Author Topic: 2 question for Paul  (Read 3577 times)

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Offline Cup1d

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2 question for Paul
« on: February 02, 2012, 05:30:18 pm »
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1. Is this info correct?

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2. More interesting question for you

If longbow maximum range = 300m, then with this formula

S = V0² sin2α/g

We must have
300 = 54² sin(2*45)/9.8

But we have
163,2 = 40² sin(2*45)/9.8

Offline Arkonor

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Re: 2 question for Paul
« Reply #1 on: February 02, 2012, 06:20:29 pm »
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People didn't use meters in the middle ages :P

But yeah are you sure the "40^2" part is actually meters?

Btw you cut out the most important part of that screenshot. They gear you are using. Plate with an archer maybe ? :D

Offline Cup1d

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Re: 2 question for Paul
« Reply #2 on: February 02, 2012, 06:53:45 pm »
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Better now, Arkonor?




People didn't use meters in the middle ages :P

But yeah are you sure the "40^2" part is actually meters?

Btw you cut out the most important part of that screenshot. They gear you are using. Plate with an archer maybe ? :D


AFAIK, we have metric system in this game.

Offline Zerran

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Re: 2 question for Paul
« Reply #3 on: February 02, 2012, 07:24:34 pm »
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Powerdraw reduces your effective wpf by 14 per point, so yes that is correct.
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Offline Xant

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Re: 2 question for Paul
« Reply #4 on: February 02, 2012, 07:27:07 pm »
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PAUL
Meaning lies as much
in the mind of the reader
as in the Haiku.

Offline _Sebastian_

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Re: 2 question for Paul
« Reply #5 on: February 02, 2012, 08:28:46 pm »
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I found this in an old thread.
Without the cRPG wpf reduction from PD, each level of PD would give as much accuracy precision as +20 archery wpf if I remember correctly.

I dont know the correct numbers of WPF increading/decreasing per PD in crpg, but PD up to 5 increases wpf and PD over 5 decreases it.
As far as I know the wpf increading/decreasing on PD doesn't effect the damage or upkeep calculation.

Offline Paul

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Re: 2 question for Paul
« Reply #6 on: February 02, 2012, 08:56:06 pm »
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real_shot_speed = shoot_speed * sqrt((PD * 0.12) + 1.0) * 1.2 (PD capped at bow diff+4)

longbow, 6 PD:
v0 = real_shot_speed = 40 * sqrt((6 * 0.12) + 1.0) * 1.2 = 63 m/s

without friction and with assuming that starting height h0 = 0:
-> max range angle alpha = 45°

s_max = v0^2 * sin(2*45°) * 1/g
s_max = (63^2 /9.81) m  = 405m

Ingame friction lowers max range down to about 230m if I remember correctly.


« Last Edit: February 02, 2012, 09:32:15 pm by Paul »

Offline _Sebastian_

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Re: 2 question for Paul
« Reply #7 on: February 02, 2012, 09:08:00 pm »
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Ingame friction lowers max range down to about 220m if I remember correctly.
Do you know the formula for the air friction?

Offline Paul

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Re: 2 question for Paul
« Reply #8 on: February 02, 2012, 09:21:32 pm »
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No, but they prolly used Newton friction ( m*a = -m*g - c*v^2 ) instead of Stokes ( m*a = -m*g - k*v ) and thus an analytic solution of the differential equation isn't possible anyway afaik.

Edit:
Use this applet and put the LUFTWIDERSTAND(air friction) slider to the middle. 
« Last Edit: February 02, 2012, 09:40:33 pm by Paul »

Offline Cup1d

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Re: 2 question for Paul
« Reply #9 on: February 03, 2012, 06:54:03 pm »
+1
real_shot_speed = shoot_speed * sqrt((PD * 0.12) + 1.0) * 1.2 (PD capped at bow diff+4)

longbow, 6 PD:
v0 = real_shot_speed = 40 * sqrt((6 * 0.12) + 1.0) * 1.2 = 63 m/s

without friction and with assuming that starting height h0 = 0:
-> max range angle alpha = 45°

s_max = v0^2 * sin(2*45°) * 1/g
s_max = (63^2 /9.81) m  = 405m

Ingame friction lowers max range down to about 230m if I remember correctly.

So, it's just another way to reduce range, projectile speed and overall arrow effectivity? Air Friction?
What about RL Air Friction? Longbow IRL witn RL Air Friction have range 300 meters. Why you choose «real life» projectile speed but replace «real life» air friction?
It's like manipulation with figures. IRL 2+3=5 but we appeal against 3 and substitute 3 with 1.2, just because you don't like this figure.

(You = balance team, nothing personal. You at last have temper to answer sometimes. Thank you for your time anyway).

And please, I wanna see your answer on first question. How PD interact with WPF and how this substandard wpfs works with weapon speed\projectile speed\precision\damage output etc...

Offline MeevarTheMighty

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Re: 2 question for Paul
« Reply #10 on: February 04, 2012, 01:39:37 am »
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While we're at it, does PS have the same requisite wpf as PD?

I've noticed super high PS builds (over 10) doing much less damage than balanced builds.

Offline Tears of Destiny

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Re: 2 question for Paul
« Reply #11 on: February 04, 2012, 03:14:33 am »
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I've noticed super high PS builds (over 10) doing much less damage than balanced builds.

That is due to them having lower athletics and being unable to properly optimize their strike on the apex of the swing because the opponent has so much more.
I'm not normal and I don't pretend so, my approach is pretty much a bomb crescendo.
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Offline Zerran

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Re: 2 question for Paul
« Reply #12 on: February 04, 2012, 03:21:17 am »
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While we're at it, does PS have the same requisite wpf as PD?

I've noticed super high PS builds (over 10) doing much less damage than balanced builds.

Very easy to outmaneuver high strength builds. Especially using 1 and 2 directional weapons, you don't need to worry about moving to aid your own swings, so its possible to simply focus on screwing up the opponent's swings as much as possible. High ath is wonderful for this.
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Offline MeevarTheMighty

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Re: 2 question for Paul
« Reply #13 on: February 04, 2012, 03:57:16 am »
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Yes, but two people standing still, one has maybe 200 wpf, 6 PS, the other has 100 wpf and 12 PS, the scrawny one seems to do more damage - does the wpf damage increase really have that much of an impact? It seems like there must be more to it than that.

In average gear on my highest PS character, it fairly consistently takes me 3 hits to kill an agi build in gambeson, though the damage calc gives an average value of 61 damage - more than his total hp.

This isn't very scientific, but I'll do some better tests if nobody knows about a low wpf penalty for melee.

Offline cmp

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Re: 2 question for Paul
« Reply #14 on: February 04, 2012, 03:53:56 pm »
+1
This is why formulas should be hardcoded, obfuscated and guarded with one's life.