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Old 02-09-2008, 19:26   #109
Jimmy B
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Calculating Effective Economy

Right then falkao. I've finally finished my part of things here (I think) and added fap to the situation. I've modelled it based on fapping starting when you fall below a certain health level, and from that point onwards fapping continuing at a rate that balances out the average damage you're taking from the mob. It obviously misses many things that go on in-game which your simulation will pick up on better. Nevertheless, it seems to produce fairly sensible results.

I'll summarise the entire 'theory'. Let me know if it makes sense, or if its complete gibberish

Input Variables

Mob Related:

HP = Mob Health
RG = Proportion of Mob Health regenerated per sec
AR = Mob Attacks per sec
SR = Proportion of mob attacks that are successful
AD = Average armor decay
MD = Average hit received
MR = Mob Range (m)
MS = Mob Speed (m/sec)

Avatar Related:

AH = Avatar health
RA = Proportion of Avatar Health regenerated per sec
FS = Health level at which avatar begins fapping

Weapon Related:

WR = Weapon Range (m)
DP = actual dmg/pec (ie. taking HA and min dmg into account)
DS = actual dmg/sec (ie. taking HA and min dmg into account)

Fap Related:

FC = Fap Cost per click
FH = Fap Heal per click
FT = Time taken by a fap click

Calculated Parameters

AF = AR x SR x AD (Attack factor in previous posts)

TA = (WR - MR) / MS (Time before being attacked)

DR = MD x AR x SR - RA x AH (Rate of avatar's health loss)

TF = TA + (AH - FS) / DR (Time before fapping)

TK = HP / (DS - RG x HP) (Kill time without fapping)

RF = 1 - TA / TK (Range factor in previous posts)

PF = FT x DR / FH (Proportion of time spent fapping, once fapping has started)

TR = [HP x (1 + RG x TF) - DS x TF] / [(1 - PF) x DS - RG x HP]

Last one is time taken to kill once fapping has started. It takes the same form as TK with the numerator replaced with the remaining Mob Health when fapping starts and the denominator adjusted to account for the fact some of the time is spent fapping.

Case 1: DS < RG x HP

Mob can't be killed - weapon is outpaced by mob's regeneration.

Case 2: TK < TA

Mob doesn't get into attack range.

Effective Economy = DP - RG x HP / DS

Case 3: TK < TF

No fapping required.

Effective Economy = [DS - RG x HP] / [DS / DP + AF x RF]

Case 4: TK > TF, FH/FT < DR

Avatar is presumed dead. Mob does damage faster than avatar can heal.

Case 5: TK > TF, FH / FT > DR, (1 - PF) x DS < RG x HP

Stalemate. Once fapping begins, mob's regeneration exceeds the damage done to it. Mob can't be killed.

Case 6: TK > TF, FH / FT > DR, (1 - PF) x DS > RG x HP

Mob is killed, avatar must fap.

Cost to kill = DS x [TF + (1 - PF) x TR] / DP + AF x (TF + TR - TA) + PF x FC x TR / FT

The first term is weapon cost, the second is armor decay, the third is fap decay. Don't think there's any neat way to simplify it down to a more readable form.

Effective Economy = HP / Cost to kill

Example of Case 6:

Jaguar+5B, EK-2600, 150 Health vs Atrox Old Alpha

Input Variables:

HP = 1800
RG = 0.0025
AR = 0.33 (guess 20 attacks per minute)
SR = 0.6 (guess 60% of attacks are hits)
AD = 9.006 pec
MD = 36.3 dmg
MR = 5m
MS = 10m/s

AH = 150
RA = 0.0025
FS = 80 (avatar starts fapping at 80 health - mob can kill without crit below 77)

FH = 42
FC = 9 pec
FT = 60/27 = 2.22 s

Calculated Variables:

DR = 6.81 dmg/sec
PF = 0.36
AF = 1.78 pec/sec

Scenario 1: H400 (L) bought at 150%

Input Variables:

WR = 35.2 m/s
DP = 2.87 dmg/pec
DS = 36.3 dmg/sec

Calculated Variables:

TA = 3.02 s
TF = 13.30 s
TR = 73.5 s

Cost to kill = 1020 pec = 10.2 PED
Effective Economy = 1.76 dmg/pec

Scenario 2: HL14 (L) bought at 200%

Input Variables:

WR = 38.5 m/s
DP = 2.65 dmg/pec
DS = 56.7 dmg/sec

Calculated Variables:

TA = 3.35 s
TF = 13.63 s
TR = 34.24 s

Cost to kill = 890 pec = 8.9 PED
Effective Economy = 2.02 dmg/pec

Conclusion:

It costs about 1.3 more PED (15% extra) to kill an AoA with H400 than HL14 with this equipment.

:wipesbrow:

Note the effect of regeneration on loot is still not fully understood (see Some utterly insane tests for instance). This post is about reducing your cost of kill only.

Last edited by Jimmy B; 11-16-2008 at 14:52..
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