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More Crits From Lasers?


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#1 Shlkt

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Posted 04 January 2013 - 09:07 AM

From the post Crits and You:

Quote

Weapons that deal damage over time, like lasers, work by quickly dealing tiny amounts of damage repeatedly over the lifetime of the laser beam. I think the medium laser does something like 0.20 - 0.25 damage repeatedly until it does the full 5 damage. Each of those micro damage hits have their own chance to crit. This means that lasers will have many chances to crit, but the crits will be spread out amongst the equipment in the location, and do little damage each time.


The above would seem to indicate that lasers almost never manage to critically destroy individual components, because small amounts of crit damage are accumulated across all equipment in the location; unless a location has only one or two pieces of equipment, you'll probably blow off the limb before the enough crit damage is accumulated for any individual piece of equipment.

EDIT: The amended solution in post #3 is much preferred to my original solution here. See post #3.

Edited by Shlkt, 04 January 2013 - 11:55 AM.


#2 MaddMaxx

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Posted 04 January 2013 - 11:24 AM

If we take the Medium laser, it does 5 damage over 1 second so it does 1 damage every .2 seconds. All weapons in the game have 10 Health, except the GR (3 health) so if a Medium Laser could be trained on an exposed GR for a mere .6s then the GR's destruction would be assured.

If we were to extrapolate using a Large Laser, then that time frame would be reduced to less than half. LL = 1 dam. every .11 sec.

The secret to a Crit destruction is to find those exposed components as fast as possible. Destroying them is not that difficult after that is done. A more detailed enemy Ragdoll would be quite helpful I guess. :huh:

Edited by MaddMaxx, 04 January 2013 - 11:25 AM.


#3 Shlkt

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Posted 04 January 2013 - 11:45 AM

View PostMaddMaxx, on 04 January 2013 - 11:24 AM, said:

so if a Medium Laser could be trained on an exposed GR for a mere .6s then the GR's destruction would be assured.


Unfortunately I don't think MWO performs hit-detection on individual components. In other words, the game doesn't calculate whether your laser hit a gauss rifle... it just knows that you hit the left torso, so anything in the left torso could potentially be damaged.

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I would like to propose a slight change to the crit system for damage-over-time weapons... the goal is to ensure that crit locations are still random, but that most of the crit damage for a single weapon is appied to the same component for the duration of that volley.


I just thought of a much simplier solution which would achieve a similar effect. Just lower the crit chance for DOT weapons and multiple the crit damage accordingly. For non-DOT weapons we currently have:

2.78% chance of 3 criticals, normal crit damage
13.89% chance of 2 criticals, normal crit damage
25.00% chance of 1 critical, normal crit damage
--------------
41.67% chance of at least 1 critical

If you wanted to adjust these numbers for a DOT weapon which applies damage 10 times per second, you would just tweak the numbers to the following:

0.35% chance of 3 criticals on tick, x10 crit damage
1.75% chance of 2 criticals on tick, x10 crit damage
3.15% chance of 1 critical on tick, x10 crit damage
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41.67% chance of getting at least 1 critical over the full 1 second

So you have a smaller chance of scoring critical damage during each tick, but the damage is heavily multiplied so that the average overall critical damage is the same. Thus most of the damage goes to a single component, rather than being scattered across all components in a location.

Here's the math:

Start with the desired probability of scoring more than zero critical damage: 15 / 36 = 0.4167
If the damage over time is performed over X game ticks (assumed to be 10 above), then we calculate the total per-tick probability as follows:
1.0 - ((1.0 - 15 / 36) ^ (1/X)) = 0.052473, where X is 10

Finally, we multiply that number according to the fractional weights of scoring 1 / 2 / 3 criticals from above:
0.052473 * (1 / 15) = 0.35% chance of 3 criticals on tick
0.052473 * (5 / 15) = 1.75% chance of 2 criticals on tick
0.052473 * (9 / 15) = 3.15% chance of 1 critical on tick

And of course the crit damage is multiplied by X, since the total critical damage is being applied over fewer ticks.

Edited by Shlkt, 04 January 2013 - 11:53 AM.






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