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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#1401 Kmieciu

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Posted 06 October 2014 - 10:45 PM

View Postsmurfynet, on 23 September 2014 - 12:40 PM, said:

(Used a quote just to get smurfy's attention.)

There is something wrong with the heat capacity formula. A mech with 250 engine and SHS has 40 heat capacity, but when you switch to DHS it only increases to 44, instead of 50.

The Cooling Efficiency is calculated correctly, though.
For example:
STD250 (DHS)+ERPPC= 53% Cooling Efficiency (Heatcapacity 44.00)
STD200+2xDHS+ERPPC = 49% Cooling Efficiency (Heatcapacity 44.00)

#1402 Solahma

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Posted 08 October 2014 - 05:42 AM

Hello, I have a suggestion / request for you Smurfy

Now that level 5 cooldown modules have been added to the game, it would be very useful to see how they impact a build's DPS.

Is it possible to add a check-box similar to what is present for the mech skills in the Weaponlab? Actually, now that I think of it, that wouldn't work because the user would have to define which weapon has the cooldown module. Perhaps a checkbox next to each weapon on the list in the Weaponlab, next to the percentage sliders. If there are multiples of the same weapon, they would automatically become checked if one is selected.

Example: Build has 3 AC5 and 3 MLas. User selects the checkbox for lvl5 cooldown module for the first AC5. The other two AC5 become automatically checked because they are the same weapon. Likewise, the user selects the checkbox for lvl5 range module for the first MLas. The other two MLas automatically become checked for the range module.

The automation isn't necessary, it would be fine if the use was required to check all applicable weapons. As long as the DPS, TToH, and other formulas took into account the modified weapon stats.

Do you think this can be done?

Edited by Solahma, 08 October 2014 - 05:43 AM.


#1403 Rhialto

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Posted 08 October 2014 - 06:17 PM

Spent 5 mins tweaking this part of Smurfy's MechLab just for the fun...

Before and after shots:

Posted Image

Removed 5 superfluous white lines and right aligned max values. Looks cleaner?

Next I would like to work on tweaking colored armament/engines boxes on the right to be on a single line instead of two. Maybe by renaming Slots and Tons to S and T only. This would help with long list, less scrolling.

#1404 Jun Watarase

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Posted 09 October 2014 - 02:12 AM

Hey smurfy, you have clan ACs listed as firing one projectile only, but this isnt true ingame? They are burst fire like UACs.

Can you also include :

-Missle/LBX spread sizes

-Artemis figures (how much spread reduction, etc)

-Targetting computer stats

Edit : Is it true LBXs do extra damage to internals (not components) when they crit?

Edited by Jun Watarase, 09 October 2014 - 04:17 AM.


#1405 Desert Scout

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Posted 09 October 2014 - 06:35 AM

Really bummed out
I was having trouble in the lab when dragging heat sinks into the build. The heat sink would turn white with no X option to delete. When attempting to drag another heat sink in, everything would turn blue as if I was selecting everything on screen. I logged out of the lab and signed back in thinking that might correct the problem. What I found was all my builds, maybe 60 or 70 where gone. Has anyone else had this problem? Not looking forward to rebuilding all my variants.

#1406 smurfynet

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Posted 09 October 2014 - 07:32 AM

View PostSolahma, on 08 October 2014 - 05:42 AM, said:

Hello, I have a suggestion / request for you Smurfy

Do you think this can be done?


yes, i want to have all this in the weapon lab revamp.

View PostRhialto, on 08 October 2014 - 06:17 PM, said:

Spent 5 mins tweaking this part of Smurfy's MechLab just for the fun...


I like it, i planned to make the left list configurable if i find time to use javascript templates to save space. But with your changes it save a lot more :) I will use it :)

View PostJun Watarase, on 09 October 2014 - 02:12 AM, said:

Hey smurfy, you have clan ACs listed as firing one projectile only, but this isnt true ingame? They are burst fire like UACs.

