Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Apr 15, 2019 0:12:10 GMT -5
Before getting into details, I want to thank @fixthetridents and the other board members on this Ag payout thread (http://war-robots-forum.freeforums.net/thread/32125/factors-influencing-ag-payout-2019). Lots of good discussion and helpful tips came from these guys. So onto this thread... I spent the past couple of weeks trying to understand what is important in determining Ag payouts and repair costs. I did this because it is an important topic and there seems to be a lot of rumors on what is and what is not important. I played over 125 games in Dom and BR modes, and I gathered information that is displayed at the end of each game (beacons captured by me/reds/blues, kills by me/blues/reds, damage by me/reds/blues, Ag payout, repairs, etc.) as well as in-game things like if I meched out or not. Once I had gathered all the information, I analyzed it in Excel and put my findings into a Word document: www.dropbox.com/s/942fcr5su6oyh1q/Ag%20Payouts%20in%20WR%204.8%20v1.0.docx?dl=0Key points from the document are: Pix uses a different Ag formula for each game mode (BR, Dom, FFA, TDM) as well as whether the game is a win or loss (hat tip to @fixthetridents for suggesting this). I worked on the ones for BR and DOM. To get R^2 values of 0.96-0.97 you only need to include damage you do to reds, the number of kills you get, and the number of beacons you grab. The damage you do dwarfs the other two. As an example, the formula for BR wins (non-Premium) is:
Ag = 0.197 * (Damage you do to reds) + 5000 * (# of kills you get) + 1200 * (# of beacons you grab) + 75000. R^2 = 0.96
This formula works for damages from 500,000 to 2M. Based upon BR loss data, it is probably good down to ~200K.
Repairs are not based upon damage you actually sustain but are based upon the damage you do; the thing is totally fake. You can run a game and get 1M damage with a single bot from your hangar and then get 1M damage from all 5 bots in the next game and you will have almost the same repair value. It does not appear that hangar level is important but I haven't tested it with a really low level hangar. I did test it with my son's account vs. my account vs. data from kukurukukuk and they all seemed to fit the same trend +/-. The formula for BR wins is:
Repairs = 0.206 * (Damage you do to reds) + 5000 * (# of kills you get) + 1200 * (# of beacons you grab) + 25000. R^2 = 0.96
The following two graphs show the relationship between repairs and Ag non-premium payout vs. damage to the reds for BR wins and BR losses after stripping out kills and beacons. The fit is so good that I think it rules out tother things like how long a game lasts as being important. Note that I played games where I ran only one bot and other games where I burned through several of my bots. If the damage was the same in both cases, my repair bill was essentially the same.
Mender healing is treated the same as real damage in the Ag calcs. Weyland healing and healing modules were not tested.
options1986 mentioned that there are some hidden nerfs/buffs if you push the limits on damage. Above 2.5-3.0M damage and your payout will not be linear anymore (Ag drops off). If you do >50% of the total damage for your team you will get an Ag buff (maybe 25%).
I looked back at Release 3.9 data from Manni's and Adrian's live streams in 6/2018 to understand if Ag payouts have been nerfed between then and now. From what I can tell, there might have been about a 15% nerf at some point to BR payouts. There is not enough data to comment on Domination.
Further details are in the Word document. Hopefully this will lead to a good discussion. If anyone finds some exceptions to what I concluded or comes to different conclusions than I did, please let me know and I will work it into the next revision. The purpose here is to refine our understanding of what is going on and to track what Pix does to our rewards. For now I would focus on getting as much damage as you can. Other things are much less important.
