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Author Topic: Battlementat calcs are off  (Read 5492 times)

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Offline Chemist

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Battlementat calcs are off
« on: January 20, 2014, 01:45:30 PM »
Myself and several of my alliance mates have noticed that the mentat calcs have been off lately.  The calcs are running in favor of the player when against NPCs.  No harm except that I would use send fewer ships thus saving hydro.

Anyone noticing this?

Offline YNC(SS) Retired

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Re: Battlementat calcs are off
« Reply #1 on: January 20, 2014, 07:25:20 PM »
The calcs are created by individuals that have nothing to do with BFG. So thank them for the use of their calcs and report any issue to them.

scoticus prime

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Re: Battlementat calcs are off
« Reply #2 on: January 20, 2014, 09:28:11 PM »
I have noticed it as well, I thought it seemed to coincide with the last maintenance performed the other day.

Offline Devil_Spawn

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Re: Battlementat calcs are off
« Reply #3 on: January 20, 2014, 09:56:25 PM »
 its been a bug with calcs from the outset of the game, none are perfect... they are only meant as a guide anyways

D estined to sow the seeds of EVIL

Offline Chemist

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Re: Battlementat calcs are off
« Reply #4 on: January 21, 2014, 12:40:06 PM »
I know that the calcs are no BFG and are only a guide.  They just seem to have gotten more skewed lately.

Offline ctr

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Re: Battlementat calcs are off
« Reply #5 on: February 21, 2014, 09:27:59 PM »

The following emerged from battle after 6 Round(s)

*****Attacker:  with 2,146,500,000 RSP involved (initial fleet RSP) *****
Thanatos : 348  (Lost: 462 of 810)
** Resources lost: 808,500,000 ore, 369,600,000 crystal, and 46,200,000 hydrogen.
** Destroyed Ship Points Base (multiply by Defender RSP / Attacker RSP * 0.5): 555,617
** Max DSP: 555,617 ** Min DSP: 55,561

*****Defender: Seekers with 1,416,105,500 RSP involved (initial fleet RSP) *****
Apollo : 58413  (Lost: 37832 of 96245)
Zagreus : 40436  (Lost: 26003 of 66439)
Dionysus : 3  (Lost: 1 of 4)
Missile : 11685  (Lost: 7532 of 19217)
Laser : 24508  (Lost: 15587 of 40095)
Space mine : 959  (Lost: 5002 of 5961)
Pulse : 1442  (Lost: 926 of 2368)
Particle : 6782  (Lost: 4348 of 11130)
Decoy : 0  (Lost: 1 of 1)
Gauss : 397  (Lost: 236 of 633)
Large decoy: 1
Plasma : 144  (Lost: 92 of 236)
** Ship Resources lost: 357,017,000 ore, 172,595,000 crystal, and 26,005,000 hydrogen.
** Total Resources lost: 421,544,500 ore, 216,478,500 crystal, and 44,243,000 hydrogen.
** Destroyed Ship Points Base (multiply by Attacker RSP / Defender RSP * 0.5): max 1,224,300
** Max DSP: 1,224,300 ** Min DSP: 122,430

After 6 rounds of combat: The attacking side acquired 0 resources.
Some of the enemy's defenses were rebuilt.
349,655,100 ore and 162,672,900 crystal are now floating at this location.
There was a 0.0% chance that a moon would form from the debris.
However, no moon formed.


Now what is strange is upto round 4 the NPC was only hitting with 35M, shields take 22M of that so no prob. After then it goes UP to 55M ..... No Zeus in the NPC so no RF

Oh Calc only gave a lose of 2 Thanatos, so it was out by a tiny bit :)
AKA A BLock

Offline ctr

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Re: Battlementat calcs are off
« Reply #6 on: February 21, 2014, 09:34:23 PM »
Oh and the final Defence/ships figures are about the same !
AKA A BLock

Offline commander ABаб

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Re: Battlementat calcs are off
« Reply #7 on: February 22, 2014, 01:01:42 AM »
Thanatos have no rapid fire against space mines.  A lot of fodder would helped with that.

Offline ctr

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Re: Battlementat calcs are off
« Reply #8 on: February 22, 2014, 08:26:53 AM »
sim screen shots
AKA A BLock

Offline Zarchne

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Re: Battlementat calcs are off
« Reply #9 on: March 12, 2014, 12:17:47 AM »
Now what is strange is upto round 4 the NPC was only hitting with 35M, shields take 22M of that so no prob. After then it goes UP to 55M ..... No Zeus in the NPC so no RF

Oh Calc only gave a lose of 2 Thanatos, so it was out by a tiny bit :)

I think I have a user error explanation.

I'm not sure what to make of your report that the NPC attack increased in round 5, but since a similar report was just made in SFC I decided to look at this again.  In this case, it looks like (from the first graphic posted) your Weapons tech was 17 and your Shield tech was 18.  The techs for the target were 19s.  I'm going to guess your Armor tech was 17 or 18 as well... that's not as critical (for this kind of hit, Thanatos against fodder, specifically Laser cannons) as the comparison of your Shield tech to the target's Weapons tech.  If your Shield tech was entered as 19 or higher into Battlementat, it would have reported only a few Thanatos destroyed, but if entered correctly as 18, then over half of the Thanatos are reported destroyed as happened in the actual battle.

Offline ctr

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Re: Battlementat calcs are off
« Reply #10 on: March 12, 2014, 07:33:23 AM »
It is 18 but using +1 so changed it in the Comp to 19
AKA A BLock

Offline Hol

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Re: Battlementat calcs are off
« Reply #11 on: March 12, 2014, 08:33:45 AM »
it appears, in essence, that for some reason, some of the defences/ships are ignoring the ineffectiveness rule.

In SFC, i lost 300 BILLION thanatos against 118 TRILLION laser cannons.  Due to the ineffectiveness rule, my shield tech was equasl to the npcs weapon tech, there should have been zero loss's.

However, what was also unusual about that battle report was the fact that another ship type which should have impacted on the hull, did not do so for 3 rounds.

I am concluding with 2 options from what i am seeing and hearing around the games (and i am not really smart tech wise)

1 - The code and/or algorithm started smoking crack and went a bit doo-lally, which is really screwing with really important things like the ineffective rule.....or

2 - The servers ability to process battles has taken a turn for the worse, where instead of processing each round as it should, it appears it is processing multiple rounds for the remainder of them.... (not likely) but could explain why after round 3 it would appear as though the npcs ships and defences took a massive over-dose of steriods

Offline Matt H

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Re: Battlementat calcs are off
« Reply #12 on: March 13, 2014, 06:54:55 PM »
After examining the code we've determined that in situations where the Large Battle Algorithm is used, and the weapon rating is exactly 1% of the shield, the ineffectiveness rule was not being properly applied. This should now be corrected. Thank you for bringing it to our attention.
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Offline ctr

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Re: Battlementat calcs are off
« Reply #13 on: March 14, 2014, 04:29:11 PM »
Our loss. Everyone else's gain.

But thanks for correcting it.
AKA A BLock

 

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