Ppc Min Range Damage Formula
#1
Posted 19 March 2013 - 11:30 PM
y = x2 / 810, 0 <= x <= 90
y is PPC damage and x is distance in meters.
The raw data I gathered was the number of headshots required to kill a mech at a fixed distance.
Distance - Headshots To Kill
-----------------------------------------
90m - 4
80m - 4
70m - 6
60m - 7
50m - 11
40m - 17
30m - 30
20m - 54
13m - 134
First I calculated the min and max damage per shot and then got the average of those 2 numbers which I graphed over the distance from the target. I assumed a headshot takes 33 damage because that was the number I saw most often in these forums.
What I get when graphing it out:
Based on the shape of the graph I assumed this was a y=x2 type graph and the 810 divisor makes the curve hit 10 damage at 90m and keeps things nice and simple, occams razor and all that jazz. Also as a point of reference you hit about 5 damage per shot around 64m.
Link to spreadsheet with more detailed calculations
To summarize:
damage falls off exponentially not linearly below 90m
half damage at around 64m
at 10m it's about like using a machine gun
#2
Posted 19 March 2013 - 11:32 PM
#4
Posted 19 March 2013 - 11:43 PM
Sobakasu, on 19 March 2013 - 11:38 PM, said:
I'm fairly certain they have, couldn't tell you where to find it though.
Did you take overkill in to account when doing your calculations? Maybe instead of headshots you could use the CT of the Atlas on the training grounds and calculate based on the percentage change.
The 100 shots at 13m thing seems very strange. Maybe we have all been wrong this whole time, or maybe it's wonky hit detection... again
Edited by Warrax the Chaos Warrior, 19 March 2013 - 11:45 PM.
#5
Posted 19 March 2013 - 11:44 PM
#6
Posted 19 March 2013 - 11:45 PM
Thomas Dziegielewski, on 13 March 2013 - 09:15 AM, said:
It's 90m and it decreases the damage linearly.
I shall add to Breakdown.
With your low lag PPC should hit well at range and only miss a little. And LRMs are not affected by 'netcode' issues.
A video maybe?
Edited by Chavette, 19 March 2013 - 11:46 PM.
#7
Posted 19 March 2013 - 11:47 PM
Warrax the Chaos Warrior, on 19 March 2013 - 11:43 PM, said:
Did you take overkill in to account when doing your calculations? Maybe instead of headshots you could use the CT of the Atlas on the training grounds and calculate based on the percentage change.
The 100 shots at 13m thing seems very strange. Maybe we have all been wrong this whole time.
I attempted to based on my assumption of 33 damage to headshot a mech I calculated the max damage per shot to kill a mech in number of hits it took, then the min, and graphed the average of those two numbers. This obviously has a large margin of error close to 90m because of the almost 10 damage increments.
#8
Posted 19 March 2013 - 11:52 PM
#9
Posted 19 March 2013 - 11:58 PM
if we take what smurfy's mechlab says about the damage, it's 10dmg at 90m, the minimum range, then it goes linearly down.
10 dmg at 90m
8.89 dmg at 80m
7.78 dmg at 70m
6.67 dmg at 60m
5.56 dmg at 50m
4.45 dmg at 40m
3.34 dmg at 30m
2.23 dmg at 20m
1.12 dmg at 10m
0.01 dmg at 0m
i don't know if it's rounded up or down to whole numbers though, in which case it would be,
10 dmg at 90 m
9 dmg at 80 m
8 dmg at 70 m
7 dmg at 60 m
6 dmg at 50 m
5 dmg at 40 m
4 dmg at 30 m
3 dmg at 20 m
2 dmg at 10 m
1 dmg at 0m
Edited by Mazzyplz, 20 March 2013 - 12:00 AM.
#10
Posted 20 March 2013 - 12:02 AM
Rivqua, on 19 March 2013 - 11:44 PM, said:
Granted this isn't close to a good test but in the same thread Thomas mentions it's linear some else claimed to test this in a match with a friend and it comes closer to what I get vs a linear decrease:
5 dmg @ 60m, 3.5 dmg @ 45m
I admit I haven't tested in an actual game, I'll try that when I have time.
#11
Posted 20 March 2013 - 12:05 AM
Sobakasu, on 20 March 2013 - 12:02 AM, said:
5 dmg @ 60m, 3.5 dmg @ 45m
I admit I haven't tested in an actual game, I'll try that when I have time.
where do you get those numbers?
if you get 3.5dmg at 45 meters then the whole 90 would be 7 damage?
who told you it was 7?
i thought smurfy's mechlab was correct?
#12
Posted 20 March 2013 - 12:19 AM
This whole thread is suggesting that claim is false (Even if the devs have said it is linear it doesn't make it true.... plenty of mistakes get made!)
#13
Posted 20 March 2013 - 12:30 AM
Rivqua, on 19 March 2013 - 11:44 PM, said:
Ironically the thread they said this in started with the OP showing that (certain) direct fire weapons produce precisely the stated damage in the Training Grounds
#14
Posted 20 March 2013 - 12:48 AM
#16
Posted 13 April 2013 - 11:30 AM
armyof1, on 13 April 2013 - 11:23 AM, said:
Well that's one curvy linear graph. Since PPC is such a common weapon, I'd think a dev should take a look at that pretty quick?
My own testing corroborates Sobakasu's findings: damage drop off within minimum range is *definitely* not linear.
#17
Posted 13 April 2013 - 11:46 AM
Dmg = 10 * (1 - [90-Rng]/90)
For quick reference:
10 dmg at 90m
7.5 dmg at 67.5m
5 dmg at 45m
2.5 dmg at 22.5m
However, this is PGI we are talking about so in reality, anything could be happening.
Edited by Warskull, 13 April 2013 - 11:48 AM.
#18
Posted 13 April 2013 - 11:50 AM
#19
Posted 13 April 2013 - 12:15 PM
Mr 144
#20
Posted 13 April 2013 - 12:48 PM
Can't say I'd be surprised though.
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