Author Topic: WPP Sum and Cost Formula Rework(Includes WM)  (Read 49839 times)

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Offline Rhaelys

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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #570 on: November 17, 2013, 04:18:33 am »
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is the effective wpf based on armor weight formula going to change? is the one from the mechanics thread currently accurate to begin with?

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Offline Dooz

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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #571 on: November 17, 2013, 04:30:43 am »
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do you know if repair costs are based on effective wpf or just having 100 is enough? i think i read in this thread it might be effective wpf, which would mean there's pretty much no point in having just 100 wpf unless you're naked or something right? not only because of the tepair, but also because there's some big dropoff in the stats of a weapon that isn't at or above 100 effective wpf?
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Offline RuanXiaoQi

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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #572 on: November 17, 2013, 04:48:42 pm »
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great news ive been waited long enough for this

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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #573 on: November 17, 2013, 06:28:55 pm »
+1
do you know if repair costs are based on effective wpf or just having 100 is enough? i think i read in this thread it might be effective wpf, which would mean there's pretty much no point in having just 100 wpf unless you're naked or something right? not only because of the tepair, but also because there's some big dropoff in the stats of a weapon that isn't at or above 100 effective wpf?

There is no "big dropoff". There is no "100 wpf threshold".

This is the wpf and powerstrike relation
(WPF*0.01*0.15+0.85)*(power_strike*0.08+1.0)
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Offline Lt_Anders

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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #574 on: November 18, 2013, 12:05:09 am »
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There is no "big dropoff". There is no "100 wpf threshold".

This is the wpf and powerstrike relation
(WPF*0.01*0.15+0.85)*(power_strike*0.08+1.0)

Incorrect(or maybe correct?) if below 100 wpf, your weapon does 85% of maximum damage(just look at your formula and you can see it there).

100 wpf is the "min" so to speak, to get full damage out of the weapon you use.
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Offline Teeth

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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #575 on: November 18, 2013, 12:14:44 am »
+1
If you have 99 wpf, your weapon does 99,85% of weapon damage and if you have a 100 wpf it will do a 100%. Try the formula again and make sure you use 0.85 instead of 85. The progression is constant, which means that the difference between 90 and  100 wpf is the same as the difference between 100 and 110. So no need to worry about reaching that magic 100, because there is nothing magic about it.

Offline Moncho

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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #576 on: November 18, 2013, 12:21:45 am »
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If you have 99 wpf, your weapon does 99,85% of weapon damage and if you have a 100 wpf it will do a 100%. Try the formula again and make sure you use 0.85 instead of 85. The progression is constant, which means that the difference between 90 and  100 wpf is the same as the difference between 100 and 110. So no need to worry about reaching that magic 100, because there is nothing magic about it.

I thought that repairs reached their minimum at 100 wpf?

Offline Dooz

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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #577 on: November 18, 2013, 12:31:38 am »
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If you have 99 wpf, your weapon does 99,85% of weapon damage and if you have a 100 wpf it will do a 100%. Try the formula again and make sure you use 0.85 instead of 85. The progression is constant, which means that the difference between 90 and  100 wpf is the same as the difference between 100 and 110. So no need to worry about reaching that magic 100, because there is nothing magic about it.

i guess the point is if you're not at 100 effective wpf, you're not getting up to the stats listed for the weapon, though good to know the dropoff before that isn't anything severe and just progresses regularly. still unclear about repairs and effective or base wpf though.
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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #578 on: November 18, 2013, 12:33:24 am »
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The only way that 100 wpf seems magical to me is with the proposed wpf change + ridiculous strongfat builds.

42/9 14ps 3 wm = 2.12 multiplier
45/6 15ps 2 wm = 2.1208 multiplier
45/3 15ps 1 wm = 2.0185 multiplier
45/3 15ps 0 wm = 1.9525 multiplier

WPF above 100 will reduce repairs more.

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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #579 on: November 18, 2013, 12:40:04 am »
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If someone may inform me.. I read earlier about max accuracy for a ranged weapon. Anyone knows at what wpf 6pt jarids stop making sense?
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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #580 on: November 18, 2013, 03:01:24 am »
+1
If someone may inform me.. I read earlier about max accuracy for a ranged weapon. Anyone knows at what wpf 6pt jarids stop making sense?
More than is possible to get with either wpf formula.

Imo, throwing damage should be slightly reduced while accuracy increased drastically.
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Offline Phantasmal

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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #581 on: November 18, 2013, 03:19:23 am »
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Are there going to be any changes to the effective WPF equations?


Equations (Hopefully the current ones, since I have been using them)

Armor weight modified proficiency = base proficiency * (1 - 0.01 * effective armor weight)
Effective armor weight = 2*head armor weight + body armor weight + leg armor weight + 4*hand armor weight - 10
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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #582 on: November 18, 2013, 03:26:43 am »
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It's likely, can't say for 100% certainty.

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Offline Vermilion

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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #583 on: November 18, 2013, 04:50:24 am »
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chadz just confirmed we will in fact be doing full character respecs for everyone.

Would be interesting to get some statistics on the percentage of player that do a full change to a completely new build/class, those that do a partial change 3/6 attributes and those that keep their current build.


Personally I'm going to keep my builds very similar but fix the mistakes I've made on pretty much every character (Even my "main" is a broken build due to me leveling further than I was planning, I've had a spare attribute and skill point throughout level 34).

Though it's pretty upsetting to hear all the roundel dagger  ***** builds won't be punished by it being nurfed.

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Re: WPP Sum and Cost Formula Rework(Includes WM)
« Reply #584 on: November 18, 2013, 05:11:54 am »
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Though it's pretty upsetting to hear all the roundel dagger  ***** builds won't be punished by it being nurfed.
Should never punish players for something like that.
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