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Apr 15, 2019 0:14:57 GMT -5
Here are the formulas I came up with. As discussed later in the thread, there may be an exception for games where you nurse a single bot all the way to the end. Beacon Rush wins (the fit is based upon 34 games with damage ranging from 500k to 2.1M):
non-Premium Payout = (0.1972 * damage you do to reds) + (5000 * number of kills you got) + (1250 * # of beacons you captured) + 75000 Repair = (0.2055 * damage you do to reds) + (5000 * kills) + (1250 * beacons) + 25000 Premium Payout = (0.3986 * damage to reds) + (10000 * kills) + (2500 * beacons) + 125000Beacon Rush losses (57 games with damage ranging from 160k to 2.3M):
non-Premium Payout = (0.1254 * damage) + (5000 * kills) + (2500 * beacons) + 50000 Repair = (0.1300 * damage) + (5000 * kills) + (2500 * beacons) + 0 Premium Payout = (0.2531 * damage) + (10000 * kills) + (5000 * beacons) + 75000
Domination wins (only 13 games so error bars are larger on this one than on BR games with damage ranging from 900k to 2.0M): non-Premium Payout = (0.2175 * damage) + (3500 * kills) + (3500 * beacons) + 80000 Repair = (0.2266 * damage) + (3750 * kills) + (3500 * beacons) + 30000 Premium Payout = (0.4396 * damage) + (7125 * kills) + (7000 * beacons) + 136500 Domination losses (22 games ranging from 250k to 1.6M):
non-Premium Payout = (0.1430 * damage) + (6700 * kills) + 0 for beacons + 50000 Repair = (0.1478 * damage) + (7100 * kills) + 0 for beacons + 0 Premium Payout = (0.2884 * damage) + (13600 * kills) + 75000I have much less data on Domination and I think some of the #s for kills and beacons are probably off a bit. In any case they are all small compared to the damage part of the equation unless you're in silver league. When I back tested my model vs. my data, I came within +/-10% of the actual data ~90% of the time. Here is a Ag/Repair calculator where you enter game mode, win/loss, damage done, beacons, and kills and it will spit out the repair costs, non-Premium Ag payout, and Premium Ag payout based upon the model. If you enter the real repair costs, real non-Premium Ag payout, and real Premium Ag payout, it will tell how far off the model is from the actuals. If you see the model wildly differ from the actuals (say >10% error on a consistent basis), please send me a PM or post here describing the game and what you saw. The domination games will have larger error than the BR games because of my limited data as mentioned.
www.dropbox.com/s/ozte8x1ohdy8igf/SIlver%20Calculator%202019-04-14a.xlsx?dl=0
|
|
|
Post by T34 on Apr 15, 2019 0:47:13 GMT -5
Interesting. So you are basically saying that damage x.2 is the silver pay out provided it’s a win. Cant wait to test it. Does topping damage and topping beacon captures make any difference? My subjective opinion tells me it does.
The old formula (for a win) if I remember correctly was close to
Ag = (((Total Damage caused)/2 – (Damage suffered))+ other stuff))) If remember correctly the only significant thing that mattered was if you topped beacons or damage. And win/lose naturally. The damage was calculated on weapons lost. If you could change the bot before losing a weapon than zero damage registered. Those were happy times. Very happy. Even got LPQ-ed once for ditching bots to many times. After a dialogue with Pix they let me out very quick.
They first jigged it by putting in something that prevented 0 damage even if you didn’t lose a weapon on the first bot. To over come that you had to eject the first bot irrespective.
Then they made a change where ejecting before losing weapons made no difference. I am not sure if that was the time when a newer formula was introduced.
The silver multiplier ad also seems to kick in when the score is abnormally high compared to other.
OK. Will test later tonight.
Good work! great work!
Edit: I would speculate one of the reasons for changing the old formula was because it was very lucrative for those who knew how to maximise pay out.
|
|
|
Post by newuser on Apr 15, 2019 1:03:50 GMT -5
Wow that's a LOT of calculations there lol Congrats for the finds
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Apr 15, 2019 1:12:37 GMT -5
Interesting. So you are basically saying that damage x.2 is the silver pay out provided it’s a win. Cant wait to test it. Does topping damage and topping beacon captures make any difference? My subjective opinion tells me it does.
The old formula (for a win) if I remember correctly was close to
Ag = (((Total Damage caused)/2 – (Damage suffered))+ other stuff))) If remember correctly the only significant thing that mattered was if you topped beacons or damage. And win/lose naturally. The damage was calculated on weapons lost. If you could change the bot before losing a weapon than zero damage registered. Those were happy times. Very happy. Even got LPQ-ed once for ditching bots to many times. After a dialogue with Pix they let me out very quick.
They first jigged it by putting in something that prevented 0 damage even if you didn’t lose a weapon on the first bot. To over come that you had to eject the first bot irrespective.
Then they made a change where ejecting before losing weapons made no difference. I am not sure if that was the time when a newer formula was introduced.
