Open kramercat opened 4 years ago
@KevZhuArt shield calc is mainly built for pre-burn timing. Could definitely be improved (ie: factoring in enemy damage, shield levels etc) ;)
@CrashedObjects Ah I see, that makes a lot more sense. I could also see the need for just a general TW calculator. So if an enemy shows X amount of shield time left, what does that mean under various TW levels.
For preburn calc, can you elaborate the bit about factoring in enemy damage, shield levels, etc.?
@KevZhuArt so for factoring in enemy damage. I am thinking something like this:
1) Friendly shield level (say 10,000 hp) 2) Enemy guns level (say 2,000 damage per hour) 3) Warp level (say 2x) 4) Travel time to target location (say 5 hours)
So it does a calculation something like this: 1) 10,000 hp / 2,000 dph = 5 hours before shields depleted 2) + 5 hours travel time = 10 hours 3) x warp factor = 20 hours 4) convert this to yellow star time and you get a preburn time to refresh shields at the end of an engagement.
Not sure if friendly guns level is needed... I thought we might need it but I can't see a way to really use it. It might even get more complicated if you start factoring in Suppress/EMP etc etc... preburn isn't an exact science. I was just trying to help with targeted calculation (ie: preburn for the initial engagement with cerb fleet or preburn for a specific leap reinforcement op for offensive team etc)
@CrashedObjects Ah this makes much more sense. I could see it being useful in general just to gauge time to kill or shield longevity for evaluating engagements. One scenario it would have been useful to us, is calculating how much time we have to kill the enemy before their shields refresh in combo with TW cooldowns and etc. Could be nice even outside of figuring out preburn, but would be easy to add preburn on after the main calc is solid.
Is it just me or does the current shield calc make no sense? I feel like it's missing a shield duration for WS use. Or maybe it was built just to calculate pre-burn timing