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Armor Decay Testing Results - VU 9.1

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Old 12-13-2007, 09:30   #81
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I updated MG's fruit method example on the Wiki. I have the feeling some people are using the wrong method to calculate the decay.
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Old 12-13-2007, 09:44   #82
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didnt read the entire thread but mobs hit more often now after this VU
dont if its all mobs but Longus do
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Old 12-13-2007, 09:52   #83
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Tested gremlin+5b on big Scips

I was curious too of course

I tested my gremlin+5b combination on 5 1000peds hunts on big Scipulors so far. Normally, i have a repair bill of 300 peds (+- 3 peds), including all equiped stuff (armor, guns, amp, fap, tp chip, refiner, ...-).

In average, my decay is 10 peds lower now, which i believe comes completely from lower armor decay. I gonna calculate the % later, but i assume that decay is over 20% lower.

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Old 12-13-2007, 10:21   #84
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Rascal (L) vs Atrox Prowler

Rascal Foot M,L
Fruits 938 + 1 » 7.70

(15 Impact + 5 Cut points of protection absorbed)


Click to enlarge



Click to enlarge


---------


Click to enlarge



Click to enlarge



Hit of 97.9 by Atrox Prowler
Fruits 279 + 1 » 7.68

Decay => 0,01341


Click to enlarge



Click to enlarge


Hit of 161.5 by Atrox Prowler
Fruits 620 + 1 » 7.67

Decay => 0,01341


Click to enlarge



Click to enlarge


Hit of 77.2 by Atrox Prowler
Fruits 961 + 1 » 7.66

Decay => 0,01341


Sorry to say this but some people maybe indeed not using the fruit method correctly.
I don't see any difference in the decay on that limited armor above after geting hits with enough difference in value of damage (more than enough for statistically say that the decay was due only to the damaged that was protected, the excess didn't make any differenre)

In this test were used 2 Atrox Prowlers in the server that MA loves to send us when most of the others are down (you know the place) so I guess that it is their most stable server.
1 Atrox was harmed by a turret
the other one was left free to die as it pleases itself.

Last edited by MG Mighty; 12-13-2007 at 11:28..
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Old 12-13-2007, 11:13   #85
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Quote:
Originally Posted by EyeContact View Post
I updated MG's fruit method example on the Wiki. I have the feeling some people are using the wrong method to calculate the decay.
Good work, I made some more changes. I corrected the text and used PEC instead of PED in the example. Hope that makes it more clear.
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Old 12-13-2007, 13:23   #86
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Quote:
Originally Posted by Rikky View Post
didnt read the entire thread but mobs hit more often now after this VU
dont if its all mobs but Longus do
Yay for spurrilous subjective "data".


Quote:
Originally Posted by Witte View Post
Possible explanation

Maybe one armor part missing? 57.9 is rather high.
There were two hits on the last test higher than that.
However, i am missing feet, so that's possible. If i wasn't expecting different decay values each time due to other tests and Recoda's results, i would have rechecked.

Quote:
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.
Unfortunately the raw data was lost when EU locked my system at the end of the tests. I was very careful about repairing. For this test i just compared the final thigh tt to the fully repaired thigh tt.

Quote:
Maybe forgot to repair armor after equiping? When decay is 3.18 it is consistant with the first test.
Again, i went through all my pieces and dragged them onto the repair terminal after putting them on, verified that it read 0.06 PEDs in the bill, and clicked repair.

However,
1- it was very laggy when i was online
2- it was after 1:00 AM my time after a long day at work

I may have made a mistake, so someone else test Gremlin with ambus, please. I recommend relogging just before going out to test each time, and trying to repair again, to avoid any question of repair.

Also, report the ped amounts + fruit amounts here as i should have done, but lost when it crashed.

Last edited by Doer; 12-13-2007 at 13:30..
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Old 12-13-2007, 14:03   #87
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Quote:
Originally Posted by Witte View Post
Possible explanation:


<Snipped several good possible explanations>
Here's another possibility, since you at least once, and Alice several times had decay 1 pec higher than expected:

This VU is still pretty crashy, and sometimes armor parts are being removed when you relog. Perhaps somehow parts are being removed and replaced during relog, and so incurring an extra 1 pec decay here and there.
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Old 12-13-2007, 15:32   #88
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Some more:

Code:
              Gremlin (2950)       6A (1400)
Ambuli        15 - 1.060
Drone         12 - 0.807
SEG           23 - 1.819           12 - 0.820
Assumption for Gremlin absorption on SEG is that SEG does Cut, Burn and Electric as per wiki. Decay was the same each time, and hits were big enough to absorb the full 9 Cut each time if Cut is 10%.
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Old 12-13-2007, 15:32   #89
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I tested Gremlin, and took one hit each on three parts from a Snarg Old and got 1.060 decay on each part.
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Old 12-13-2007, 16:00   #90
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Quote:
Originally Posted by Jimmy B View Post
Some more:

Code:
              Gremlin (2950)       6A (1400)
Ambuli        15 - 1.060
Drone         12 - 0.807
SEG           23 - 1.819           12 - 0.820
Assumption for Gremlin absorption on SEG is that SEG does Cut, Burn and Electric as per wiki. Decay was the same each time, and hits were big enough to absorb the full 9 Cut each time if Cut is 10%.
Quote:
Originally Posted by Coop_ View Post
I tested Gremlin, and took one hit each on three parts from a Snarg Old and got 1.060 decay on each part.
Cool. Thanks, guys. 1.06 it is!

Thank goodness we don't have variable decay/protection to figure out!
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PE-Poland. Portal polskiej spo³eczno¶ci Entropia Universe. :: Zobacz temat - VU 9.1 This thread Refback 12-20-2007 13:40
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