The silver multiplier ad also seems to kick in when the score is abnormally high compared to other.
OK. Will test later tonight.
Good work! great work!
Edit: I would speculate one of the reasons for changing the old formula was because it was very lucrative for those who knew how to maximise pay out.
For BR wins it will be a bit higher than 0.2 because of the kills/beacons you get plus the 75k intercept on the graph. This is the non-premium number. When I back checked my model to my data I came with 10% of actual 90% of the time. There were some outliers and at least some of that has to do with critical hits not being counted. pix says in their in game FAQs that what matters is damage, beacons, kills, and critical hits. I can’t say I explicitly looked at topping damage or beacons. When I play normally, I do tend to top damage and I am normally first or second on beacons. However there were many games in the data where I was running around trying things out like only getting healing damage (didn’t fire at reds) or avoiding getting beacons to simplify things and all those games still fell on the trend. I think it is safe to say that at moderate or high damage levels any bonus you might get for topping things, if such a thing exists, is lost in the noise. If you are playing in silver league where damage is very low something like that might show up. RepaIrs have nothing to do with actual damage taken at this point. I ran several games with only a single bot from my hangar and got the same amount of repairs as running my full hangar so long as the damage I did to the reds was the same. The biggest outstanding issue is whether or not old school bots somehow have lower repairs than newer bots. I did try and test this a bit and didn’t see anything. I’ve reached out to a forum member to get some more info on the subject which I will incorporate in the next update. Good luck on your tests and let me know if you see something out of line. I give my “error bars” for my back testing in the Word document so you can see how things compare. If you get within 5-10% of what the formula predicts on a regular basis I’ll be happy. There are things out there like critical hits that I couldn’t quantify and there also might be some sort of random thing on Pix’s end where the Ag they give you is +/- X% of the value they calculate for your payout.
|
|
|
Post by EatStinkyTofu on Apr 15, 2019 2:55:22 GMT -5
I think I used to understand those statistical tests... 15 years ago in my stats class. In any event, you had me at R squared, you had me at R squared.
|
|
|
Post by RightOn on Apr 15, 2019 3:25:13 GMT -5
I have had rounds this past week where I did not die during the match and my repair was like 10k, repair still counts. Bots and individual weapons are worth something like 30k. You don't pay for the weapons on a bot that died, just the ones that broke.
|
|
|
Post by EatStinkyTofu on Apr 15, 2019 3:37:47 GMT -5
I have had rounds this past week where I did not die during the match and my repair was like 10k, repair still counts. Bots and individual weapons are worth something like 30k. You don't pay for the weapons on a bot that died, just the ones that broke. It’s weird. I had a match last night—no death but lost a heavy weapon=> zero repair costs
|
|
|
Post by Rollo Tomasi on Apr 15, 2019 4:29:04 GMT -5
I have had rounds this past week where I did not die during the match and my repair was like 10k, repair still counts. Bots and individual weapons are worth something like 30k. You don't pay for the weapons on a bot that died, just the ones that broke. It’s weird. I had a match last night—no death but lost a heavy weapon=> zero repair costs It does seem odd that there is a high correlation between repair costs and damage done to reds. Seems counter-intuitive, which actually makes sense because so much of what Pix does IS counter-intuitive. But there are numerous examples of 0-low damage resulting in 0-low repair bills.
|
|
|
Post by Rollo Tomasi on Apr 15, 2019 4:29:51 GMT -5
It will be interesting to see how much it changes with 5.0.
|
|
|
Post by frunobulax on Apr 15, 2019 5:09:34 GMT -5
Very interesting. Let me go through this to make sure I understand it correctly.
BR wins. In Pixos logic, silver before repairs is Silver before repair = 0.403 * (Damage you do to reds) + 10000 * (# of kills you get) + 2400 * (# of beacons you grab) + 100000
Premium gives 50%, damage is substracted after the 50% gain, giving premium players almost a boost by factor 2. Premium silver before repair = 0.604 * (Damage you do to reds) + 15000 * (# of kills you get) + 3600 * (# of beacons you grab) + 150000 Premium silver (minus repairs) = 0.398* (Damage you do to reds) + 10000 * (# of kills you get) + 2400 * (# of beacons you grab) + 125000
Adding a 40% silver booster if you run premium does what exactly? Do they add 90% on the base payout (50% premium + 40% booster) or 110% (1.5 times 1.4 for a 40% booster on top of a 50% one)?
