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Rebuild Behavior

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Extirminator:
Does anyone know how exactly rebuilding works? I mean, full on -

How does the rebuild power of the tool is affecting the number of hits or rebuild power(?) per hit of tool on different components -


I gathered some info here about number of hits for rebuild-

Hull Armor ( Squid ): Mallet - 10 / Spanner - 4 / Wrench - 5

Balloon: Mallet - 24 / Spanner - 10 / Wrench - 12

Light Gun: Mallet - 22 / Spanner - 9 / Wrench - 11

Heavy Gun: Mallet - 36 / Spanner - 15 / Wrench - 18

Light Engine: Mallet - 20 / Spanner - 8 / Wrench - 10

Heavy Engine: Mallet - 30 / Spanner - 12 / Wrench - 15

I have only yet to test out squid armor and I thought I might ask before I go in further to save some work.

Also, if anyone knows too - what is the 'cooldown' for using a tool for rebuild? that is - the time between tool hits upon rebuild.

Thanks in advance.

Sammy B. T.:
Here is a data dump I made a bit ago, the spire info may be incorrect now. These were done assuming that a shifting spanner would always be near armor.

Data Dump
A place to keep records of numbers. Probably going to be a mess.

Tool Reference
Rubber Mallet, Repairs 250hp/9s (hp/s 27.7) Rebuild 2
Pipe Wrench, Repairs 120hp/5s (hp/s 24) Rebuild 4
Shifting Spanner, Repairs 40hp/2s (hp/s 20) Rebuild 5

Each swing of a repair tool is roughly .75 of a second. (Actual mean of ten trials of hitting a component ten times was .75508 with a standard deviation of only .02)
      
Various repair tool hits necessary to rebuild an object.
Galleon Hull, 10 Spanner hits                  Min time 7.5
Pyra Hull, 9 Spanner hits *                     Min time 6.75
Junker Hull, 9 Spanner hits                     Min time 6.75
Spire Hull, 7 Spanner hits                     Min time 5.25
Goldfish Hull, 6 Spanner hits                  Min time 4.5
Squid Hull 4 Spanner hits                     Min time 3
Balloon 10 Spanner* or 12 Pipe Wrench hits            Min time 7.5/9
Light Guns, 9 Spanner or 11 Pipe Wrench hits         Min time 6.75/8.25
Heavy Guns 15 Spanner* or 18 Pipe Wrench hits         Min time 11.25/13.5
Turn Engines, 8 Spanner or 10 Pipe Wrench hits         Min time 6/7.5
Primary Engine, 12 Spanner or 15 Pipe Wrench hits      Min time 9/11.25

*The last rebuild swing can be done by switching to a mallet and placing one swing, I will place an asterisk. (useful for making sure the mallet is ready)

Extirminator:

--- Quote from: Sammy B. T. on June 07, 2014, 11:46:16 am ---Here is a data dump I made a bit ago, the spire info may be incorrect now. These were done assuming that a shifting spanner would always be near armor.

Data Dump
A place to keep records of numbers. Probably going to be a mess.

Tool Reference
Rubber Mallet, Repairs 250hp/9s (hp/s 27.7) Rebuild 2
Pipe Wrench, Repairs 120hp/5s (hp/s 24) Rebuild 4
Shifting Spanner, Repairs 40hp/2s (hp/s 20) Rebuild 5

Each swing of a repair tool is roughly .75 of a second. (Actual mean of ten trials of hitting a component ten times was .75508 with a standard deviation of only .02)
      
Various repair tool hits necessary to rebuild an object.
Galleon Hull, 10 Spanner hits                  Min time 7.5
Pyra Hull, 9 Spanner hits *                     Min time 6.75
Junker Hull, 9 Spanner hits                     Min time 6.75
Spire Hull, 7 Spanner hits                     Min time 5.25
Goldfish Hull, 6 Spanner hits                  Min time 4.5
Squid Hull 4 Spanner hits                     Min time 3
Balloon 10 Spanner* or 12 Pipe Wrench hits            Min time 7.5/9
Light Guns, 9 Spanner or 11 Pipe Wrench hits         Min time 6.75/8.25
Heavy Guns 15 Spanner* or 18 Pipe Wrench hits         Min time 11.25/13.5
Turn Engines, 8 Spanner or 10 Pipe Wrench hits         Min time 6/7.5
Primary Engine, 12 Spanner or 15 Pipe Wrench hits      Min time 9/11.25

*The last rebuild swing can be done by switching to a mallet and placing one swing, I will place an asterisk. (useful for making sure the mallet is ready)

--- End quote ---

As much as I appreciate that, its not what I was looking four, I want the actual modifiers and equations these rebuilds go by.

None of this explains why engines that have more HP than guns, take less time to rebuild. there has got to be some sort of modifier that gets put into account for different components.
Further more, on a squid, 230 HP armor takes 4 swing of spanner. and you can visually see its a quarter exactly each swing. that means, on squid armor, assuming rebuild works by HP of component, it should 'rebuild' 57.5 HP of it's health each swing. But if you compare that to a galleon, 800 HP divided by 57.5 per swing, gives you 14 swings while in reality you need 10. this means that other than a modifier for different components, you have a modifier for different ship's armors too.

I am collecting this data for a program I am writing and I'd rather have just data of the rebuild power, and whatever you are rebuilding to be put in whatever the equations and modifiers in the code work like. So if a developer can check this out for me, it would be very nice :)

Actually that time between swings upon rebuild is helping me though. Thanks :)

Omniraptor:
Remember that rabidly clickety-click-clicking will rebuild or buff noticeably faster than just holding the button down. I consider this a bug, but muse seem pretty indifferent.
Urz even wrote a program to automate rebuilding and make it less rsi-inducing.

Erheller:
I remember awkm saying once that rebuild times for components can be changed independently of each other. This gives me the impression that there is no formula, and component x can be rebuilt in y hits because Muse says so.

I can't find that post, but if I do I'll link it here. It was in the dev app forum for 1.3.3, maybe.

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