Bot stats

mcompany
Autonomous Entity
Autonomous Entity
Posts: 872

Re: Bot stats

Post#21 » 28 Jan 2017, 08:04

You are on track about the stats; the reload between shots does happen on the last shot so a full burst of shots is 1300ms
However, note that time in regards to attacking does not snyc up well with time in regards to ticks

pier4r
Skynet
Skynet
Posts: 3389

Re: Bot stats

Post#22 » 31 Jan 2017, 12:00

Hmm, but is the first aiming time containing a reload time (according to the aiming circle)?

Like aiming 1000 ms contains also reloading the first time, so then there are only 2 other reloads for the assault (so 1200 ms to wait), or am I wrong?

Maybe I just measure this.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

User avatar
GFX47
Dev
Dev
Posts: 2914

Re: Bot stats

Post#23 » 31 Jan 2017, 19:28

There's no reload so no reload time.
Aiming take as much time the first time and other times.

pier4r
Skynet
Skynet
Posts: 3389

Re: Bot stats

Post#24 » 31 Jan 2017, 19:40

I mean until an entire burst is finished. For assault is 1.2 s or 1.3s?
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

mcompany
Autonomous Entity
Autonomous Entity
Posts: 872

Re: Bot stats

Post#25 » 31 Jan 2017, 19:42

An entire burst is 1.3s. The last bullet of the burst is fired in 1.2s

pier4r
Skynet
Skynet
Posts: 3389

Re: Bot stats

Post#26 » 31 Jan 2017, 19:51

Interesting this 100 ms delay for the last bullet are the same for every bot or are equal to the reload time?

In other words if a bot switch targets after 1200 milliseconds (I know that is not easy to do this, suppose just by chance) , does the last bullet work or is discarded?
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

mcompany
Autonomous Entity
Autonomous Entity
Posts: 872

Re: Bot stats

Post#27 » 31 Jan 2017, 20:06

The delay is the reload time, which is equal for all bots except machine gun which has an 80ms delay

If a bot switches targets after 1200ms, it does skip that last cooldown (which was an idea hdeffo had), however it is pretty much impossible to skip the delay on purpose due to ticks being 250ms gaps and the bullets having some delay going through the air to hit their target.

pier4r
Skynet
Skynet
Posts: 3389

Re: Bot stats

Post#28 » 31 Jan 2017, 20:11

I don't mind to do this in game. I would like to know for practical purposes if I have 2.4 seconds do I shoot 12 bullets with the assaults or just 10?

Anyway thanks for sharing.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

mcompany
Autonomous Entity
Autonomous Entity
Posts: 872

Re: Bot stats

Post#29 » 31 Jan 2017, 21:02

10 shots

User avatar
GFX47
Dev
Dev
Posts: 2914

Re: Bot stats

Post#30 » 31 Jan 2017, 23:38

The "AttackBulletDuration" is actually an "inter burst duration".

So for Assault you have:
t: start aiming
t+1000ms: shoot first burst
t+1100ms: shoot second burst
t+1200ms: shoot third burst and start next aiming

For Sniper:
t: start aiming
t+3000ms: shoot (unique) burst and start next aiming

pier4r
Skynet
Skynet
Posts: 3389

Re: Bot stats

Post#31 » 01 Feb 2017, 01:46

Ah, so I looked it right (using shotgun and sniper that have just one shoot). But still I was unsure. Thanks!

So 2.4 seconds are 12 bullets flying from the assault.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

sethcohn
Automaton
Automaton
Posts: 122

Re: Bot stats

Post#32 » 01 Feb 2017, 02:29

Ok, that helps... next question is precision.

Example is Assault at close range.
Each bullet is 90 precision
so...
180 1 (1 hit)
360 2 (2 hits)
540 2 (2 hits)

The code sees 100, and subtracts it, so now we have 540 (minus the 500, for 5 hits)
(and yes, it's done as they hit, this just make it clearer...)

40 left over...
Does the next round of firing at same target start from zero, or 40?
Does the next round of firing at a different target start from zero, or 40?

Here's why it matters... if that leftover is still counted, the second round is also 5 hits...

220 2 hits
400 2 hits
580 1 hit

But the 80 leftover means that the 3rd round of firing is _6_ hits:
260 2 hit
440 2 hit
620 2 hit

(for the curious, the 4th round would be 5 hits, then 5th round 6 again, then it starts back at zero... OR this is wrong, and it resets each round, and so you will only ever hit 5 of 6 shots...)

mcompany
Autonomous Entity
Autonomous Entity
Posts: 872

Re: Bot stats

Post#33 » 01 Feb 2017, 03:34

GFX47 wrote:The "AttackBulletDuration" is actually an "inter burst duration".

