Author Topic: Beam Damage Calculator (Released)  (Read 2547 times)

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Offline majorvader111

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Beam Damage Calculator (Released)
This is a beam damage and beam Sustained damage calculator i made in office excel a little while ago, it shows Damage potential per second, Damage per pulse and Sustained damage

http://www.mediafire.com/download/7dime57pisipcjc/FS2BeamDamage.xls

Hope you all like it.
STRAYA... Home of Death, Trash Internet & The Police State Downunder.

 

Offline MatthTheGeek

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Re: Beam Damage Calculator (Released)
I don't see any entry for framerate in there. Do you assume 60 ?
People are stupid, therefore anything popular is at best suspicious.

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Offline majorvader111

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Re: Beam Damage Calculator (Released)
I don't see any entry for framerate in there. Do you assume 60 ?

? what do you mean by that
STRAYA... Home of Death, Trash Internet & The Police State Downunder.

 

Offline MatthTheGeek

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Re: Beam Damage Calculator (Released)
ಠ_ಠ

It is a well known fact that beam damage is dependant on framerate.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Droid803

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Re: Beam Damage Calculator (Released)
beam damage is affected by framerate
which is why its affected by time compression

there's some magic number factor in the beam damage formula that scales with framerate (something like 5.5 for 60 fps?)
(´・ω・`)
=============================================================

 

Offline majorvader111

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Re: Beam Damage Calculator (Released)
how the hell would you find that out from, yeah its using the standard 5.5 multipler
STRAYA... Home of Death, Trash Internet & The Police State Downunder.

 

Offline Droid803

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Re: Beam Damage Calculator (Released)
the source code
(´・ω・`)
=============================================================

 

Offline majorvader111

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  • Don't Puckle With Shuckles
Re: Beam Damage Calculator (Released)
yeah so its using 60 fps and the standard 5.5 multipler
STRAYA... Home of Death, Trash Internet & The Police State Downunder.

 

Offline MatthTheGeek

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Re: Beam Damage Calculator (Released)
how the hell would you find that out from
How the hell would anyone know how to calculate beam damage without someone looking at the code in the first place.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline majorvader111

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  • Don't Puckle With Shuckles
Re: Beam Damage Calculator (Released)
well i made this up from a old post on the forums about the ways beam damage is calculated. but that was a old post.
STRAYA... Home of Death, Trash Internet & The Police State Downunder.

 

Offline niffiwan

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Re: Beam Damage Calculator (Released)
Was it this post?  (I remembered having a look through the code to answer this question before)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline majorvader111

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Re: Beam Damage Calculator (Released)
Was it this post?  (I remembered having a look through the code to answer this question before)

No i made up the table using the methods of beam damage calculation using a quite old post i will see if i can find it.
STRAYA... Home of Death, Trash Internet & The Police State Downunder.

 

Offline majorvader111

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  • Don't Puckle With Shuckles
Re: Beam Damage Calculator (Released)
i have no idea how to translate that to excel ???????????  :eek:
STRAYA... Home of Death, Trash Internet & The Police State Downunder.

 
Re: Beam Damage Calculator (Released)
OK so I seriously don't understand why the code needs to have this wonky scaling. Why can't you change it so damage is constant with FPS?
The good Christian should beware of mathematicians, and all those who make empty prophecies. The danger already exists that the mathematicians have made a covenant with the devil to darken the spirit and to confine man in the bonds of Hell.

  

Offline niffiwan

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  • Eluder Class
Re: Beam Damage Calculator (Released)
I guess you could do something like calculate the time since the last damage was applied to the target, and scale the current damage according to the normal damage per unit time?  It still wouldn't be perfect since the 1st contact damage application would have to be a constant value, so it still wouldn't be accurate for high time compression / low framerates where the beam only hits for a single frame.

And honestly, why not just ensure you have a framerate above 6 fps while playing :p
(and don't use 32/64x time compression!)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...