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Inconsistent Damage To Turrets

bug

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#1 SirSlaughter

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Posted 22 September 2015 - 12:26 PM

Firing 2 IS medium laser at a turret within optimal range standing still deals sometimes 11.7, 6.7, 11.3, and so on.

Registered damage also varies across different turrets.

Here are some screenshot:

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Edited by SirSlaughter, 23 September 2015 - 10:39 AM.


#2 Falcore

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Posted 22 September 2015 - 12:28 PM

I noticed some inconsistent damage to turrets as well with lasers.

Edited by Falcore, 22 September 2015 - 12:28 PM.


#3 Dave Forsey

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Posted 22 September 2015 - 01:02 PM

Lasers do damage over multiple frames and the turrets only display damage every 1.5 seconds - so damage can spread over into two displays. That probably explains the big differences. We do what we can to buffer the damage records, but the flowgraph is finicky with real-time responses. Regardless, the numbers should be consistent if everything else is constant. We'll look into it.

Thanks

#4 Mike McSullivan

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Posted 23 September 2015 - 03:01 AM

In my case it wasnt a displayproblem, but a dmg-rec one.
e.g. in the 5 or 10 HP-Turrets round i had to shoot the turrets 5-6 times with an AC5 or medlaser to destroy it.

p.s.: how many rounds are there? i made it to the 23HP-step (rnd 6 ?)

#5 Dave Forsey

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Posted 23 September 2015 - 08:17 AM

Rounds are endless... just like life... ;)
The events are designed for self-challenge and assessment, and I really didn't know how good some of you are or will get

I'll check into the dmg problem

#6 Tesunie

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Posted 23 September 2015 - 08:26 AM

View PostMike McSullivan, on 23 September 2015 - 03:01 AM, said:

In my case it wasnt a displayproblem, but a dmg-rec one.
e.g. in the 5 or 10 HP-Turrets round i had to shoot the turrets 5-6 times with an AC5 or medlaser to destroy it.

p.s.: how many rounds are there? i made it to the 23HP-step (rnd 6 ?)


Not to say otherwise, but I have this problem in the live servers. I can shoot a stationary target (people seem to like standing still, I don't get it), and I seem to deal very little damage (unless it's specifically SSRMs or LRMs it seems). I also visually hit my target's CT, and instead deal damage to arms or legs.

I don't know. It's been an issue with me for two patches now. So this might not be an Academy issue...

#7 InsaneRotta

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Posted 23 September 2015 - 08:40 AM

View PostSirSlaughter, on 22 September 2015 - 12:26 PM, said:

Firing 2 IS medium laser at a turret within optimal range standing still deals sometimes 11.7, 6.7, 11.3, and so on.

Registered damage also varies across different turrets.


I got everything between 7 to12 damage with two medium lasers firing the same turret. While firing only one I got 4 damage consistently, but isn't the medlas damage supposed to five? I was in range and tested with a few different mechs with same results.

#8 SirSlaughter

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Posted 23 September 2015 - 08:40 AM

Let me add some more... (more data and screenshots coming this evening)

A certain turret scores always around 6.7 damage (instead of 10 damage ... 2 IS medium lasers)

A different turret scores always more than 10

Both of them are within optimal range.


EDIT: ok now I'm home again.


View PostDave Forsey, on 23 September 2015 - 08:17 AM, said:

I'll check into the dmg problem

Thanks


Now it's party time! Here they are (same 2 medium lasers):

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I have the stupid feeling that zooming in and out also adds a multiplier (sometimes positive sometimes negative) of some kind to the total damage dealt.

Edited by SirSlaughter, 23 September 2015 - 10:47 AM.


#9 Dave Forsey

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Posted 23 September 2015 - 11:25 AM

Ok, found the problem. Thanks for the extra info.

#10 SirSlaughter

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Posted 23 September 2015 - 12:09 PM

View PostDave Forsey, on 23 September 2015 - 11:25 AM, said:

Ok, found the problem. Thanks for the extra info.

:)

#11 Vlad Striker

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Posted 23 September 2015 - 01:22 PM

Shooting 2 cerml doing 10-20 damage to turret. So It is average 15 (14). This is not frame bug. It looks like dice roll. Gauss rifle always make 15 pts. This is explains weird survivability of some encounters when alpha >50 doing little (half) damage or sometimes instant death.

When does not move lasers damage the same, when lasers move on target damage changes in random.

Edited by Vlad Striker, 23 September 2015 - 01:24 PM.


#12 Dave Forsey

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Posted 23 September 2015 - 05:33 PM

Thanks folks, hold off on this for now - there are clearly things to fix.

Don't extrapolate the problems you're seeing in the Academy with what you get in the game.

The damage reporting system for the Academy is new and sits outside of the game internals and peers in - we just have to work out the kinks.

#13 Dave Forsey

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Posted 24 September 2015 - 01:27 PM

Also note that the turrets are a new version being tested in the tutorial - they aren't in the regular game as yet.

#14 zudukai

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Posted 19 November 2015 - 12:40 PM

so, there is no damage reduction in the live server?

can you confirm or deny?

#15 Dave Forsey

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Posted 19 November 2015 - 02:32 PM

We checked this out pretty thoroughly. The problem was with the turrets in the Academy only.


The issue is that turrets had an extremely large health pool (~1 million health) and floating point numbers at this size become inaccurate.

The rest of this is details for the curious:

"When firing a laser at a turret with a million health, the specific fraction of damage dealt to the turret can't be stored precisely so it rounds it up or down to the nearest representable value. That causes the turret to take slightly more/less damage than it should from an individual fraction of laser damage, which adds up over the duration of fire.

Note that with a health pool in the millions, a single precision floating point number (like the one we use to store health) breaks down after 2 decimal points, which is enough to throw off the precision of laser damage over time.

With floating points around the 100's or 1000's, we reliably have about 5-6 digits of accuracy, which is plenty to keep the issue from showing."





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