Can you also include :

-Missle/LBX spread sizes

-Artemis figures (how much spread reduction, etc)

-Targetting computer stats

Edit : Is it true LBXs do extra damage to internals (not components) when they crit?


About the additional infos i will try to add them.
And yes the LBXs do extra damage. take a look at the tooltip of the crosshair in the equipment list. (the info and crosshair icon have different tooltips)

View PostDesert Scout, on 09 October 2014 - 06:35 AM, said:

Really bummed out
I was having trouble in the lab when dragging heat sinks into the build. The heat sink would turn white with no X option to delete. When attempting to drag another heat sink in, everything would turn blue as if I was selecting everything on screen. I logged out of the lab and signed back in thinking that might correct the problem. What I found was all my builds, maybe 60 or 70 where gone. Has anyone else had this problem? Not looking forward to rebuilding all my variants.


Strange problems, the heatsink problem look like a javascript problem, and the the other one like a server problem.

Please try again maybe with another browser. You also can pm me your username on my site and i can look in my database.

#1407 Wintersdark

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Posted 09 October 2014 - 08:15 AM

To be clear: lbx's do extra crit damage to components, as in weapons, ammo, gyros, etc. All weapons do 15% of the crit damage they do forward to the internal structure. "Internals" vs. "Components" is unclear.

Note that this extra crit damage LBX's do still isn't particularly significant in practice.

#1408 Jun Watarase

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Posted 09 October 2014 - 08:20 AM

Yea i can see the tooltip for LBXs, my question is does every pellet do a guaranteed 2x damage to the internal structure? Or something else? Beacuse the wiki says LBXs do 2x damage per pellet, guaranteed, to internal structure, and most people seem to think that way too.

Im not sure how the extra critical hit bonus works for LBXs...

From what i understand :

Most weapons have a 42% chance to deal at least 1 critical hit to internals. The hit deals the same damage to internals and also hits at least one component. Damage is not modified (PPC does 10 damage, etc).

LBX has a 67% chance of dealing at least 1 critical hit (according to the wiki anyway). Your site says 14% chance to deal 2x damage, +8% chance to deal 4x damage, 3% chance to deal 6x damage. It doesnt say anything about increasing the chance to deal critical hits, only the chance to deal increased damage.

Whats confusing is whether this applies to internals, components or both, and how the extra damage is calculated.

From the weapon.xml file it just says "crit chance increase" and "crit damage multiplier". Im going to guess thats every crit does 2 damage.

So each pellet has a 33% chance to deal 1 critical hit (total 2 damage), 28% chance to deal 2 crits (total 4 damage) and 6% chance to deal 3 crits (6 damage total). If thats true then on average for a LBX-10 you would have roughly 10 crits and deal double damage (assuming all pellets hit the same spot, which is highly improbable). Some testing shows that LBXs deal on average 15-20% more damage to internal structure though....

#1409 Rhialto

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Posted 09 October 2014 - 08:32 AM

View Postsmurfynet, on 09 October 2014 - 07:32 AM, said:

I like it, i planned to make the left list configurable if i find time to use javascript templates to save space. But with your changes it save a lot more :) I will use it :)

To save you some time, this is what I modified:

.mech-bar-prices label, .mech-bar-upgrades label, .mech-bar-stats label {
border-bottom: 1px solid #ccc;
color: #e29e08;
font-size: 16px;
font-weight: bold;
padding-bottom: 4px;
padding-top: 5px;
}

label {
display: block;
margin-bottom: 5px;
}

That last is also used by the - 44/48 + cells where we add/remove armor but does not break it.

As for the right aligment of max values, I cheated with a picture editor as I was not able to find how to remove what looks like a space at the end but it's not.

Edited by Rhialto, 09 October 2014 - 08:34 AM.


#1410 OznerpaG

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Posted 09 October 2014 - 04:13 PM

View PostDesert Scout, on 09 October 2014 - 06:35 AM, said:

Really bummed out
I was having trouble in the lab when dragging heat sinks into the build. The heat sink would turn white with no X option to delete. When attempting to drag another heat sink in, everything would turn blue as if I was selecting everything on screen. I logged out of the lab and signed back in thinking that might correct the problem. What I found was all my builds, maybe 60 or 70 where gone. Has anyone else had this problem? Not looking forward to rebuilding all my variants.

