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Armor Decay Testing Results - VU 9.1

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Old 12-13-2007, 06:35   #71
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Quote:
Originally Posted by Recoda View Post
These tests are all based on one hit per armor part. The decay was calculated by using the fruit method.

I tested the Angel against an Atrox Alpha, while I tested the Rascal against an Atrox Dominant. The Atrox Alpha has a very variable damage, in terms of points. So I suppose it would be easier to see a difference from such creature, then an Ambulimax Young or simular.

The hits where all above 1.0, as I didn't use attachments.
Hmmm. It is possible that the proportions are off in entropedia, so that you could take a hit above 1.0 without using all the protection of the armor. If the correct proportions are 50, 25, 25, you would need an Atrox Stalker to be sure you use full protection of the angel.

I tended to look for testing mobs way above the protection: old hogglos and chomper, stalker allos, etc. Took a bit of running, though.
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Old 12-13-2007, 06:51   #72
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I've not done any direct testing yet. It looks like you're doing pretty well without me and I'm too tired to contemplate any of this right now, so I'll leave you to it, for the moment I'd be happy to do some testing later on, perhaps with some different armour types once we know roughly what's going on.

In the meantime, I'll give you some un-scientifically tested results. I've been out hunting tantillions tonight, going through two Smacker 3s wearing pixie. This is something I've done quite a lot lately, always in the same place (you know the one ). Before the VU, my armour decay after going through a whole Smacker 3 has typically been around 2.4 - 2.8 ped. Tonight the two hunts I did resulted in 3.26 and ped 3.09 ped decay.

Obviously that gives no concrete results, but it does seem that taking lots of small hits with low-end armour causes a little, but not a lot, more decay.
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Old 12-13-2007, 06:59   #73
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all the hits on ghost i counted were above 1, usually at least +6 and more (oki, the spider had more punch with 200 for the first hit, and 160 for the second, and no, i didn't survive any )

i always repaired the armor after equipping

unfortunetly, i had the better idea towards the end

when i was hit, i took that armor part of, went to the same mob to get hit once again on another part, and checked if the decay is the same

it was rather late for me when i tested it, so i couldn't start again, i might do that today with ghost

but for the spider, i got the same figure, as well as for the sabakuma prowler

could be fun to see the figure for trox stalker and spider together as well
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Old 12-13-2007, 07:13   #74
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At least some of you make an assumption that's not true. If you repair your armor at the terminal it will not be repaired 100% even if the slider suggests it. An example:

My bear harness decayed to 105,04 PED TT-Value. A 100% repair will cost me 24,96 PED. After fully repaired it shows 130 PED TT Value, but this is with rounded values. So if my harness was 105,0367 PED TT Value before repairing it will be 129,9967 PED after repairing it for 100%. It will display 300 PED TT Value though.

So if you test armor decay you have to determine the hidden decay of your amor first. So you can't use fully repired armor to do these tests, because you cannot determine if the TT-Value is rounded up.
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Old 12-13-2007, 07:36   #75
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Quote:
Originally Posted by Coop_ View Post
Could this be a Daiki problem?
Edit: the more I think about it, the more likely it seems that this VU could have changed damage proportions for quite a few mobs--especially adding damage types to previously single-damage mobs. This would be a "clever" way to increase decay in a non-obvious way.

I would really suggest measuring each armor part separately for multiple hits. You'll have a better chance of isolating a single hit, and can check to see if the multiple hits give the same decay for different parts.

And, as suggested above, go for way overkill on mobsize if you can.
It makes no sense to explain the results as a change in mob damage types or ratios. It also doesn't really explain it, anyway: i was almost always taking 20+ dmg on a hit, so it isn't very likely that the armor wasn't absorbing the same amount of damage each time.

I had intended to just get one hit per part, but it can be hard to get one hit from an ambu but not more when there are people all about and you have to tag it first. I decided to settle for reinforcing Recoda's observation that the decay varies (apparently according to the magnitude of the hit).

Quote:
Originally Posted by Galadea View Post
At least some of you make an assumption that's not true. If you repair your armor at the terminal it will not be repaired 100% even if the slider suggests it. An example:

My bear harness decayed to 105,04 PED TT-Value. A 100% repair will cost me 24,96 PED. After fully repaired it shows 130 PED TT Value, but this is with rounded values. So if my harness was 105,0367 PED TT Value before repairing it will be 129,9967 PED after repairing it for 100%. It will display 300 PED TT Value though.

