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Everything posted by Tani_S
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Forum clans will stay as they are. There just arises another possibility of managing a clan by the new functions of in-game clans, so called "armies".
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Is this your game experience or do you think this because of the rebalance stats?
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Since Freezing slows down the tanks through a low temperature, it would be too funny, if Fire can make the tanks go fast :D
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To me, that's pretty pointless. There is always someone who is willing to spend more drugs. This blends the economical side out, which shows that it is often not very profitable to drug in this scale for small funds. It sometimes reminds me of Ebay when in an auction 2 people are bidding higher and higher until they pay a higher price than they would have payed by buying the article in an instant purchase. If there are people that are far above the level that I am willing to drug then I simply leave the game.
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for arcade it's 2,5 secs on m4 and ~3,4 secs on M0 onto the 9 secs you probably will also need to add 0,5 secs, so that the shot counts on the enemy tank or for leaving sniping mode.
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Well yes :P I knew the range independence thing, but not that sniping damage is dependent from the charge level. 3 secs refers to the energy consumption (for all M levels for shaft). The energy reload is something else, because "Charge" and "Reload" is a difference. At M4 it takes 6 secs, at M0 8,5 secs. So basically if you are starting with no energy left and you want to deliver max. damage at sniping, you first have to reload at M4 for 6 secs and then hold space for 3 secs to deliver 2400 damage. Doesn't look so marvelous when looking at it this way..
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Ok I finally got it, I haven't read carefully enough. All damage from shaft is independent from range. Arcade Shot is independent from charge too = always constant damage (all values of Min.Dmg. Arcade = Max.Dmg. Arcade). Shafts snipe damage is totally dependent from charge (probably a linear continuum between its min. and max. damage along the energy consumption). If you hold it to the max. (3 secs), you make max. snipe damage.
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I tested it pretty extensively with low charges and it was always 536 with arcade shots. Are you sure, that the other tank didn't take DA? I don't get the purpose of this Min./max. damage of both the arcade and the snipe shot of Shaft. Contrary to the wiki the in-game stats don't show any difference between min.max. damage (neither for sniping nor arcade).
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^ btw I think I've read (maybe misread) that you said, that shaft's arcade does half of the normal damage if it is shot with only half of the charge. I tested it and I can't confirm this.
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Both turrets' damage decrease significantly over range. With the rebalance update they doubled Vulcan's weak damage parameter. But TO secretly halfed the weak damage parameter from 50% to 25% again after the rebalance update took place. Since Vulcan's shots don't die out (it has no max. range), it affects the damage decrease even stronger. P.S. I'm curious about the values of Vulcan's self-cooling parameter :ph34r:
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I just checked the Russian rebalance sheet (Google translated) for the impact of splash and this is what I found: That's pretty ambiguous... Both rows seem to be the Splash Impact parameter -> look at names and the old values The values of the upper row are the values of the "explosion impact" in the EN wiki The values of the lower row are the values of the "impact force of splash" in the EN rebalance sheet As Shedinja tested the impact force of Splash and verified the values of the wiki (upper row) and looking at these two rows in the image, there come these possibilites in my mind: there exists also another splash impact parameter (pretty unlikely) the splash impact was either strongly reduced after rebalance (nearly halfed at M4) or the lower value row was never applied
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I actually didn't get what he wanted to say... but it seems to be interesting, because it has 50+ votes.
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#Tankicommunication :huh:
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Great, thank you for all the adjustments and the effort for triggering the changes! With the Isida remark, I just meant that an indicator in the table like "(/sec)" or "(/tick)" is missing (not the values themselves), so there's no need for a request for this. Thank you also for pointing out that damage is dealt every fourth sec. Good to know that for sure now. The fraction in seconds is also much clearer than the tick for normal wiki readers.
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LoL great :huh: :lol:
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I got another understanding :P I thought that the premium tankers in general don't get a double portion of the fund that is in the game, but that they get their classic bonus by a number of crystals that has the same amount as their part of fund. That means that the premium bonus is not coming from the normal battle fund (no share of the battle fund). Now at this weekend, they just talk of a % battle fund increase, not a battle fund result in % compared to a normal battle fund.
