Units Database

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Units Database

Postby pieguy » 13 Jun 2018, 00:37

So i absolutely love the new changes to the unit database in the client, i just wish they kept the DPS statistic for each weapon. I thought it was really valuable for judging how powerful a unit was. Now there is only a 'damage' and 'rate of fire' statistic, which is good too, but not enough imo.
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Re: Units Database

Postby IceDreamer » 13 Jun 2018, 00:42

The old DPS numbers were often wrong. Calculating them is really difficult to get right in some edge cases. I'm pretty sure it's being worked on, and should come at some point.
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Re: Units Database

Postby JoonasTo » 13 Jun 2018, 01:24

IceDreamer wrote:The old DPS numbers were often wrong. Calculating them is really difficult to get right in some edge cases. I'm pretty sure it's being worked on, and should come at some point.

It's not actually all that hard, I've got an excel sheet that does almost everything right, anything I've tried anyway. There's probably something I've missed but it seems to cover most of the mechanics.

It goes something like this:
Code: Select all
IF(Turreted=True;MuzzleCount;MuzzleSalvoSize)*IF(AND(RackFireTogether=True;MuzzleSalvoSize=1);RackCount;1)*IF(BeamLifetime>0;(Beamlifetime+0.1)/0.1;1)*IF(DotPulses>0;DotPulses;1)*Fragments*Damage/(IF((MuzzleSalvoSize-1)*MuzzleSalvoDelay>1/RateOfFire;(MuzzleSalvoSize-1)*MuzzleSalvoDelay;IF(MuzzleSalvoSize*MuzzleSalvoDelay>1/RateOfFire;MuzzleSalvoSize*MuzzleSalvoDelay;1/RateOfFire))+RackSalvoChargeTime+RackSalvoReloadTime) = DPS

Where Fragments is the only value not directly in the blueprint. To get that value you need to read the blueprint of the projectile of the weapon and get the local value for the number of child projectiles and add one to it(except for the zthuue, that has that line commented out,) then multiply with the child projectile blueprints local value for the number of child projectiles plus one and so forth until your loop ends at the last blueprint not referencing a new one anymore. I think Salvation is the longest at 3 iterations.
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Re: Units Database

Postby Exotic_Retard » 13 Jun 2018, 01:52

spooky db does it correctly, use that :>

http://spooky.github.io/unitdb/#/by-class
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Re: Units Database

Postby keyser » 13 Jun 2018, 04:14

exotic you fixed the example of wrong calculation in spooky i gave you last time?
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Re: Units Database

Postby JoonasTo » 13 Jun 2018, 08:30

Spooky calculations are still wrong all over the place. All beam weapons are calculated with the wrong firing cycle(9x instead of 11x,) sera destroyer torpedoes are wrong, zthuues are wrong(this we forgive because it's not a calculation error, it's a blueprint error,) etc.
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Re: Units Database

Postby Exotic_Retard » 13 Jun 2018, 12:41

http://spooky.github.io/unitdb/#/XSL0103,XSS0201 pretty sure these are right, the torpedoes and zthuuee damage at least, found the typo in the dps code for beams that makes it incorrect for things with a beam lifetime, should have been a + not a - xd

expect that bit to be fixed soon™ at least, but the torpedo dps is correct as best i can tell. the zthuee and other splitting projectiles need to be fixed in the blueprints themselves, they are mostly right but may need more checks.

you also said ect. like there are other things wrong, what are they? can you give examples?

also keyser i dont know. i dont remember your example that you gave but probably yes. the db is updated reasonably quickly when issues are found. it would be best to check not just assume its broken every time xD

regardless, spookys db currently has the most accurate dps calculations available.
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Re: Units Database

Postby JoonasTo » 13 Jun 2018, 14:46

They are not correct.

If you look at the zthuee projectile blueprint you will see that the line that produces a child projectile in line with the original projectile is commented out so it only has five child projectiles, not six as you would assume. But like I mentioned, it's a blueprint problem, not a calculation error.

And seraphim destroyer torpedoes do 100 DPS, not 160 because of the MuzzleSalvoDelay interfering with the RateOfFire. It's unable to fire 2 torpedoes every 1 second because the MuzzleSalvoDelay is still active for 0,6 seconds. What ends up happening is a torpedo every 0,8 seconds. A constant stream.

Janus also seems wrong, should be 120 DPS not 160. Based off old data perhaps? I'm not sure how you can get 160 otherwise.

Speaking of DoT damage, the fire cycle is missing all DoT information for all units. Janus, for example, shows 120 damage per fire cycle, should be 1200. Nanite torpedo on Galaxy shows 40 damage per fire cycle, should be 200.

There's probably more but I haven't checked them all so *shrugs*
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Re: Units Database

Postby keyser » 13 Jun 2018, 15:08

T3 maa cybran, dps should be something like 333. I think.
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Re: Units Database

Postby Exotic_Retard » 13 Jun 2018, 16:42

hmm yeah indeed the destroyer has closer to 100 dps, not 160, interestingly it doesnt wait 0.8s every time but 0.8 during the salvo and 0.8+0.1 in between, so its actual dps is kinda like 95 or so
the zthuee is already known about, its gonna be fixed at some point i guess

the dot damage does indeed appear to be wrong, but the dps is correct regardless. (yes janus does 1600 damage/pass, but it never hits its bombs on one target, go figure) i didnt notice this before, the dps calculation does take it into account, so it looks like they are separate functions and one forgot to be updated.

the most fucked one is the cybran aa of course though. the script disables/enables the weapon, so some of its cooldowns are bypassed. and thats on top of 60 other different things going on in there, which make it all very confusing, and THATS on top of just random bad code which doesnt do anything but might interfere with calculations.

manual calculation of the cybran aa put it somewhere around: 120 dps so its not massively far off, but really this kinda depends on magic a little bit so dont trust this number too much either

this will take some thought to fix tbh. xD
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