So if you test armor decay you have to determine the hidden decay of your amor first. So you can't use fully repired armor to do these tests, because you cannot determine if the TT-Value is rounded up.
I've never observed that before. My gremlin parts were all at the whole numbers they usually are, after repairing. Just make sure you put the slider to 100% (default). What you do have to do is make sure that the tt value of the armor is known precisely at full repair. There may be some parts that have fractional pec values, even at full tt.

The really large decay i got on the single hit has me puzzled because i took similarly large hits on other rounds of testing without such a huge decay. One thing about that test is that it was an ambu old, whereas the other tests were on matures. I wonder if the decay is based not only on the amount of damage each hit, but on the maximum damage a mob can do.
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Old 12-13-2007, 07:43   #76
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Quote:
Originally Posted by Galadea View Post
At least some of you make an assumption that's not true. If you repair your armor at the terminal it will not be repaired 100% even if the slider suggests it. An example:

My bear harness decayed to 105,04 PED TT-Value. A 100% repair will cost me 24,96 PED. After fully repaired it shows 130 PED TT Value, but this is with rounded values. So if my harness was 105,0367 PED TT Value before repairing it will be 129,9967 PED after repairing it for 100%. It will display 300 PED TT Value though.

So if you test armor decay you have to determine the hidden decay of your amor first. So you can't use fully repired armor to do these tests, because you cannot determine if the TT-Value is rounded up.
I kinda doubt this. I had exactly the same decay in 3 different armor parts. It would be an astronomical small chance they had exactly the same initial TT value if what you say is true.

About the atrox on angel, I think it indeed might be caused by unexpected damage ratio/types. I think spider stalkers will be the best choise to do this kinda test.

About the decay guide on entropedia, that one needs to be updated.
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Old 12-13-2007, 07:56   #77
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Quote:
Originally Posted by Doer View Post
It makes no sense to explain the results as a change in mob damage types or ratios. It also doesn't really explain it, anyway: i was almost always taking 20+ dmg on a hit, so it isn't very likely that the armor wasn't absorbing the same amount of damage each time.

I had intended to just get one hit per part, but it can be hard to get one hit from an ambu but not more when there are people all about and you have to tag it first. I decided to settle for reinforcing Recoda's observation that the decay varies (apparently according to the magnitude of the hit).



I've never observed that before. My gremlin parts were all at the whole numbers they usually are, after repairing. Just make sure you put the slider to 100% (default). What you do have to do is make sure that the tt value of the armor is known precisely at full repair. There may be some parts that have fractional pec values, even at full tt.

The really large decay i got on the single hit has me puzzled because i took similarly large hits on other rounds of testing without such a huge decay. One thing about that test is that it was an ambu old, whereas the other tests were on matures. I wonder if the decay is based not only on the amount of damage each hit, but on the maximum damage a mob can do.
It all sounds very weird. If I got time today I will do similar tests with gremlin. Maybe MA decided we figured out how it works to fast and they changed it in the minivu yesterday
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Old 12-13-2007, 08:01   #78
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Possible explanation:

Quote:
Originally Posted by Doer View Post
Hits
42.8 dmg
28.1 dmg
total decay 2.12 pecs
Average decay: 1.06
Correct

Quote:
57.9 dmg
26.4 dmg
35.0 dmg
Total decay < 3 pecs
Average decay: < 1.0
Maybe one armor part missing? 57.9 is rather high.

Quote:
66.8 dmg
decay 1.94 pecs
Maybe you added .94 pec instead of 0.6 pec by accident. Or you made 2 errors, forget to repair, and subtracted the 0.06 pec instead of add it.

Quote:
62.6 dmg
47.1 dmg
68.1 dmg
total decay 4.18 pecs
Average decay: 1.393
Maybe forgot to repair armor after equiping? When decay is 3.18 it is consistant with the first test.

Last edited by Witte; 12-13-2007 at 10:58..
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Old 12-13-2007, 09:03   #79
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600 PED ammo into my 1k ped ammo tantillions in Grem+5B test. Results hopefully tomorrow
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Old 12-13-2007, 09:08   #80
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Quote:
Originally Posted by Jimmy B View Post
Nice to see EC and MG independently getting exactly the same result.

Regarding the (apparent) 0.001 error on my ghost test can I quickly check I'm not being stupid:



Doesn't it take 1000 dung to make it show 0.01?

In which case in the above exanple, 501 dung implies the value of the item was 57.499 pec or am I wrong?

Or rather I guess 57.499<=value<57.500.
Yes, nowdays it requires 1000 units of fruits (or dung or sweat) to make it show as 0,01 PED in the TT.

But when that post was made it required 501 (500 showed as 0,00 and 501 as 0.01)

This change happen in VU 9.0
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