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Tanki numbers


babyofRosemarysbaby
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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.

 

 

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DcE5Oq5.png

 

 

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.

Edited by babyofRosemarysbaby
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You took into account reload time of turrets like Freeze and Rico, right? Because the result will obviously be different depending on whether or not you include it, and including it may not always give an accurate estimate for the turret's power.

 

The fact that 50/70 MU sales don't cost less overall is a good point. I already knew it, but I'm sure most people didn't. However, their advantage is that you can do a lot of MUs at once and don't have to wait for each step to finish before activating the next one. You also save 50% on the last step if you don't use the speed-up.

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:wub:

 

thank god this topic exists.. can i have the dps from burning please? the wiki refuses to publish it

The damage counter says that it's 300 and independent from M levels and double power. Btw the wiki team doesn't decide on publishing it or not.

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You took into account reload time of turrets like Freeze and Rico, right? Because the result will obviously be different depending on whether or not you include it, and including it may not always give an accurate estimate for the turret's power.

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.

 

can i have the dps from burning please? the wiki refuses to publish it

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

Edited by babyofRosemarysbaby
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Can you somehow show the recent change in Thunder's splash damage mechanic? When you hit a wall with Thunder and there is a tank up to 1 m away you will still deal 100% of the original Thunder shot damage. When the tank is 12 m away, you deal 25 % (weak splash damage). Before the change there was linear damage decrease between those 2 points (=> so it should have been 66% at 5 m).

Apparently, Tanki now changed the mechanic to a non-linear damage for splash over distance, so that it will on average still deal 90 % at a 5 m distance.

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Can you somehow show the recent change in Thunder's splash damage mechanic? When you hit a wall with Thunder and there is a tank up to 1 m away you will still deal 100% of the original Thunder shot damage. When the tank is 12 m away, you deal 25 % (weak splash damage). Before the change there was linear damage decrease between those 2 points (=> so it should have been 66% at 5 m).

Apparently, Tanki now changed the mechanic to a non-linear damage for splash over distance, so that it will on average still deal 90 % at a 5 m distance.

The "average splash damage" actually only works on 1m radius, the title is just misleading, only a shot 1m away will deal 90% damage. After that the decrease to 25% seems pretty linear in my testing. Ofc i can't exactly know what tanki uses for this calculation, but because you asked me to "show" i made this abomination, y= damage/ 100 x= distance. https://www.desmos.com/calculator/7wgsjvccbd

Edited by babyofRosemarysbaby

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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 your numbers demonstrate a player's potential ability to deal damage throughout a whole game, assuming that you don't ever die and constantly have targets to shoot at (ignoring protection modules). I suppose this info is indeed useful to know for DMs, where your goal is to get as many kills by dealing the mpost possible damage, which is further confirmed by the fact that Freeze, Firebird and Twins are high up on your graph, and they're popular turrets in DM. However, the graph doesn't show how effective each turret would be in specific scenarios, such as 1v1s, specific game modes or certain playing styles.

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Look at the graph and you will see why so many players use Twins xD

 

Viking Twins is just so incredibly easy to use and all its disadvantages (except splash and low range) can be solved just by rushing against the enemy with SB.

 

In fact, Thunder and Magnum are stronger than Twins because of their all-range effectivity.

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It does have the lowest DPS. Rico 1 v 1 against any other turret loses.

Rico usually kills the enemy before it runs out of ammo and it has quite good range. It kills Thunder, Smoky, Rail, Striker, Twins (also Fire, Freeze, Isida if it has range advantage) in 1v1 fight without drugs and cover. It can be 1-shot by Magnum or Shaft, Hammer wins only with good accuracy.

 

Try Rico on PRO Sandbox CTF and you will see what can that amazing weapon do.

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Rico usually kills the enemy before it runs out of ammo and it has quite good range. It kills Thunder, Smoky, Rail, Striker, Twins (also Fire, Freeze, Isida if it has range advantage) in 1v1 fight without drugs and cover. It can be 1-shot by Magnum or Shaft, Hammer wins only with good accuracy.

Try Rico on PRO Sandbox CTF and you will see what can that amazing weapon do.

Yes, things like survivability, range and the space you have to manuever on are to be taken into account. Rico has huge potential on maps where reloading can be done safely, since it's extremely fast, inescapable and distruptive when it's charged.the graph merely shows that the gun will choke when it has to last an encounter longer than the full energy pool.

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The "average splash damage" actually only works on 1m radius, the title is just misleading, only a shot 1m away will deal 90% damage. After that the decrease to 25% seems pretty linear in my testing. Ofc i can't exactly know what tanki uses for this calculation, but because you asked me to "show" i made this abomination, y= damage/ 100 x= distance. https://www.desmos.com/calculator/7wgsjvccbd

Thanks, I appreciate the effort  :)

I do think that the average splash damage is linked to the average splash damage radius (unlike what the Wiki parameter description is telling). I tested it and what I get from the results is that the 90 % fit a lot more to 5m than to 1m. But I admit, that having so few numbers from Tanki makes it difficult to display a non-linear curve...

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Railgun?

Railgun instantly one-shots the Rico, easy. 

 

Or, it could fire cross map, whereas Rico can't/

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Railgun instantly one-shots the Rico, easy. 

 

Or, it could fire cross map, whereas Rico can't/

You can take Rico's M1 alt. though, it has a huge range  ;)

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Railgun instantly one-shots the Rico, easy. 

 

Or, it could fire cross map, whereas Rico can't/

It may beat it, but DPS is damage-per second - if they stood facing each other with no drugs and held space, rico would win.

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I'll try to push the project forward asap, however, uni is slowing me down atm.

 

I was thinking of collecting rating data. For example finding out most used turrets and hulls and such. The data is however not easy to access in quantities. Tanki uses Yandex.metrica to store it and it is not accessible for a peasant. You only get what you see with that ratings page.

 

What i think would be extremely cool, would be to try making a, let's say month long community effort to bring atleast the data of 1000 of the most active players to a public spreadsheet, The names of these players could be gotten from a crazy weekend spreadsheet here. https://docs.google.com/spreadsheets/d/1gswBIxGTYXlb7AbpBh5jToGYRujInGrzD_WHDGGNKZc/edit#gid=0. Or just from the rotating names on the main rating page. 

I have no idea if others find this a bit as compelling as i do. I personally think it would be beautiful to have basically charted out the tanki meta. :D

Is it an idea? Idk you tell me.

 

You might want to have a look in an earlier project (numbers and some gun mechanics are outdated of course), if you need some inspiration on what might be interesting for you to calculate. This wiki article also provides a nice amount of detailed information.

 

I personally love the article, but I'd really like to pull out some novel and unique data. Then again I tried to contact LittleWillie, the maker of the container project, but he seems to have left for a while. So idk, maybe I could also steal his container data for statistics of my own. :P

So maybe I'll end up trying using older ideas in the end.

 

I am also accessing ru-forums for the 1st time to find some inspiration while doing mapmaking I found this; https://docs.google.com/spreadsheets/d/1QCVDsUIGMMmsv3zXBQEI6Vcl4niHRzvy1aMWvFPB8nc/edit?usp=sharing it's all sort of map-related numbers, but again pretty useless for most people.

 

The most recent idea I had was to try measuring how the weight, power, impact force and recoil mechanics work in numbers. With this, you could technically calculate the most optimal parkour jumps/climbs. I'll try to get at least this done, although it still needs some more in-game experimentation. But at least this, I will figure out due time.

Edited by babyofRosemarysbaby
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