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Callistonian

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Age of Mythology Information

  • Main Age of Mythology God
    Oranos

Halo Wars 2 Information

  • Main Halo Wars 2 Leader
    Arbiter

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  1. That formula is missing the effects of animation length. I have included these in the one I posted on AoMH: DPH = DPS * (1 - armor) * (animation length) * (anim length multiplier) where I've condensed all bonus multipliers of any sort (proto or techtree based) into DPS. I have tested the HeightBonusMultiplier and found that it is indeed all or nothing. But not in the way we thought. There seems to be an arbitrary elevation difference at which it kicks in. I have attached a picture of the approximate elevation at which it kicks in. The test involves two unupgraded Toxotes. Under similar elevation, they do 5 or 6 DPH (rounded from 5.525 = (1-0.18)*(6.5), interestingly, it seems to alternate between 5 and 6 on each shot but I'm not sure if this is accidental or by design). At or above the elevation difference shown in the picture, the higher one does 7 DPH (rounded from 6.90625 which is +25%, there may have been some 6's in there as well but almost all the shots do 7) and the higher one wins every time. Increasing the elevation beyond this does not change anything. The next step is to measure elevation in units of editor tiles using a custom ruler model, then check this against the elevations specified in cliffheights, etc. and see if that is also the unit the game uses. If not, I can adjust the scale on the ruler. Then, with a number in hand for the critical elevation, we can run a search for it and see if it's modifiable in the configs or elsewhere (although I suspect it's hard coded). As it stands, the HeightBonus is barely noticeable in game. I may be wrong, but I don't think competitive players even consider it. It is certainly considered in aoe2 so perhaps the multiplier should be increased on a per-unit basis even if we can't decrease the cutoff elevation. I suspect aoe2 has a more sophisticated system where the multiplier is based on the relative elevation (which is what I was hoping for AoM).
  2. I used to think "Rate" was a damage multiplier but that is obviously not the case. At some point, someone told me it had to do with attacks against frozen units but I've never tested this. "Accuracy" has something to do with the number of misses before a hit. As DeathShrimp writes, ranged shots are precalculated in AoM so you can't dodge projectiles Matrix-style like in aoe2 (you can actually turn precalced hits off in game2.0.cfg if you are so inclined). Apparently, the accuracy param gives a range for how many misses before you start hitting every shot. Odysseus has low accuracy, so he can't hit the side of a barn door from 1 meter away for the first ~3 shots. At one point, I had a much better understanding of spreadfactor and maxspread. I feel like one of them is actually similar to the accuracy param and the other handles the dispersion of the shots. What I do know is that these params are important for every shot the unit takes, whereas accuracy only applies for the first few. I have a Fire Catapult unit that uses this mechanic and is have Accuracy=0.7, MaxSpread=24, SpreadFactor=0.2. I remember only that it took a long time to get these numbers exactly right. TrackRating somehow relates to hitting moving targets but mathematically it's a mystery to me. No idea about AimBonus or AccuracyReductionFactor. I would also be interested in knowing the math behind heightbonusmultiplier.
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