The base payout has to drop below a certain damage level. If you start a new account and do ~100k damage, the payout is around 75k silver I think. Then, they wouldn't want to allow tankers to play for half a minute, get 50k damage in and then sit out the rest of the game, collecting 125k silver plus damage-based silver.
|
|
|
Post by integeritis on Apr 15, 2019 5:28:37 GMT -5
There is something strange with repair costs though. I have high damage rounds with low repair costs (sub 100k with 1million+ score). Also Islander’s latest Kyle Rogers video, he scores 0 damage, 0 kills etc, his repair costs are minus 700k. With 0 damage. Very strange.
|
|
|
Post by Koalabear on Apr 15, 2019 6:52:58 GMT -5
Wait... so the repair cost isn't for repairing OUR bots, but the bots we damaged?? That is weird...
Did you try a game where you just ran around with a single bot, did no damage and then let the bot be destroyed and then don't drop anymore? Then, see how much the repair cost is. This way, you are ruling out the damage you do, and you only have 1 bot from which to calculate the repair cost.
Yes... I know I'm suggesting that you troll a game... but heck, it's a random game where you don't owe anyone anything and it's all for data gathering so we all would benefit from it.
|
|
|
Post by shivaswrath on Apr 15, 2019 7:39:07 GMT -5
Dude you are awesome!!
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Apr 15, 2019 7:40:50 GMT -5
I have had rounds this past week where I did not die during the match and my repair was like 10k, repair still counts. Bots and individual weapons are worth something like 30k. You don't pay for the weapons on a bot that died, just the ones that broke. I did not test that scenario. The closest I came was running a single bot in 5 separate games and once the bot died, I just watched the rest of the game. I ran a Pursuer once, an Ares once, a Spectre once, and a Mender twice to see if bot/weapon selection led to significant differences. Here is the graph of those games superimposed on my BR losses. The five games are all at the low end of the damage range and I came in last or nearly last on damage in at least a couple of them. Except for the lowest damage one, the points all fall nicely on the payout and repair trends. The point that doesn't was my second Mender run that came right after the first Mender run. Its possible that Pix does something to boost your Ag payout if you have 2 or more bad games in a row. The graph and my description of things can be found on page 17 of the Word doc. Anyway, thanks for the info. I will do a few runs to test things out and will add that info to the next version of this. If you have anymore of those runs, please send me the following info: Beacon captures, kills, damage to reds, repair costs, Ag payout (non-premium), state of your bot at the end of the game (along with bot and weapons on it at start of the game). I will then see if I can overlap your data with the data that I generate.
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Apr 15, 2019 7:42:49 GMT -5
I have had rounds this past week where I did not die during the match and my repair was like 10k, repair still counts. Bots and individual weapons are worth something like 30k. You don't pay for the weapons on a bot that died, just the ones that broke. It’s weird. I had a match last night—no death but lost a heavy weapon=> zero repair costs Sounds like I need to explore this scenario. Please send me the same info as I asked for from RightOn so we can build a good model for the case of having a bot survive the whole game.
|
|
|
Post by fizbanrapper on Apr 15, 2019 7:43:51 GMT -5
Repair cost used to be lower and was based on the damage taken by the bot you're in when the match ended. I used to switch bots with 5 seconds left in the match and had zero repair costs all the time. This changed at least a year ago.
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Apr 15, 2019 7:46:06 GMT -5
It’s weird. I had a match last night—no death but lost a heavy weapon=> zero repair costs It does seem odd that there is a high correlation between repair costs and damage done to reds. Seems counter-intuitive, which actually makes sense because so much of what Pix does IS counter-intuitive. But there are numerous examples of 0-low damage resulting in 0-low repair bills. If you do get low repair bills where one or more of your bots have died, please send me the game info; I didn't have a single game where that was the case. Be aware that repairs will be lower in losses than wins for a given damage. Repairs are multiplied by 1.5 in wins just like non-premium payout is. It is in the Word document and I will be posting all the formulas in the second post of this thread later today. Change the word "damage" to "repairs" in "Be aware that..."
|
|
|
Post by KomodoPie on Apr 15, 2019 7:47:01 GMT -5
Nice job!