View Postsmurfynet, on 09 October 2014 - 07:32 AM, said:

Strange problems, the heatsink problem look like a javascript problem, and the the other one like a server problem.

Please try again maybe with another browser. You also can pm me your username on my site and i can look in my database.


hey Smurfy, i use firefox and i'v been getting the ''no x's'' on my boxes too starting recently. i know where to click to do the job anyways, but thought i'd let you know

#1411 Jun Watarase

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Posted 10 October 2014 - 07:36 AM

Smurfy can you fix the clan AC stats (they dont fire one projectile).

Also can you make the ROFs of weapons update based on quirks, and also make the quirks visible in the mech customization screens?

And allow people to equip modules.

Edited by Jun Watarase, 10 October 2014 - 07:37 AM.


#1412 CDLord HHGD

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Posted 16 October 2014 - 12:32 PM

Hey, still love the site, it's the pinnacle to my mech building fantasies.

Lately I have noticed a bug where the drag and drop items get "hung" and breaks so you can't drag anymore and all attempts to just highlight text. Thanks.

#1413 Rhialto

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Posted 17 October 2014 - 03:29 PM

Ok this time I must admit I've spent more than 5 minutes...

Before and after shots:

Posted Image

So, what do you all think?

Obvious change is so much space saved... 9 items instead of 5. When you grab a box, nothing have changed. I believe Slots and Tons are known from regular users so maybe an idea would be to add a title column above saying Slots/Tons to guide new users?

The tiny 1px colored border wasn't enough to show the type of weapon so I colored the full box colored fading accordingly. I think that alone looks pretty nice.

I cheated the image to have all 3 type of weapons shown. And the total width of that table would need to be extended a bit to handle larger names if Smurfy decide to adapt my version. Body currently use 1170px width and I think Smurfy wants to keep it to fit 1280 screens so there is some more pixels that can be used here.

#1414 Ovion

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Posted 18 October 2014 - 03:05 AM

Have a T and S before each to signify, job done.

#1415 Void Angel

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Posted 18 October 2014 - 12:51 PM

View PostJun Watarase, on 09 October 2014 - 08:20 AM, said:

Yea i can see the tooltip for LBXs, my question is does every pellet do a guaranteed 2x damage to the internal structure? Or something else? Beacuse the wiki says LBXs do 2x damage per pellet, guaranteed, to internal structure, and most people seem to think that way too.

Im not sure how the extra critical hit bonus works for LBXs...

LB-10Xs do not do double damage to internal structure; their critical hits do double damage to equipment, but even a 3x crit won't deal double damage to internal structure. However, I understand why a lot of people are confused - here's the problem:

The terminology PGI uses to describe the critical hit system is somewhat confusing - in a nutshell, "critical damage" is not the same as "damage to internals (structure.)" "Critical damage" is done only to equipment, and has no effect on internal structure - directly. However, it gets tricky; because critical hits now apply 15% of "critical damage" done as "damage to internal structure."

Thus, if I roll a 3x critical with a PPC, I'll get three rolls for "critical damage" against equipment - any damage over what's required to destroy a given piece of gear, e.g. an ECM suite, will disappear into hyperspace and have no additional effect. However! I also get 15% of the crit damage I rolled (even if it doesn't land on any equipment) as "damage to internal structure." Thus, my PPC on a 3x critical will deal 14.5 damage to internal structure. The LB-10X's critical damage is enhanced, and thus it does more proportional damage per critical hit (each 1-damage pellet rolls for crits individually.)
Selfish has researched and posted an extensive critical hit guide, updated pretty recently. It's big, though, so I'll just link part of it - click on the linkback arrow on the upper left of the quote to see it in all its glory:

View PostSelfish, on 07 December 2012 - 12:44 PM, said:

The MG and LB10X, both the Critical Seeking adjusted weapons have some hefty increases in this department. ... Let's look at CDTPS [note: this is Critical Damage Transfer Per Second - CDT is Selfish's term for the bonus damage from critical hits] and DPS combined to get a full picture of a weapon's potential DPS range.

