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As a side note, the In Depth: Game Mechanics section is currently undergoing an experimental format change, as displayed under the Smoky category. Suggestions and inquiries are welcome.

After my rankup for the sale is finally done, I had some time to check the Smoky section in detail

Overall comment: awesome :)

 

Please find some proposals and comments below ;)

 

 

 

inital text passage:

 

Smoky's normal shot damage varies randomly and depends on the user's distance from the target:

  • For a target within the [range of maximum damage], a target will suffer a random close-range damage between the [maximum damage] and [minimum damage] per shot values.
  • For a target outside [range of maximum damage] but within the [range of minimum damage], this inital random close-range damage will gradually slope downwards with distance and taper until the [range of minimum damage] is reached (where it deals 10% of the initial random close-range damage)
  • For a target beyond the [range of minimum damage], the damage will not further decay with distance, but will remain at 10% of the initial random close-range damage.

Smoky's critical hits:

Smoky is capable of dealing a 'critical hit' - its recipient will emit a cloud of sparks. That 'critical hit' can deal significantly more damage [Critical damage] than a standard shot it's damage does not decrease by distance. Its average likelihood is 20% [Critical chance]. It's detailed likelyhood is based on the number of consecutive landed hits on a target; [...and continued..]

1st picture on damage distribution

  • would be cool if there was a y-axis named "propability" or alike, for people that are not used to distribution graphs. It could be in the center, in order to leave you text around the graph untouched.
  • text proposal: "95% of shots will deal damage _within_ blue and green secitons..." (replaced "between" by "within")

picture on damage over range

  • It was misleading for me, that the range between [range of max dmg] and [range of min dmg] gets called [range of min dmg]. the brackets over the diagramm support this misleading information too.
  • I would propose to use the same terms in this graph as they are given in the tables of values for each turret, and use those standardised names at the propper distances on the x-axis.
  • I think this picture is the best point to show+explain, how the weak damage parameter influences the damage at ranges at/beyond [range of min dmg]. You could write that the damage there is between a maximum of [max dmg] x [weak damage%] and a minimum of [min dmg] x [weak damage%] or something simmilar, that gives the idea.

 

 

Edited by BlackWasp777

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inital text passage:

 

Smoky's normal shot damage varies randomly and depends on the user's distance from the target:

 

The term 'random' implies that there is no correlation with Smoky's damage per shot whatsoever, but you're correct in the sense that its damage can't be predicted between the preset range. As such, the phrase has been edited as such:

 

"Smoky's damage capabilities vary within a set damage range, of which changes congruently depending on the user's distance from the target."

 

This phrase corrects many if not all of the issues listed for this segment, while simultaneously reducing the number of characters required. The graphs are doing the majority of the talking, remember.

  • For a target within the [range of maximum damage], a target will suffer a random close-range damage between the [maximum damage] and [minimum damage] per shot values.
  • For a target outside [range of maximum damage] but within the [range of minimum damage], this inital random close-range damage will gradually slope downwards with distance and taper until the [range of minimum damage] is reached (where it deals 10% of the initial random close-range damage)
  • For a target beyond the [range of minimum damage], the damage will not further decay with distance, but will remain at 10% of the initial random close-range damage.

Smoky's critical hits:

Smoky is capable of dealing a 'critical hit' - its recipient will emit a cloud of sparks. That 'critical hit' can deal significantly more damage [Critical damage] than a standard shot it's damage does not decrease by distance. Its average likelihood is 20% [Critical chance]. It's detailed likelyhood is based on the number of consecutive landed hits on a target; [...and continued..]

1st picture on damage distribution

  • would be cool if there was a y-axis named "propability" or alike, for people that are not used to distribution graphs. It could be in the center, in order to leave you text around the graph untouched. 

I considered this originally, but opted against it since it's already pretty clear that the higher the graph goes, the more likely it's going to occur. The text alongside each graph is there solely to explain the exact reasoning behind it.

  • text proposal: "95% of shots will deal damage _within_ blue and green secitons..." (replaced "between" by "within")

I stated 'within' over 'between' due to the fact that the numbers along the borders are shared with other groupings. Under the context, the words seem synonymous.

 

picture on damage over range

  • It was misleading for me, that the range between [range of max dmg] and [range of min dmg] gets called [range of min dmg]. the brackets over the diagramm support this misleading information too.

This will be changed accordingly, but this means that there will be no label between the maximum damage range and the minimum damage range. 

  • I would propose to use the same terms in this graph as they are given in the tables of values for each turret, and use those standardised names at the propper distances on the x-axis.

This will be edited accordingly.

  • I think this picture is the best point to show+explain, how the weak damage parameter influences the damage at ranges at/beyond [range of min dmg]. You could write that the damage there is between a maximum of [max dmg] x [weak damage%] and a minimum of [min dmg] x [weak damage%] or something simmilar, that gives the idea.

