Exact % Def of each mobile

Started by Sapphiro, Jun 26, 2005, 05:05 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

tokys

you said you put in strength/weaknesses but what about natural enemies? (check gb mobile info, they dont' give percentages)

thesoulofthefallen

Damn grub one of the lowest.


:(

im like a grub pro

its funny

mezzaninex

QuoteUse Aduka's SS or  Lightning's SS :D:

These 2 SS "should" do constant damage cause they're auto-aimed.  The only precations should be to have the target always at flat terrain, and right under Thor for aduka SS.  I'm not sure if Lightning's SS does constant damage though.

I still wonder how come JD's SS does almost always 264, despite mobile defense.

OR you could try using Trico SS :lol: :lol: Just J/K.
that is the best idea... get them on the middle of a bump on metamine, and shoot them with SS on a windchange (no weather).
then use the other bot, and compare damages? because one is laser and one is lightning I don't think any bot has a weakness or strenght against both of those...


I wish an explosion type had one of the "hit or miss" SSes.

Brenneh

Quotebecause one is laser and one is lightning I don't think any bot has a weakness or strenght against both of those...
That'd be impossible.  Only weapons can be multiple types (since there's more than one shot, but only one mobile), and even then, only Aduka has multiple weapon types.
GUNBOUND: [nS`T] StBrendan  ::  AIM/EMAIL: Contact me another way for my AIM or email.

Namtiehxam

oh, and...you forgot "Jewells - 0%"
<center></center>

mauvecow

QuoteWe'll probably never know the exact defense because there's no setup (that I know of) for a perfect core hit. Even raon's babies have a few pixels of leeway in where they can hit. The best we can hope for is an accurate best-to-worst list, and to do that you should re-test with armor as the shooter. Maybe to make it even more accurate, test only with shot 1 because it explodes only once while shot 2 hits twice and they bunge a bit in between hits, so you have to worry about the core moving a bit etc etc blah blah.
If it hasn't changed since way back when, which is entirely possible, a 'normal' hit is exactly 80% of a perfect, sweet spot hit. Honestly, I'd just beat someone over the head with a single-fire shot until I had a decent spread of numbers, and look for the median numbers that pop up most frequently. That would net you the damage value of a normal hit.

These numbers all look a lot low to me, as I remember turtle being way, way higher defwise when I was off testing the numbers. Around 30-40%. Maybe that's one of the other things that's changed in GBWC, too.

If you want -really- accurate, then unless it has changed: 1 point of defense stat is 0.7% defense, directly cumulative with mobile defense. 50 defense is +35% defense. Do the median damage test for no defense, and then again for maxed defense. Just subtract the difference between the two numbers, divide by .35, and you get the total base damage of the original shot on a normal hit. It's cake to calculate the remaining values from there.

This is all very, very tedious and boring and I only did it for a few mobiles. That being said, looking at the numbers posted, I don't believe for an instant that Ice is lower than Bigfoot, or that Bigfoot has equivalent defense to a Raon.

andrewcleung

This is what I think of for Dragon and Knight:
Dragon - 10%
Knight - 11.5%

Gincobiloba

I don' like this kinda test, it's too much inacurate. I'm just gonna belive in exact facts. Shot only in identical conditions.

Go to Metal Mine A, all testings must be in the same position (use the initial position or watch the inclination to know the exact point), the shot must always be the same (same angle, same power - simplify using full power). Since the winds degree cannot be precisely measured wait for 0, and no weather of course. I sugest using boomer or a explosive atack mobile in full power angle.

My testings shown that there's no random adition on damage so that the same shot in the same wind with the same angle and power will always do the same damage. The only imprecision I see is the damage rounding e.g. 365,7382785459 is the calculated damage then the game use 366. This doesn seem too much but remember that 1 point in 200 is .5%

If someone has the pacience and precision for some testin, please do it and show the results.
   
QuoteI'm tempted to set up dummy pages that claim to contain aimbots, but destroy vital windows files and reboot the computer... FOREVER.

el6uapo

Sense of nostalgia... i haven't been reading these forums for about two months now... SOOOOOO... I'll come in with another physics fact to own someone *cough cough*, because that's the kind of guy i am.

Creedo says: Yeah, I like the 90 degree shot thing also. But the shot won't be at max speed and the reflected damage won't quite be perfect.

Using potential energy/kinetic energy, it's really easy to prove that if you launch something up at X mph, when it comes back down to that height, it will be traveling at the exact same speed downwards. (this is assuming no air resistance, which i'm sure GB has.

So, let's say 4 bars of power = 100 mph.
If you launched it at 90°, it would hit at 100 mph.
If you launched it at 0°, it would hit at roughly 100.001 mph, due to the slight gravity acceleration in the split second it takes to reach.  

*haha pwned*
I'll be back for more ownage... *randomly disappears again*
i go by 0mniscience (with a zero) in GB

There's a reason that's my name :)

00Sniper

Quotebecause that's the kind of guy i am.
well... if you mean ugly...?




Brian Lee is ugly.

creedo

guapo: yeah, the physics you mention sound correct, but you can just tell visually that a full power high angle shot with boomer doesn't arrive at the same speed as a shotgun :/

-SF-

Based on "Softnyx's Graphical Calculations of Defense"

(Percentenge is based on filling up the 179px DEF bar)

90.50% ----- 162/179 ----- Turtle
70.39% ----- 126/179 ----- Armor
70.39% ----- 126/179 ----- J.Frog
70.39% ----- 126/179 ----- Nak
60.34% ----- 108/179 ----- Kalsiddon
40.22% ----- 072/179 ----- Aduka
40.22% ----- 072/179 ----- Grub
40.22% ----- 072/179 ----- Mage
40.22% ----- 072/179 ----- Trico
30.17% ----- 054/179 ----- A.Sate
30.17% ----- 054/179 ----- Boomer
30.17% ----- 054/179 ----- Ice

godberani

omg armor mobile no 1 defense ya...hoohohoho

mauvecow

QuoteBased on "Softnyx's Graphical Calculations of Defense"

(Percentenge is based on filling up the 179px DEF bar)

90.50% ----- 162/179 ----- Turtle
70.39% ----- 126/179 ----- Armor
70.39% ----- 126/179 ----- J.Frog
70.39% ----- 126/179 ----- Nak
60.34% ----- 108/179 ----- Kalsiddon
40.22% ----- 072/179 ----- Aduka
40.22% ----- 072/179 ----- Grub
40.22% ----- 072/179 ----- Mage
40.22% ----- 072/179 ----- Trico
30.17% ----- 054/179 ----- A.Sate
30.17% ----- 054/179 ----- Boomer
30.17% ----- 054/179 ----- Ice
These actually sound about right to me. My tests awhile ago put Trico at 20% I believe, possibly 15%, my memory is real hazy on this point. So just halve those percentages and you get decent figures out of that. Turtle being 45% doesn't sound exactly right to me, though, and the lower figure would put it at about 32%. Wouldn't be too hard to test (method posted above), but I don't really care.

creedo

this was a pretty good way of checking it, although do we know for sure if softnyx took the time to be 'exact' in the way they represented defense with a little visual bar graph? Or did they just fill in some amount that looked right?

Also, 90% of the bar doesn't mean 90% defense, like you cut the enemy's base damage in half or whatever, right?

I think mauve is right, cut all those numbers in half and that's close to the 'real' defense of the mobile - i.e. turtle reduces the shot's damage by 45%, boomer by 15%, etc.