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Apr 15, 2019 7:59:01 GMT -5
Very interesting. Let me go through this to make sure I understand it correctly. BR wins. In Pixos logic, silver before repairs is Silver before repair = 0.403 * (Damage you do to reds) + 10000 * (# of kills you get) + 2400 * (# of beacons you grab) + 100000 Premium gives 50%, damage is substracted after the 50% gain, giving premium players almost a boost by factor 2. Premium silver before repair = 0.604 * (Damage you do to reds) + 15000 * (# of kills you get) + 3600 * (# of beacons you grab) + 150000 Premium silver (minus repairs) = 0.398* (Damage you do to reds) + 10000 * (# of kills you get) + 2400 * (# of beacons you grab) + 125000 Adding a 40% silver booster if you run premium does what exactly? Do they add 90% on the base payout (50% premium + 40% booster) or 110% (1.5 times 1.4 for a 40% booster on top of a 50% one)? The base payout has to drop below a certain damage level. If you start a new account and do ~100k damage, the payout is around 75k silver I think. Then, they wouldn't want to allow tankers to play for half a minute, get 50k damage in and then sit out the rest of the game, collecting 125k silver plus damage-based silver. Yup on silver before repairs and also on payout for premium. I haven't tried running Ag boosters at the same time so I don't know how that works. I will try and put it into the next version of the doc.
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Apr 15, 2019 8:11:52 GMT -5
There is something strange with repair costs though. I have high damage rounds with low repair costs (sub 100k with 1million+ score). Also Islander’s latest Kyle Rogers video, he scores 0 damage, 0 kills etc, his repair costs are minus 700k. With 0 damage. Very strange. Did you do this in a single bot that made it through the whole game? That seems to be a problem with my model that I need to address. Please send me data if you get high damage and loss repairs while losing at least one bot in the game. Since repairs for the 1+ bot losses aren't really tied to damage you take but rather to damage you inflict, it works the same way as payouts. In losses your repairs will be less for a given amount of damage inflicted on the reds than in wins. That is what threw me at first. Here are the two formulas for repairs in BR games: BR win: Repair = 0.2056 * Damage done to reds + 5000 * # of kills + 1250 * # of beacons captured + 25000 BR loss: Repair = 0.130 * Damage + 5000 * # of kills + 2500 * beacons + 2250 The ratio of the slopes is almost exactly 1.5 (wins give you 1.5x the silver payout and 1.5x the repair costs ironically). The other figures are slightly off on the 1.5x ratio but I assumed this was due to lumpiness in the data I have. As to doing zero damage in a game (Kyle Rogers scenario), I played one game where I went around grabbing beacons and not firing on reds. My thought was to try and get the "pure" value of beacons for my formula rather than having Excel calculate it. That was a mistake. I got four beacons, zero damage, 760k in repairs (not a negative number, a positive #), and a payout of -760k (negative not positive). So I owed Pix 760k Ag for my efforts in that game.
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Apr 15, 2019 8:20:37 GMT -5
Wait... so the repair cost isn't for repairing OUR bots, but the bots we damaged?? That is weird... Did you try a game where you just ran around with a single bot, did no damage and then let the bot be destroyed and then don't drop anymore? Then, see how much the repair cost is. This way, you are ruling out the damage you do, and you only have 1 bot from which to calculate the repair cost. Yes... I know I'm suggesting that you troll a game... but heck, it's a random game where you don't owe anyone anything and it's all for data gathering so we all would benefit from it. Yup. Your repair bill is based upon what you do to the reds not what they do to you. The exception to that seems to be games where you make it through the whole game in a single bot. Seems like there are two different ways of playing to boost your Ag: a) camp and make it through a game in a single bot without getting killed and b) play aggressively and not worry about trying to nurse bots as much as possible. So long as you don't mech out doing b) you will have higher damage and hence Ag payout from playing aggressively and since your repair bill only reflects your damage to the reds, it doesn't matter if you're on your last bot with 1% health when the battle ends; it won't affect your payout. I did one game where I ran around capturing beacons and not firing on reds. I got 4 beacons, 760k in repair costs, and a -760k in Ag payout. The system broke down for that game as I owed Pix Ag for that one. I think if I had done even minimal damage I would have had a positive payout. I may go back and test it.
