[Help Request] Understanding mitigation?
I know the basic concept of shield mitigation.
I want to understand how quickly it increase and decrease.
Does it decrease immediately after the attack?
I know the basic concept of shield mitigation.
I want to understand how quickly it increase and decrease.
Does it decrease immediately after the attack?
Careful what you ask for.
You Sir have just won are............................
"""" SLIDE RULE NERD GEEK OF THE WEEK FORUM POST''''''
Yes sir that was pure technical geekism at its finest.
Before you flame me I have nothing against geeks, if it wasnt for geeks we wouldnt even have computors.
I just get a kick out of all this mojo number talk thats all .....laugh....and I have a lot of free time on my hands atm.
Keep that number crunching going guys, I'm getting a free education from all you guys , awesome!
Ok none of the code shown takes into account damage type. So either there is another piece of code that determines when UpdateShieldBOnusGrowth is called based on damage type. Or damage type has no effect on when the damage causes the shield mitigation to rise, and is used for something else, maybe animation.
EadTaes, it's not 1% per second, it's playerShieldData.shieldAbsorbDecayRate per second. This variable is not defined in the code provided. So we don't know.
Also shield growth is playerShieldData.shieldAbsorbGrowthPerDamage * shieldDamage. We know what shieldDamage is, but not what the shieldAbsorbGrowthPerDamage is. It's another variable that's not defined by the code show here.
Also to note each player may have different shield data. So the damage can grow and decay at different rates for different players. Is this determined by faction, by research, both? Or perhaps it's jsut made this wayt o be a bit more flexible, but the game still uses same numbers for all players.
Okay that make smore sense and yeah It seems that numbers are missing, probably why i did not undertsand sicne I'm a math guy not a code guy
. I NEED NUMBERS ![]()
For me:
Coding = Voodoo
Numbers = Holy Law
The constants come from data. Find in files is your friend...
Yeah but i got to get home for that. That's still 2 hours away or so.
The mitigation growth routine seems to just take a damage number fed from another routine. Presumably, the other routine takes care of the total damage, so we don't need to account for the damage type. It seems that shieldDamage the total damage is separated into hull damage and shield damage in the shield mitigation routine, and shield mitigation growth depends only on the damage done to the shields, not total damage. That would suggest a really low decay rate, since damage done to the shields can't exceed shield regenerated within the cooldown period after shields are depleted.
Thank you for posting the code, Blair. It saves so much time to eliminate a lot of the possible assumptions. ![]()
Wow, it's not often you see a dev come out and personally lend a hand like that.
Bravo! Thanks for helping these guys Blair. Customer interaction like that is what breeds true loyalty to a company.
-Itharus
If what your sayign is true then it's gonna be a pain in the ass to caculate it.
EDIT: Straight from the player*.entity files.
shieldData
shieldAbsorbGrowthPerDamage 0.001000
shieldAbsorbDecayRate 0.012500
shieldAbsorbBaseMin 0.150000
Thnx Terraziel.
Does anyone else get the feeling that blair is using us to determine how mitigation works... maybe even the devs don't know
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