The Codex WIP

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Re: The Codex WIP

Postby Batpimp » Tue 22 Apr, 2014 8:32 pm

I don't think they are over sized at all. I like them a lot. Especially for reasoning mentioned by arbiter.
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Re: The Codex WIP

Postby Wise Windu » Tue 22 Apr, 2014 8:33 pm

I changed the size, they were a lot bigger before.
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Re: The Codex WIP

Postby Dark Riku » Tue 22 Apr, 2014 8:34 pm

Gorilla wrote:I don't think they are over sized at all. I like them a lot. Especially for reasoning mentioned by arbiter.
I assume someone changed their size in the time that he made his post since they don't look oversized to me either. ^^

Edit: Seconds too late with my post :O
Last edited by Dark Riku on Tue 22 Apr, 2014 8:36 pm, edited 1 time in total.
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Re: The Codex WIP

Postby Batpimp » Tue 22 Apr, 2014 8:35 pm

ah I see that was quick.

Also thanks again for doing this windu!
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Re: The Codex WIP

Postby Phoenix » Wed 23 Apr, 2014 1:36 am

Powerfist Upgrade for the Vanguard Veterans surely does not cost 30 Req and 80 Power? :shock:
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Re: The Codex WIP

Postby Wise Windu » Wed 23 Apr, 2014 4:19 am

Phoenix wrote:Powerfist Upgrade for the Vanguard Veterans surely does not cost 30 Req and 80 Power? :shock:


:) Fixed it
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Re: The Codex WIP

Postby Nuclear Arbitor » Wed 23 Apr, 2014 4:27 am

much more readable. i am noticing that the light-grey-on-black text is a bit difficult to read though. it may be partly due to my resolution though, which is 2560x1440.
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Re: The Codex WIP

Postby Wise Windu » Wed 23 Apr, 2014 6:42 pm

Nurland wrote:Noticed Tyrant Guard lacking info regarding its splash damage.


Added this to make sure I could, and I'll start adding others after Friday. And actually, if anyone wants to make a list of weapons that do AoE, that would be really helpful. It would save me a lot of time searching for them.
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Re: The Codex WIP

Postby Lulgrim » Wed 23 Apr, 2014 10:33 pm

Hmm no don't try to force on-hit effects into the detonation AoE data, it's totally not meant for that. On-hit effects need their own data structure, for now they can just go in description texts or something.
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Re: The Codex WIP

Postby Raffa » Wed 23 Apr, 2014 10:59 pm

Units with splash damage off the top of my head:

Ravener Alpha (Acid Splatter only)
Tyrant Guard
Carnifex (default & Thornback only)
Deff Dread
All Dreadnoughts with two melee weapons
Wraithlord
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GUO
All Clawminators
Brother Captain (Halberd only)
GK Terminators
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Re: The Codex WIP

Postby Wise Windu » Wed 23 Apr, 2014 11:32 pm

Lulgrim wrote:Hmm no don't try to force on-hit effects into the detonation AoE data, it's totally not meant for that. On-hit effects need their own data structure, for now they can just go in description texts or something.


Okay, I'll change it back then.


Thanks Raffa
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Re: The Codex WIP

Postby L0thar » Mon 28 Apr, 2014 9:59 am

Great job with those tier icons, I like them. Nice and clean.
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Re: The Codex WIP

Postby Wise Windu » Tue 29 Apr, 2014 7:19 pm

Starting to add the rest of the Tier icons (finally). Space Marines icons are in, check 'em out.
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Re: The Codex WIP

Postby BaptismByLoli » Tue 29 Apr, 2014 7:24 pm

Only error I can find is Tac flamer being mislabeled as a T2 purchase
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Re: The Codex WIP

Postby Wise Windu » Tue 29 Apr, 2014 7:28 pm

Oops, fixed it.
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Re: The Codex WIP

Postby Phoenix » Wed 30 Apr, 2014 4:14 am

When checking the detonation damage Type from the improvised explosives it says under weapons with this damage Type:
Warning: mysql_fetch_array() expects parameter 1 to be resource, boolean given in /home/kvjdvcix/public_html/elite/damagetype.php on line 68
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Re: The Codex WIP

Postby L0thar » Wed 30 Apr, 2014 8:45 am

Wise Windu wrote:Starting to add the rest of the Tier icons (finally). Space Marines icons are in, check 'em out.