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Apr 15, 2019 9:46:13 GMT -5
I've listed the formulas for repairs, non-premium Ag, and premium Ag in the second post of this thread. I also posted a calculator in the same post so you can take your data and see how it compares.
If you consistently get results that are off by >10% or if you get something wildly off, please send me the details of the game so I can figure out what is happening. I will look into trying to make a single bot last through the whole game.
|
|
|
Post by Rollo Tomasi on Apr 15, 2019 10:09:02 GMT -5
It does seem odd that there is a high correlation between repair costs and damage done to reds. Seems counter-intuitive, which actually makes sense because so much of what Pix does IS counter-intuitive. But there are numerous examples of 0-low damage resulting in 0-low repair bills. If you do get low repair bills where one or more of your bots have died, please send me the game info; I didn't have a single game where that was the case. Be aware that repairs will be lower in losses than wins for a given damage. Repairs are multiplied by 1.5 in wins just like non-premium payout is. It is in the Word document and I will be posting all the formulas in the second post of this thread later today. Change the word "damage" to "repairs" in "Be aware that..." Yeah, I meant the low damage to your own bots yielding low repair costs. And I would love to help with data on that but I damn near mech out every match. But again from way earlier posts - AWESOME job on this. A very thoughtful, investment-grade analysis with PPT ready graphs and everything!
|
|
|
Post by sprayer on Apr 15, 2019 10:15:38 GMT -5
Repair cost used to be lower and was based on the damage taken by the bot you're in when the match ended. I used to switch bots with 5 seconds left in the match and had zero repair costs all the time. This changed at least a year ago. Very true. It seems that now switching your robots will count as repair value. I remember making a lot of silver without repair cost too.
|
|
baracus
Destrier
Posts: 10
Karma: 3
Pilot name: B.A. Baracus
Platform: iOS
Clan: StrikeTeam Bravo
League: Champion
|
Post by baracus on Apr 15, 2019 10:38:25 GMT -5
This is about what I expected Pix to say ? You never know unless you ask
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Apr 15, 2019 11:37:01 GMT -5
This is about what I expected Pix to say ? You never know unless you ask Interesting. Here is the in-game FAQs on Ag: The FAQs doesn't mention time and damage taken and the data doesn't support either with the probable exception of somebody making it through an entire game with a single bot. I wonder what would happen if you ran a single bot hangar... would your repairs be 1/5 of normal since you have a single bot or would it match up with a full hangar. Don't want to find out by spending 7500 Au but if anyone has a single bot hangar, let me know.
|
|
|
Post by linearblade on Apr 15, 2019 15:30:33 GMT -5
As per your pm, ran some all legacy games. No boosts no modules active or premium. So we can see how the formula holds up Unfortunately I had some really good ones that didn’t record with 2m++ numbers, but plenty of good uploads none the less You can see them in my channel at, under happy fun ball Ag analysis www.youtube.com/channel/UCTkuVzfE_Yj1iCkblnsJSAg
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Apr 15, 2019 15:34:15 GMT -5
As per your pm, ran some all legacy games. No boosts no modules active or premium. So we can see how the formula holds up Unfortunately I had some really good ones that didn’t record with 2m++ numbers, but plenty of good uploads none the less You can see them in my channel at, under happy fun ball Ag analysis www.youtube.com/channel/UCTkuVzfE_Yj1iCkblnsJSAgThanks very much, linearblade! I'll add them to the database and see if there is anything different going on.
|
|
|
Post by linearblade on Apr 15, 2019 15:46:34 GMT -5
As per your pm, ran some all legacy games. No boosts no modules active or premium. So we can see how the formula holds up Unfortunately I had some really good ones that didn’t record with 2m++ numbers, but plenty of good uploads none the less You can see them in my channel at, under happy fun ball Ag analysis www.youtube.com/channel/UCTkuVzfE_Yj1iCkblnsJSAgThanks very much, linearblade! I'll add them to the database and see if there is anything different going on. Some things I should note. You might be able to chop out the randomness by counting critical hits and libs in the game. I may not have meched iut all games too Also, I have played perfect games in the past using a Death Star Patton on yam. Repairs were indeed 0 It may be that damage done correlates to instead of causing repairs. In any case your analysis is pretty close. The formula is close enough for government work.
|
|