User talk:Arminius

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Revision as of 03:18, 28 June 2006 by Elembis (talk | contribs) (Deletion proposals)
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Thanks for getting our Shaman info back online. --Lint 10:04, 16 May 2006 (BST)

Redirect

This message is in response to the message posted here.

You're right. Which is why I didn't link to Items#Bottle of beer. I linked to Items#Bottle of Beer.--Wifey 01:30, 18 May 2006 (BST) Edit: Now that's odd. Why does it work here, bu not on the redirect? I know it always used to work on the redirects...--Wifey 01:34, 18 May 2006 (BST)

Search Odds

  • I agree with your suggestions for Class "codes" (i.e. simply putting the name in full).
  • Also I'd request that you put complete info when you do searches (e.g. Medical Hut). Otherwise the detritus is hard to track, and it can be important: in the past two days I've picked up 3 GPS units from Medical Hut searches and I think that is due to a recent change (used to be 0% GPS in Medical Huts, imho).
  • 400 ammo hut searches puts the non-scav find rate at 39.8% -- far enough away from 1-in-3 that I'm guessing 40% non-scav / 60% scav in Ammo Huts. --Tycho44 02:44, 18 May 2006 (BST)

Search Odds Data Collection format

My request for comments about using tables is the first section of Talk:Search Odds Condensed. --Tycho44 20:19, 31 May 2006 (BST)

I noticed your confusion on Talk:Search Odds Condensed... What formats work for you to submit your data most easily? In my opinion, the longhand text format has continuing problems with inconsistent, incomplete, and/or inaccurate data entries, and a well-designed table could make data entry easier and more accurate. I think that a separate table for the Medical Hut (for example) would be very easy to submit to, since there are only half a dozen items found there. Your opinions are welcome. --Tycho44 07:16, 15 June 2006 (BST)

Special weapon event odds

I just created the page Special weapon event odds in the hopes that we'll be able to approximate odds for weapon breakage, dullage, and extra-damage-age as you and others have for searches. Any time you can invest in the project will be greatly appreciated. Thanks! — Elembis 12:03, 21 May 2006 (BST)




Damage-to-AP ratio calculations

Proposal for new rifle skill tree

The marksmanship skills would be available to all, firearms training skills would continue to be available only to soldiers.

  • Marksmanship – Gain 10% on firearms attacks
    • Expert Marksmanship – Gain 20% on firearms attacks [thus with these two skills a non-soldier would have 50% accuracy]
      • Firearms Training – Gain 10% on firearms attacks and gain proficiency in handling rifle [0.5 AP to load]
        • Advanced Firearms Training – Gain 10% on firearms attacks and gain better proficiency in handling rifle [0 AP to load]


OR

  • Marksmanship – Gain 10% on firearms attacks
    • Expert Marksmanship – Gain 20% on firearms attacks

  • Firearms Training – Gain 10% on firearms attacks and gain proficiency in handling rifle [0.5 AP to load]
    • Advanced Firearms Training – Gain 10% on firearms attacks and gain better proficiency in handling rifle [0 AP to load]

Current Ratios

Soldiers
60 AP searching ammo hut (documented 23% bullet find rate)
--find 14 bullets
load 14 bullets in 14 AP
Fire 14 bullets in 14 AP (60% maximum accuracy)
--Hit 8.4 times at 5 damage = 42 damage inflicted in 88 AP = 0.48 damage inflicted/total AP spent
Combat ratio = 42 damage inflicted / 14 AP spent firing = 3.0 damage inflicted/AP spent in combat

Non-Soldiers w/o Scavenging
60 AP searching ammo hut
--find 14 bullets (documented 23% bullet find rate)
load 14 bullets in 14 AP
Fire 14 bullets in 14 AP (20% maximum accuracy)
--Hit 2.8 times at 5 damage = 14 damage inflicted in 88 AP = 0.16 damage inflicted/total AP spent
Combat ratio = 14 damage inflicted / 14 AP spent firing = 1.0 damage inflicted/AP spent in combat

Ratios with the proposed skill tree

Soldiers
60 AP searching ammo hut (documented 23% bullet find rate)
--find 14 bullets
load 14 bullets in 0 AP (loading takes 0 AP with proposed skill)
Fire 14 bullets in 14 AP (70% maximum accuracy)
--Hit 9.8 times at 5 damage = 49 damage inflicted in 74 AP = 0.66 damage inflicted/total AP spent
Combat ratio = 49 damage inflicted / 14 AP spent firing = 3.5 damage inflicted/AP spent in combat

Non-Soldiers w/o Scavenging
60 AP searching ammo hut (documented 23% bullet find rate)
--find 14 bullets
load 14 bullets in 14 AP
Fire 14 bullets in 14 AP (50% maximum accuracy)
--Hit 7 times at 5 damage = 35 damage inflicted in 88 AP = 0.40 damage inflicted/total AP spent
Combat ratio = 35 damage inflicted / 14 AP spent firing = 2.5 damage inflicted/AP spent in combat

For comparison: Machete with all relevant skills, combat ratio and total ratio (they are the same): 1.35 damage/AP spent

--Note that the damage-per-total-AP-spent ratios above are artificially high, and in practice they would be lower. This is because the rifle damage-to-AP ratios do not take into account the inevitable AP spent travelling to and from ammunition huts to restock on bullets.




The above is a a supplement for the discussion on the proposed Marksmanship skill: Suggestions:Skills#Marksmanship
-Arminius 01:34, 2 June 2006 (BST)

Deletion proposals

I responded to your June 14 comment on Category talk:Delete#Redirects a while back, and I'd be interested to hear your response. I don't plan on deleting anything without a consensus, but I would like to know what you recommend as guidelines for deciding what should and shouldn't be deleted (if you think anything, even potential pages, should be deleted at all). — Elembis (talk) 03:18, 28 June 2006 (UTC)