Looking good! Could it be added to globals as well?

I have another suggestion - labeling units that can detect. Currently, it's in the text description if the detection is added as an upgrade (scout sergeant, aspiring champion etc.), but it's missing from units that have it naturally (like rangers).
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Re: The Codex WIP

Postby Lulgrim » Thu 01 May, 2014 9:36 am

Wise Windu wrote:Starting to add the rest of the Tier icons (finally). Space Marines icons are in, check 'em out.

The way you coded it is a bit weird, just save the tiers as $tier = 1; etc. instead of strings and script whatever you want as output. I still don't think an icon is the most elegant solution for this but I'll leave it for now. I fixed the code so you can use just numbers for upgrade tiers.

Also having icons for T2 and T3 but not for T1 is a bit inconsistent so I made a crummy T1 icon.
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Re: The Codex WIP

Postby Lulgrim » Thu 01 May, 2014 9:48 am

Actually here's a quick text solution http://www.dawnofwar.info/index.php?pag ... apothecary another would be to push T1/T2/T3 down to the "cost" line.
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Re: The Codex WIP

Postby Atlas » Wed 07 May, 2014 7:00 pm

Is there a mention of the Ranger detection radius in the Codex? It's mentioned in upgrades to other detecting squads. I'm just assuming it's 30 like the rest.
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Re: The Codex WIP

Postby Wise Windu » Wed 07 May, 2014 7:23 pm

No, there isn't. Probably should be though. It's 40 for rangers.

Also, update: added all the Tier info.
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Re: The Codex WIP

Postby Lulgrim » Wed 07 May, 2014 7:25 pm

It's saved in the database, just not displayed atm.
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Re: The Codex WIP

Postby Wise Windu » Wed 07 May, 2014 7:54 pm

Yeah, should I add it in? If so, what is its title in the database? And I guess also, what should be added to balance the table? Melee charge range maybe?
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Re: The Codex WIP

Postby Lulgrim » Wed 07 May, 2014 9:44 pm

I added it.
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Re: The Codex WIP

Postby Arbit » Thu 08 May, 2014 6:06 pm

There's some confusion in this threadabout repair rates.

- Do commanders repair faster than the basic 10 hp/sec rate? The codex entry for the TM says he 10 hp/sec. It feels like he doesn't repair any faster than scouts so this seems correct.

- Do GM squads repair faster? I thought it worked like this
AFAIK GM repair at the standard rate of 10 hp/sec, plus an additional bonus of +10 hp/sec that can only be applied once to the entity being repaired. So a single GM will repair a sent at 20 hp/sec, whereas two GM repairing the same sentinel will repair at 30 hp/sec.


- If GM do have a faster repair rate, does it apply to all units or just sentinels?

On a non repair related issue, do Leman Russ tanks have damage reduction, and if they do how much?

If someone could clear this up that would be rad. Thanks!
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Re: The Codex WIP

Postby Wise Windu » Thu 08 May, 2014 6:24 pm

Arbit wrote:- Do commanders repair faster than the basic 10 hp/sec rate? The codex entry for the TM says he 10 hp/sec. It feels like he doesn't repair any faster than scouts so this seems correct.


Yes, commanders repair at the same rate as other squads, 10 hp/s.

Arbit wrote:- If GM do have a faster repair rate, does it apply to all units or just sentinels?


Only Sentinels. Edit: scratch that, it's everything.

Arbit wrote:On a non repair related issue, do Leman Russ tanks have damage reduction, and if they do how much?


Not sure, actually. The Leman has armor that grants 100 defense, and the way the damage mitigation is measured is with the following table:

armour_damage_mitigation: {
| maximum_mitigation: 0.8f;
| maximum_effective_defence: 300;
| half_mitigation_defence: 115;
| minimum_mitigation: -0.15f;
};

But I'm not sure how to find the damage mitigation based on this. I could guess, but I think I'd be wrong. Regardless, it seems the maximum possible damage reduction caused by armor would be 80%, but only if the vehicle has 300 defense, and since the half mitigation defense is 115, having 100 defense probably doesn't mean 1/3 of maximum. Hopefully someone else has the answer to this.