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Well it's time for some alignment I think :P I don't know what's the benefit of that tick anyway, if it is also not the same time frame for the damage counter.
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Go for an M2 hull first.
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Does the Damage counter for Fire(&afterburn) / Isida / Freeze in the game work in tick phases, so does it show the damage/healing with every tick? You said, that a tick is half a second. I couldn't find a (maybe official) description in the wiki about the tick tho. The indication of parameter page could be a place for it, perhaps at the special Damage icon for the 3 melee turrets. Here some minor things that would need some adjustments in the Wiki: Freeze description for "Rate of freezing" and "Rate of unfreezing" speaks of "(temp/sec)", the table says "(/tick)" Firebird XT description for "Max burning damage (sec)" should be (/tick) Firebird XT description says "Damage (tick)" and table says "Damage (/sec)" Isida: Units for Temperature Increase and decrease in the table are missing Some other things, which I think could be perhaps changed: Rename Vulcan's "Temperature limit" into "Overheating Time" or "Time till Overheat", because it is not a temperature measure, but a time frame and could be confused with the Maximum Overheat Temperature (which is indeed a temp. parameter) Shaft's description talks of the "Penetrating power (%)", but there is none in the table. So either make a table line with "0" values, remove this description or tell in the general description that Shaft has no penetration power anymore since the current update. I miss the values for the horizontal auto-aim parameter, especially for Vulcan. But I guess that this is a decision of the devs. Edit: added a few points
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I'm glad that you found a replacement for your beloved Isida. So now you can be happy and chill again :)
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Great, thanks a lot! :)
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Right :)
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Yeah that graph system idea for each weapon sounds indeed great! Thank you very much! 1) My answer would be same as Blackwasp's. Weak damage > 0 is for my understanding an infinite shot in one direction (though with low damage). 2) I mean the entry which is already listed in Thunder's parameter table with the name "splash damage". This one has no description, but there is already a description for "Explosion impact". But "Explosion impact" cannot be found in the table. The values of "splash damage" are way too high for a damage parameter (well for prebalance conditions at least and this one wasn't multiplied by 10 then) and they are nearly the same as the impact force parameter. In the Global update of the game balance sheet and in the German wiki it shows that this parameter is an impact force parameter, too. I think the best way is to rename the "splash damage" to "Explosion impact". By the way, this whole thing shows, that there is no original splash damage parameter, which leads me to think that the splash damage is totally made up out of the damage that the Thunder inflicts when hitting a tank, but it is just further reduced through the decrease from the splash range (so Splash damage at splash range = 0 m => at impact point, is the same as the Thunder's original damage). This is also conform to my in-game experience.
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There is no dps or dpm difference between standard thunder and thunder alteration. There was a difference before the rebalance, but they further reduced the min. and max. damage of the alteration by 5% => it results in -20% damage and +20% reload, which leads to the same dps/dpm (at least theoretically).
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Great, thanks a lot to both of you!!! It took a while to read and understand it. Some major points what I got from this (please correct me if I am wrong :) ) Fire's burst consists out of damage and heat Fire's Damage (/sec) is independent from burning damage (which is influenced by heat/temperature) Damage (/sec) is dependent on range of max. dmg. (dmg. decrease start) and range of min. dmg. (end = 0 dmg.) The burning damage is constantly changing and dependent on temperature (% between 0 and 1), which is again depending on heating and cooling rate. Burning damage is "max. burning damage" multiplied with temperature. The time frame units for both damage and burning damage are swapped between wiki and in-game What we maybe should clarify is, if a tick is 0,25 sec (as Blackwasp said) or 0,5 sec (as shedinja from the wiki said). Maybe we should talk of a damage spectrum (instead of range) :lol: , when we mean the variance between max. damage and min. damage. Why do you think that Hammer shouldn't do any damage beyond the [minDmgRange]? This is the point, where normally the weak damages sets in, which would be 10% (when we consider a single hitting pellet for example).
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