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Author Topic: Are you a math guru?  (Read 11041 times)
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TheIcelandicManiac Offline
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« Reply #40 on: April 17, 2013, 06:00:51 pm »

So you guys just wrote up a completely new formula in this thread?
http://www.youtube.com/watch?v=FfPFtbJAEm8
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Masacree Offline
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« Reply #41 on: April 17, 2013, 11:38:05 pm »

When I sat in leason I thought about the fact that I could do a 3D-simulation with Mathematica. It would be possible to create a simple model for the splash damage (three cylinder with different radius and heights) and a target (lets say a another cylinder or two cylinder next to each other).


With a manipulate command you could move the target at any point in the layer (x,y coordinates). The dealt damage to the target would be the convolution integral from the overlapping solids. It would be possible to do it in realtime since mathematica can solve this integrals easily in a numeric process and modern computers have easily enough process capability to calculate this. (Overall its still a easy task for a computer)


With that method you could desing any splash damage and its possible to design even a complex target-solid with this method. But I'm not sure if it's worth it to programm such thing. - I could get some help and It might be done in a hour.

Why would you do any of that? You don't need a 3-dimensional simulation (2 would suffice) and I don't even know how a convolution would come to this. You could model it stochastically fairly simply, but I don't think you'd be able to accurately model the position of squad members, especially when they dart around under fire. Maybe that could be done stochastically, but I don't know how you'd do it accurately, and now the model's getting quite complex (and not much different than just testing it in-game.
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XIIcorps Offline
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« Reply #42 on: April 18, 2013, 12:07:50 am »

It can't be done mathematically there are just to many variables.

The most imposing being that inf combat ai seeking cover, moving under fire.
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Ahnungsloser Offline
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« Reply #43 on: April 18, 2013, 01:16:07 am »

The 3D stuff ist just for the visualization purpose. I would implement the scatter in this way:
Not sure, but I think mathematica has a random number generator. So I will use one which generates a random number from <0-1> and will
multiply that with the scatter value, followed by a shift from (just by adding the scatter values) on the original coordinates. Now the gun will "never"
shot at <x=0,y=0> and will have always a small difference to it.


@Masacree:
Yeah, wasn't fell thought from me. The calculation itself could be easily done with a simple if command. I just need to transform the karthesic coordinates into polar coordinates and check in which radius I'm at. Dealt damage so the target is summed up to a group is the dealt damage to each induvidual of the group.
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nikomas Offline
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« Reply #44 on: April 18, 2013, 05:14:02 am »

If he is partially in and mostly out he gets the damage from the close range splash and not the mid range splash.
except that the damage scale is gradual and not set in stone, lol. If he is just inside the .5 value he likely got .52 damage.

I'm am pretty damn sure the damage is applied from the range of the closest hitbox point, so if a square it would be the outer edges distance to the explosion, not the center and as per above, it's a linear scale, not hard numbers.

If 10m is 1.0d and 20m is 0.75d, then 15m is 0.825d
« Last Edit: April 18, 2013, 05:16:58 am by nikomas » Logged

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Ahnungsloser Offline
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« Reply #45 on: April 18, 2013, 06:02:57 am »

except that the damage scale is gradual and not set in stone, lol. If he is just inside the .5 value he likely got .52 damage.

I'm am pretty damn sure the damage is applied from the range of the closest hitbox point, so if a square it would be the outer edges distance to the explosion, not the center and as per above, it's a linear scale, not hard numbers.

If 10m is 1.0d and 20m is 0.75d, then 15m is 0.825d


So basically what you're saying is that the damage is not constant within a given radius since it has a starting value and the beginning of the radius and starts
to fall down to the value of outer radius. Which means that each AEO has a damage difference per length intervall and isn't flat out like in the picture I've posted before.

Are 100% aware of that or you just damn sure about it?
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nikomas Offline
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« Reply #46 on: April 18, 2013, 06:07:03 am »


So basically what you're saying is that the damage is not constant within a given radius since it has a starting value and the beginning of the radius and starts
to fall down to the value of outer radius. Which means that each AEO has a damage difference per length intervall and isn't flat out like in the picture I've posted before.

Are 100% aware of that or you just damn sure about it?
A developer on the CoH2 sega forums stated that all range based values like AoE and Accuarcy are linear.

Quote from: Lithel
What Quinn is referring to is that DPS falls off with range. Individual shots still deal the same amount of damage, but your rate of fire and accuracy drops off with range. And this drop off is LINEAR, there's no number where you suddenly "change tiers."

*snip*

The same linear change also applies to cooldown times, reload times, and aim times, with the result being that you fire slower at long range than you do at close range. Combined with the accuracy change, your dps will be lower at long range than at short range.
While the AoE modifier is not called out specifically, I'd bet on it behaving the same.
« Last Edit: April 18, 2013, 06:12:59 am by nikomas » Logged
nikomas Offline
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« Reply #47 on: April 18, 2013, 06:51:36 am »

Well no, the "point blank" or "short" range is still full damgae, it all depends on what you set it to.

For example, on a 5m splash it's 100% out to 1.5, then starts dropping.
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rolcsika0128 Offline
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« Reply #48 on: April 18, 2013, 10:51:01 am »


 A linear decrease is a steady decrease. For each extra equal distance the damage drops the same amount.

At least I've learned something new today.
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nikomas Offline
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« Reply #49 on: April 18, 2013, 11:06:51 am »

Actually, I'm not even sure why I said "well no" as I don't think I even read your post when I made that comment, I think this might have been out of reflex  Tongue.

Edit, actually...

Quote
If he is partially in and mostly out he gets the damage from the close range splash and not the mid range splash.
Likely that, it's either way to oversimplified or just not understandable, lol.
« Last Edit: April 18, 2013, 11:09:02 am by nikomas » Logged
aeroblade56 Offline
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« Reply #50 on: April 18, 2013, 11:08:44 am »

Someone PM I2ay he pulled some crazu shit in ventrilo when we played war thunder.
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You are welcome to your opinion.

You are also welcome to be wrong.
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