Is this not exactly described by the first paragraph and second paragraph in succession, in accordance with the chart? "Between xm and ym, the damage output of Smoky steadily and congruently decreases to 10% of its total power." "Between ym and zm, the damage remains the same (this is still referencing the 10% of total), and will do so even beyond zm." Congruent decrease means that the values of maximum damage and minimum damage decrease in such a way that they retain the same percentage difference after being shrunk.

 

It's like how a 4:2 block is shrunken to a 2:1 block. The sizes are different, but the shape and area percentages remain the same.

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"congruent"

The term fits. I've never used it in that way (just for objects, not for graphs) but when I think of it.. it fits.

 

 

"Smoky's damage capabilities vary within a set damage range, of which changes congruently depending on the user's distance from the target."

I think it is maybe misleading to use the phrase "damage range" as users might get tempted to think about the differend [range of... damage] parameters. Maybe "damage bandwith" would work?

 

 

I stated 'within' over 'between' due to the fact..

I absolutely agree to you, that "wihtin" is the better wording. But you used "between" in the graphs :P

 

 

..but this means that there will be no label between the maximum damage range and the minimum damage range.

I think you do not need labels over the damage-per-range graph. If you write the terms [range of max damage] below xm, and [range of min dmg] below ym, then it should be very well readable.

 

 

"Between xm and ym, the damage output of Smoky steadily and congruently decreases to 10% of its total power."

What about:

"Between xm and ym, the damage output of Smoky steadily and congruently decreases to 10% of its close range damage bandwith."

When I pretend to myself to have no idea about this things, and then read "total power", then I thought instantly of the max damage parameter. "Close range damage" could be easier to grasp, as the reader understood earlier the damage bandwith principle explained in the close range case.

Edited by BlackWasp777
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Technically, if someones speed is 0 then they're not accelerating, they would be stationary. :)

  

Not necessarily. 0 speed does not mean 0 accelerationn. They would however be stationary

  

No, you said 0 speed=0 acceleration

I say 0 speed does not mean 0 acceleration

Really, where do I say 0 speed is 0 acceleration. :)

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MUs' pages will be updated by today :)

Sorry for the delay!

Me: Asks for Hammer

Wiki: Will be done by today

Me: (looks, ah nice looks like everything is done...)

Me: (several moments later, everything is done except HAMMER ;( :angry: )

1aWcArH.png


I go cry now :ph34r:

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Me: Asks for Hammer

Wiki: Will be done by today

Me: (looks, ah nice looks like everything is done...)

Me: (several moments later, everything is done except HAMMER ;( :angry: )

1aWcArH.png


I go cry now :ph34r:

 

Sorry man, but we've been informed that some of the data for Hammer MUs were not precise. RU Wiki posted them anyways, but those are not correct nor accurate / updated. Devs should be sending definitive data by the end of this week :)

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The term fits. I've never used it in that way (just for objects, not for graphs) but when I think of it.. it fits.

 

It'll remain that way, then.

 

I think it is maybe misleading to use the phrase "damage range" as users might get tempted to think about the differend [range of... damage] parameters. Maybe "damage bandwith" would work?

 

That could be arranged. Bandwidth could be used in place as to avoid confusion.

 

I absolutely agree to you, that "wihtin" is the better wording. But you used "between" in the graphs :P

 

I meant to reference between instead of within. I misspoke.

 

I think you do not need labels over the damage-per-range graph. If you write the terms [range of max damage] below xm, and [range of min dmg] below ym, then it should be very well readable.

 

Noted. It'll be altered as originally suggested.

 

What about:

"Between xm and ym, the damage output of Smoky steadily and congruently decreases to 10% of its close range damage bandwith."

When I pretend to myself to have no idea about this things, and then read "total power", then I thought instantly of the max damage parameter. "Close range damage" could be easier to grasp, as the reader understood earlier the damage bandwith principle explained in the close range case.

 

As you suggested previously, bandwidth would work properly.

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Could you guys please update the Micro-upgrades page?

All the parameters are of before the balance update!

en.tankiwiki.com/Micro-upgrades

Dude, please read above. 

 

MUs' pages will be updated by today :)

Sorry for the delay!

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Could you guys please update the Micro-upgrades page?

All the parameters are of before the balance update!

en.tankiwiki.com/Micro-upgrades

Nope. They are all updated since this Monday.

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y product kits detail removed??

 

 

i mean turrent/hull  m0-m1-m2-m3 , paint name, protection name etc..y these r remv?

Official and standard format for Product Kits' page. Won't be changed back :)

 

 

Do you maybe have the stats for the new turret already? :) :) :)

No, you'll have to wait for some hours to let us gather everything about the new patch.

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Can we have a wiki page which is dedicated to all the forum BB codes? 

 

5jurHE.jpg

 

PS: I know there is one, but it does not cover all of them.

Edited by Cyborg
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PS: I know there is one, but it does not cover all of them.

Page updated :)

 

We've added the most used BBCodes and those which may be harder to use. We decided to leave out all the BBCodes related to "Tables formatting" since those are complex to explain in few lines.

 

 

P.S. For all those waiting Wiki-updates about the recent changes, we've almost done them all. Few more hours and they'll be all finished (whole Patch #430 + Holiday stuff)  B)

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