       

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    Tank traverse speed math for turbos and grousers! Cited: original test doc and Dr_Oolen, RichardNixon, estik, Sekundenkleber, Paris_Hilton and Vicecomes
    TRx = (Ee/Es) x Tn x (Rh/Rx) x (Ws/We) x Pc   TRx = Real traverse speed (deg/s) Ee = Elite engine horsepower (HP) Es = Stock engine horsepower (HP) Tn = Nominal traverse of a tank, including bonus from clutch breaking, drivers' skill and consumables (deg/s) Rh = Tank's terrain resistance on hard terrain, including bonuses from Ventilation, BiA, Off Road Driving, Consumables Rx = Tank's terrain resistance for terrain one is calculating traverse for, including all the bonuses Ws = Tank's weight with stock modules (kg) We = Tank's weight with used modules (kg) Pc = Pivot coefficient, 1 for non-pivot tanks, 0,95 for pivot tanks

    Rh/Rx is boosted to the grousers,
    Ee/Es is boosted by turbo
    Tn is helped by IRM and Grousers
    Turbos boost engine power and also turret and traverse speeds since they are derivatives of engine power. also works for top speed obviously, siege mode too 

    CVS cited: Overlord Prime ST3 dev feedback doc source:
    https://docs.google.com/document/d/17LQIEI4SmxGoaIWEqq-qUlbsBDYX-vy5n5mDw_XuVi8/edit#

    A note: turbos boost engine horsepower and thus acceleration too. certain tanks (like the E3) are hard capped by the speed and not the engine power so the gains would be minimal other than the raw top speed boost. that said, Grousers have a place in tanks that have poor rotation speed. it's of less use for purposes of acceleration or poor terrain soft stats but still has a purpose. So check out your favorite tanks on Tanks.gg and make a note of the HP and hp/ton.



    more stuff here
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