Main > Gameplay
Rebuild Behavior
Crafeksterty:
--- Quote from: Extirminator on June 08, 2014, 06:24:26 pm ---
Armor Values -
Squid - 20
Galleon - 49
Spire - 29
Junker - 44
Pyramidion - 42
Goldfish - 29
Mobula - 39
--- End quote ---
I think your numbers are a bit wrong. By 2 or 1.
The goldfish and a spire reach exactly 50% of rebuild remaining with 3 spanner hits. that is 15 rebuild. Add another 50% witch is 15, accumilating to 30.
I tried 4 spanner hits, then 2 wrenches which is 28. Then it fit just enough for a mallet.
So i tried 4 spanners, and then 4 mallet, then the exact same spot remaining for another mallet before rebuild.
14 mallet swings reaches the exact same ammount of rebuild remaining for a final mallet
(2*15=30)
I didnt test the other ships
Stuff like the baloon is oddly correct. 9 Spanner hits (45) then a sliver of rebuild is requierd left making for half a mallet swing (2). But nothing goes under 2 so i had to 8 spanner, 1 wrench and then mallet to be precicely 46.
same with heavy engine, why is it 59? Just tested and it showed.
And heavy gun, why 71? it took me 13 spanner, 1 wrench , 1 mallet to be precise.
And light gun 44, why not 45?! Would be a buff to the spanner if the numbers were more precise.
The galleon was a hard read, either its 50 or 49.
Wow so if the numbers would go 1 or 2 up or down to precise numbers then the spanner would get a buff.
Baloon should be at 45, light gun 45, heavy gun 70 and heavy engine 60.
For some components it gives the spanner the ability to be 1 whack faster, while the others the wrench a slower choice. Srsly why isnt this a thing?
Mattilald Anguisad:
I assume the relative nerf to spanner was an attempt to make gunners more viable (difirence in rebuild power used to be relatively larger).
Queso:
--- Quote from: Omniraptor on June 07, 2014, 06:15:24 pm ---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.
--- End quote ---
I'm looking into this. It is a bug. Nobody should need hand cramps to win.
Extirminator:
--- Quote from: Crafeksterty on June 09, 2014, 06:25:39 am ---The goldfish and a spire reach exactly 50% of rebuild remaining with 3 spanner hits.
--- End quote ---
If you are using visual tests you are doing it wrong. it is not exactly 50%, it can never be exactly 50% because of laws of mathematics.
--- Quote from: Crafeksterty on June 09, 2014, 06:25:39 am ---I think your numbers are a bit wrong. By 2 or 1.
--- End quote ---
I have double and triple tested all of the above values and found them correct*
--- Quote from: Crafeksterty on June 09, 2014, 06:25:39 am ---The goldfish and a spire reach exactly 50% of rebuild remaining with 3 spanner hits. that is 15 rebuild. Add another 50% witch is 15, accumilating to 30.
I tried 4 spanner hits, then 2 wrenches which is 28. Then it fit just enough for a mallet.
--- End quote ---
You have tested and seen that with 30, the armor is rebuilt, but with 28 it is not. You have not accounted for the possibility of the armor being 29 rebuild power and not 30.
--- Quote from: Crafeksterty on June 09, 2014, 06:25:39 am ---So i tried 4 spanners, and then 4 mallet, then the exact same spot remaining for another mallet before rebuild.
--- End quote ---
You cannot visually test things. it will just never work out. calculate it.
--- Quote from: Crafeksterty on June 09, 2014, 06:25:39 am ---14 mallet swings reaches the exact same ammount of rebuild remaining for a final mallet
--- End quote ---
Yes. because 14*2=28 and 5*4( 20 ) +4*2( 8 )=28 ... but yet again you did not account for 29.
--- Quote from: Crafeksterty on June 09, 2014, 06:25:39 am ---same with heavy engine, why is it 59? Just tested and it showed.
--- End quote ---
Same reasons as I showed above, test it properly.
--- Quote from: Crafeksterty on June 09, 2014, 06:25:39 am ---And heavy gun, why 71? it took me 13 spanner, 1 wrench , 1 mallet to be precise.
--- End quote ---
13*5=65 | 4+2=6 ----> 65+6=71 ( ? )
--- Quote from: Crafeksterty on June 09, 2014, 06:25:39 am ---And light gun 44, why not 45?! Would be a buff to the spanner if the numbers were more precise.
--- End quote ---
Again, test it properly. I don't question Muse's decisions, I just calculate.
--- Quote from: Crafeksterty on June 09, 2014, 06:25:39 am ---The galleon was a hard read, either its 50 or 49.
--- End quote ---
Again, please, don't visualize it, calculate it.
--- Quote from: Crafeksterty on June 09, 2014, 06:25:39 am ---Wow so if the numbers would go 1 or 2 up or down to precise numbers then the spanner would get a buff.
Baloon should be at 45, light gun 45, heavy gun 70 and heavy engine 60.
For some components it gives the spanner the ability to be 1 whack faster, while the others the wrench a slower choice. Srsly why isnt this a thing?
--- End quote ---
Again, I do not question Muse's decisions I calculate.
A lot of answers for a lot of questions, pardon me.
Note:
*I do not think rebuild power HP of components are necessarily integers, or rebuild power of tool are necessarily integers or another possibility is that the little red circle display is wrong - because you clearly see at some cases it not exactly a half or a quarter or the display.
Again, I cannot confirm this in any way, shape or form with the current data and only a developer with data access could confirm this. But the values I have measured are, I believe, the most accurate we can get for the moment.
Watchmaker:
The current formula for rebuild is (drumroll)...
HitsToRebuild = ( RebuildBaseHits + (MaxHealth * RebuildHealthMultiplier) ) * PartTypeMultiplier
The "PartTypeMultiplier" is different for each of armor, balloon, guns, and engines. "RebuildBaseHits" and "RebuildHealthMultiplier" are global constants. "Rebuild power" listed for each tool is the number of "hits" that tool contributes for each swing.
I leave determining the value of each of those constants as an exercise for the sufficiently dedicated reader.
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