It might be best to just hit it with a lascannon and see how much damage it takes.
Last edited by Wise Windu on Thu 08 May, 2014 8:32 pm, edited 1 time in total.
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Re: The Codex WIP

Postby Lulgrim » Thu 08 May, 2014 8:30 pm

Discussed on RN years ago http://forums.relicnews.com/showthread.php?226853
Maybe someone could write you a formula (-> graph).

EDIT: Oops forgot I made a table about it ages ago. http://dow.wikia.com/wiki/The_Last_Stand/Armor
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Re: The Codex WIP

Postby Arbit » Thu 08 May, 2014 8:37 pm

Oh gawd, I wish I had seen that before I started doing tests. Anyway, it looks like Bugaba's data is for campaign stuff which may work differently, and it's for an ancient version (1.3.2). On to the tests!

edit: Curiously, my testing doesn't quite align with what your table predicts Lulgrim. 115 armor should result in a 40% reduction but it ended up at about 35% as shown below. At any rate, I'm pretty satisfied it's in the 35-40% range.

----

SENTINEL TEST
The Lord General softened up a sent with with grenade launcher. Sent stood at 140 HP when the repair testing began. Testing was completed with my cell phone stopwatch :D

Single GM squad - 140 to 340 HP over ten seconds. 200 HP over ten seconds = 20 HP/sec.

Double GM squad - 340 to 640 HP over ten seconds. 300 HP over ten seconds = 30 HP/sec.

NON-SENTINEL REPAIR TEST
A manticore bombarded a Leman Russ down to 353 HP.

Single GM squad - 353 to 553 HP over ten seconds. 200 HP over ten seconds = 20 HP/sec

A manticore bombarded a Leman Russ down to 303 HP.

Double GM squad - 303 to 603 HP over ten seconds. 300 HP over ten seconds = 30 HP/sec

A manticore bombarded a Chimera down to 230 HP.

Single GM squad - 230 to 430 HP over ten seconds. 200 HP over ten seconds = 20 HP/sec

OK that's enough tests for me in this section.

LEMAN RUSS DAMAGE REDUCTION TESTING
This was a bit tricky. Getting full damage without also getting a rear armor hit requires some precise targeting, but I think I got it.

Single manti rocket on Leman Russ, non rear armor hit - 700 to 584 HP = 116 damage

Single manti rocket on Chimera, non rear armor hit - 500 to 320 HP = 180 damage (this is the reported damage for a single rocket on the Codex)

(Just as an aside, if you're looking to deal maximum damage against vehicles with your Manti strikes, try to hit dead center. Actually aiming for the rear seems to do less damage for some reason.)

CONCLUSIONS
For the tested vehicles (Sentinel, Leman Russ, Chimera), the first repairing GM squad gets a +10 HP/sec bonus, so 20 HP/sec. Each additional repairing GM squad adds 10 HP/sec. I presume this is applicable to the Baneblade and Manticore, and non IG vehicles as well (my personal recollection seems to correlate this, but in the interest of full disclosure I did not test non-IG units)

The Leman Russ has ~35% damage resistance. A direct, non-rear armor manticore rocket should do 180 damage, but the LR only suffered 116, which is 64.4%.

RAMBLINGS
The damage reduction and bonus repair rate make GM and LR synergy very potent. Consider that 300 damage on a predator, repaired by a scout, will take 30 seconds at 10 HP/sec. That 300 damage will be reduced to 200 on a LR thanks to the damage resistance, and a single GM will repair that 200 damage in 10 seconds versus the scouts 30. Two GM will finish the job in about 7 seconds. In case you were wondering why Lemans with repair bunker and GM support seem ungodly tough, well, that's why.
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Re: The Codex WIP

Postby Wise Windu » Thu 08 May, 2014 8:43 pm

Damn, man. Nice work, good to know. The repair bit makes sense. When Guardsmen repair something, they apply an upgrade to it which adds an additional 10 hp/s on the repair, and the upgrade can't be applied more than once, so any additional repair would just do 10.
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Re: The Codex WIP

Postby Myrdal » Thu 08 May, 2014 9:45 pm

I guess it's safe to update the codex now that Arbit cleared this up :)

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