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babyofRosemarysbaby

Tanker
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Everything posted by babyofRosemarysbaby

  1. babyofRosemarysbaby

    Tanki numbers

    The equations are based on what I call cycles. For example, a full smoky cycle is 4xnormal shot and 1 crit and it lasts 5 reloads: (4*norm+crit)/5*reload. I understand that the graph does some guns dirty since they rely on having the reload time, hence my point about the numbers mattering more on small maps. However, the reloads are definitely counted. So I did some experimenting in-game and realized that the wiki data is in fact outdated. I assumed that the burning damage is the same as normal damage since it was not seperately included. However I was pretty surprised by what I found: 1st of all burning damage is 300, but the damage indicators behave oddly, often throwing much larger numbers than my fire is supposed to be capable of. What i think is happening, is that after a tank heats up, the normal damage is reached by dealing both the initial smaller damage and the heated up larger damage that add up to the wikis normal damage. The changes on fire's dpm are now included on the graph and the damage actually looks way more reasonable :D
  2. babyofRosemarysbaby

    Tanki numbers

    Hey, this is a project to discover and discuss the gameplay features of TO in the language of math. :) Turrets and hulls Playerdata based numbers Most popular hulls to main with and turrets. This data has been gathered from names on a crazy weekend winners list by means of web scraping.and includes 4510 profiles. Notes - The data was gathered on 5.9.2018 - The charts represent the most popular turrets and hulls to use as the main equipment. - Since the charts only represent a fraction of the playerbase there is room for some error. - The data DOES NOT fully describe the game meta, since it's is vulnerable to balance tweaks, which affect equipment usage. Wiki based Numbers Potential damage https://www.desmos.com/calculator/k4sxp9vwji Edit: the values are based on m4s (all the damage values are divided by 1k to make it actually readable, this doesn't affect the comparability of the damages) Notes - Collateral damage is not counted. - Only a tool for undertsanding the potential, other attributes of the turret as well as the hull, game and map type have to be taken into a count. - Also callback to an older topic I found http://en.tankiforum.com/index.php?showtopic=307323&hl=dpm&do=findComment&comment=5322178 MUS MU prices, while paying for speedups during 50%+75% sales are actually the exact same as normal MU prices without paying for speedups. Also during 50%+25% sales MUs with speedups cost 1.7 times as much as much as normal prices without speedups or 50%+75% with speedups. To calculate mu costs tanki wiki has implimented a built-in calculator. I'll try to update this every time I think of something new. If you got any tanki math you think might be overlooked or just generally important to understanding the game feel free to help me out.
  3. babyofRosemarysbaby

    Let's Discuss Hammer!

    I don't think the altered smoky is any worse opponent for a hammer than a normal one. The smoky alteration really makes no difference in terms of overall damage. If we divide smokys full shot cycle (in m4s case 4 normals+ 1 crit) with the time it takes (4*535+770}/1.8*5 we get a number 323, representive of the damage/time ratio for normal smoky. For altered smoky it looks like this *alteration changes (4*705+1.2*770}*(1.4*1.8*5)=297 (The normal shot damage points are taken as the average between the min and max damage) edit: Was charting out other dpms and realized I did an amateur mistake the 1st time, put the wrong damage average for normal smoky :) The altered smoky is actually a tad weaker than the normal one, but it's still pretty insignifcant of a change. I get that the higher damage/shot might make the turret better for some users, since quick kills might be a bit more common and hit-and-runs would be more affecitve There is however also the argument for higher firing rate being more disruptive to enemies.
  4. babyofRosemarysbaby

    Music Corner: ♪ Share ♪ Rate

    One of the chillest raps out there and other laid back background tracks.
  5. The idea is simple; when a player drops a goldbox it would, instead of a random dropzone, drop directly on his/her location. The ability could of course be toggled from garage along with the "show the name of player who drooped" option, so the standard random drops could still be used. I think this would add huge potential for stgs and interesting gold catching challenges.
  6. babyofRosemarysbaby

    Container Project to Learn Reward Probabilities

    i got like 2 days ago on my alt, it's still there.
  7. babyofRosemarysbaby

    Tanki Picture of the Day - Have any?

    I wish for better container luck :)
  8. babyofRosemarysbaby

    "Let's be Tanki Friends" Event

    Finally got my code :D
  9. babyofRosemarysbaby

    Music Corner: ♪ Share ♪ Rate

    Astroworld dropping tomorrow. Happy times for all Travis fans :D https://www.youtube.com/watch?v=RKRXcWPWE-c
  10. babyofRosemarysbaby

    Crazy Weekend with Discounts and Double Funds!

    It's not like he knew his no-lifing would screw with the counter. This is completely on tanki.
  11. babyofRosemarysbaby

    Music Corner: ♪ Share ♪ Rate

    Yeah, it's June, she collabbed w/ Fkj under that name on Amsterjam and fly. Really happy that you liked it :)
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