Posted Image




I think the specific crit numbers that are confusing you are either the increased chance for a crit, or else the chance of crits sliced a different way (such as the chance of getting a 1x, but not 3x or 2x crit) but Smurfy can best explain that part.

Hope this helps!

#1416 Tarnasa

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Posted 20 October 2014 - 03:20 PM

I cannot find a way to use the API to gather information on the actual number of usable (not taken up by internals like actuators and gyroscopes) slots per loadout. Am I missing something or is the functionality just not yet there? When I get the information back for a loadout, I see a section for "actuators" however this section is always empty, whether a loadout has an actuator in that component or not (This section only exists in the .json versions of the output)

Thanks for this awesome tool! I hope you look into this!

#1417 Túatha Dé Danann

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Posted 21 October 2014 - 04:28 AM

View PostRhialto, on 17 October 2014 - 03:29 PM, said:

Ok this time I must admit I've spent more than 5 minutes...

Before and after shots:

Posted Image

So, what do you all think?

Obvious change is so much space saved... 9 items instead of 5. When you grab a box, nothing have changed. I believe Slots and Tons are known from regular users so maybe an idea would be to add a title column above saying Slots/Tons to guide new users?

The tiny 1px colored border wasn't enough to show the type of weapon so I colored the full box colored fading accordingly. I think that alone looks pretty nice.

I cheated the image to have all 3 type of weapons shown. And the total width of that table would need to be extended a bit to handle larger names if Smurfy decide to adapt my version. Body currently use 1170px width and I think Smurfy wants to keep it to fit 1280 screens so there is some more pixels that can be used here.


Make two columns like in a table to re-arrange the tons and slots.
So:

|01|06| - as en example for the AC/2. Both numbers would get different colors. Slots in light grey, tons in dark grey or so (play around to your likes)

Edited by Túatha Dé Danann, 21 October 2014 - 04:31 AM.


#1418 Rhialto

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Posted 21 October 2014 - 04:48 AM

View PostTúatha Dé Danann, on 21 October 2014 - 04:28 AM, said:


Make two columns like in a table to re-arrange the tons and slots.
So:

|01|06| - as en example for the AC/2. Both numbers would get different colors. Slots in light grey, tons in dark grey or so (play around to your likes)

The reply I got in my inbox shows you wrote two lines, now I see you corrected to two columns. ;)

Good idea, I thought of that as I really like having the possibilty to right align numbers but at this point it's more about what Smurfy think. We haven't heard from him since I posted my latest editing, he must be busy...

I wonder if today with the patch we will see the 1st editing I posted applied to the lab? When he wrote he liked it and will use it, I thought it would be done the same or next day because it's a 2-3 minutes edit of a CSS file but maybe he prefer to push updates only when a patch is released.

CN9-AH should show up today!

#1419 smurfynet

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Posted 21 October 2014 - 07:02 AM

View PostRhialto, on 21 October 2014 - 04:48 AM, said:

I wonder if today with the patch we will see the 1st editing I posted applied to the lab? When he wrote he liked it and will use it, I thought it would be done the same or next day because it's a 2-3 minutes edit of a CSS file but maybe he prefer to push updates only when a patch is released.


I liked both of your ideas and today the mechlab should look like this:

Posted Image


I added slots and tons to the title bar of the details tooltip , also added that the slot/tons box per line gets red if either of them is the reason that you cant put the item to your mech.

Some items are still to height, like some clan weapons and ammo types. but it saves a lot of space in the weapons section.

#1420 Ovion

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Posted 21 October 2014 - 07:19 AM

We're going to need Quirks even more soon.
I think a simple box underneath Upgrades (that can be populated / adjusted with Clan Omnipod selections) would be the easiest way to add them.





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