So for Assault you have:
t: start aiming
t+1000ms: shoot first burst
t+1100ms: shoot second burst
t+1200ms: shoot third burst and start next aiming

For Sniper:
t: start aiming
t+3000ms: shoot (unique) burst and start next aiming

Wait, does that mean the reload cooldown between shots does not apply to the last shot of a burst?

User avatar
GFX47
Dev
Dev
Posts: 2914

Re: Bot stats

Post#34 » 01 Feb 2017, 08:33

mcompany wrote:
GFX47 wrote:The "AttackBulletDuration" is actually an "inter burst duration".

So for Assault you have:
t: start aiming
t+1000ms: shoot first burst
t+1100ms: shoot second burst
t+1200ms: shoot third burst and start next aiming

For Sniper:
t: start aiming
t+3000ms: shoot (unique) burst and start next aiming

Wait, does that mean the reload cooldown between shots does not apply to the last shot of a burst?


It doesn't.

User avatar
GFX47
Dev
Dev
Posts: 2914

Re: Bot stats

Post#35 » 01 Feb 2017, 08:40

sethcohn wrote:Ok, that helps... next question is precision.

Example is Assault at close range.
Each bullet is 90 precision
so...
180 1 (1 hit)
360 2 (2 hits)
540 2 (2 hits)

The code sees 100, and subtracts it, so now we have 540 (minus the 500, for 5 hits)
(and yes, it's done as they hit, this just make it clearer...)

40 left over...
Does the next round of firing at same target start from zero, or 40?
Does the next round of firing at a different target start from zero, or 40?

Here's why it matters... if that leftover is still counted, the second round is also 5 hits...

220 2 hits
400 2 hits
580 1 hit

But the 80 leftover means that the 3rd round of firing is _6_ hits:
260 2 hit
440 2 hit
620 2 hit

(for the curious, the 4th round would be 5 hits, then 5th round 6 again, then it starts back at zero... OR this is wrong, and it resets each round, and so you will only ever hit 5 of 6 shots...)


The precision counter is never reset to zero. It's kept under 100 after a hit:
Precision counter = Precision counter % 100
It means you remove 100 from the value until you are under 100 (as the value is always positive).

pier4r
Skynet
Skynet
Posts: 3389

Re: Bot stats

Post#36 » 01 Feb 2017, 08:42

Super nice gfx thanks
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

sethcohn
Automaton
Automaton
Posts: 122

Re: Bot stats

Post#37 » 01 Feb 2017, 15:31

GFX47 wrote:The precision counter is never reset to zero. It's kept under 100 after a hit:
Precision counter = Precision counter % 100
It means you remove 100 from the value until you are under 100 (as the value is always positive).


Awesome. Very helpful... so the accuracy of a Assault at close range (assuming no interruption/etc):
5 hits, 5 hits, 6 hits, 5 hits, 6 hits... I'm working on a spreadsheet and the timing/accuracy is a big piece of it.

pier4r
Skynet
Skynet
Posts: 3389

Re: Bot stats

Post#38 » 01 Feb 2017, 18:54

Seth you may coordinate with mcompany on that work.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

sethcohn
Automaton
Automaton
Posts: 122

Re: Bot stats

Post#39 » 01 Feb 2017, 21:24

pier4r wrote:Seth you may coordinate with mcompany on that work.


Yes, I saw some of his spreadsheet after I began mine. I'll certainly share the piece I put together.

sethcohn
Automaton
Automaton
Posts: 122

Re: Bot stats

Post#40 » 02 Feb 2017, 05:04

http://bit.ly/GladiabotsAttackChart

Suggestions and improvement welcomed.

The sheet is dynamic (meaning if you change the input values. the sheet will update...
(same formulas on each tab of sheet, one per bot type). Not that things changes in the game, but if GFX alters the stats in a future revision of the game, or introduces a new bot type, this makes it easy to update...)

Update 1: The graphic charts I added, well, the tabs/pages behind them really, are NOT dynamic. I basically did a bunch of cut and pasting/sort/fill to populate the info there and graph them all at once.
I'm sure there is a better way, but I didn't try and figure it out with the time I had to spend on it.
It was faster to hack this up. Improvements welcome, of course.
Last edited by sethcohn on 02 Feb 2017, 17:51, edited 1 time in total.

Return to “Questions”

Who is online

Users browsing this forum: No registered users and 1 guest