Recherche

Log in to post on the forums

Heat?

31 Réponses [Dernière contribution]
Portrait de Autofire
Autofire

How the heck does heat work? Though heat and levels don't really matter that much to what's going on, (with end players in particular) I'm planning on doing a bit of research. Particularly things like:

  • If the smallest heat ember counts as 1 HP (Heat Point), how many points are required from L1 to L2? From L2 to L3? How big is each increase in needed heat?
  • What does each heat ember count as, assuming that the smallest ember = 1 HP?
  • How much more heat does, say, a 5* need than a 4*?
  • How much does each level do in Weapons? Shields? Armors? Is it worth more to upgrade that armor to L10 other than getting increased health?
  • Do heat embers do more in T3 than they do in T2? More in T2 than in T1? Or is it just the increased amount of embers and/or bigger embers which makes the difference?

I'll try to figure something out pretty soon. This is going to cost a lot of energy, I can tell you that much. >.<

Portrait de Bopp
Bopp
great

Great. This area is not well-studied, possibly because end-game players don't care. But newer players care, and it would be nice to have some idea of how heat is quantified. Keeping detailed track of the embers will be hard. May I suggest recording your run, and then counting the embers afterward?

Portrait de Zeddy
Zeddy
Good luck!

I care about this, of course, but the opportunities to study it is too limited, and will undoubtedly require crafting a lot of stuff. You might want to work at finding the exact mathematics for a 1* weapon, try out your hypothesis on a 2* weapon eventually and then move on to confirm your suspicions for 3*, 4* and 5*.

Portrait de Autofire
Autofire
You are experiencing a PICNIC ERROR!

Got it. ^.^

Well, Bopp, I'm going to start with going a WHOLE level without picking up any heat, until the very end, where I'll get a single, small ember. I'll be using a Proto Sword for this, and in T1. Then I'll get a fresh Proto Sword and do that again in T3. This will hopefully show me if level DOES matter.

Yes, I will record, but most the time I'll just get less heat.

@Zeddy

Yes it will...I'll probably muddle around with 0*, 1*, and 2*. 3* sometimes. Then 5* eventually because I'm about to make another 5*.

Portrait de Bopp
Bopp
will be hard

It will be hard to avoid all heat until one little ember at the end. Those embers just fly toward you in the heat of battle (wink). I guess that you can just abandon the level if the heating has gone awry.

Portrait de Autofire
Autofire
You are experiencing a PICNIC ERROR!

No no, who says I have to kill things? I'll go pacifist. :D

Portrait de Coelydragon
Coelydragon
Beat me to it...

I've actually been working on that recently. My main question is the increments in which heat affects your weaponry damage.

Portrait de Waffleconecake
Waffleconecake
Suggestion, to better test

Suggestion, to better test single heat orbs you should have a friend or alt account complete the level, then at the end leave one orb, join the alt, and then test when on elevator.

Portrait de Autofire
Autofire
You are experiencing a PICNIC ERROR!

Actually you are right. That's a good idea.

Sadly I never got around to do ANYTHING related to heat. I R busy! :(

Portrait de Fehzor
Fehzor

You could probably just video yourself soloing several levels, and then see what percentage of heat you get based on how many embers. How many heat embers are there again? 3? If you video yourself, you should be able to come up with a system of equations that could be solved for rough estimates of how much heat is worth per level. As in, # of small embers + # of med embers + # of large embers = percentage of bar filled. Then, solve for each # based on each set of equations. It wouldn't be exact, but it would get you rough estimates, and would be a definite foot in the door. Of course, measuring a single piece of heat would work too I guess.

Portrait de Coelydragon
Coelydragon

Another question for Zeddy since he has the SK scientific procedures figured out. I'm gathering data to see how each level of heat affects weaponry (defense if I can figure that stuff out too). Would it be okay for me to use just the first attack of a sword and measure it each level or would it be better to measure every hit including charge attacks in every tier/stratum?

Portrait de Zeddy
Zeddy

If you'd like to only check one attack, I would examine the most powerful attack the weapon has. Going from 500 to 534 damage tells more detail than going from 50 to 53.

Portrait de Coelydragon
Coelydragon

Bit late, sorry. I already started. I'm gathering every bit of data though, including with DB med, assuming that's the most powerful I can get. There's already some rather interesting, for lack of a better word, quirks coming up. If anyone has unheated or half-heated weaponry I'd be grateful for the damage it does against the various punching bags in all of the GTH tiers.

Portrait de Coelydragon
Coelydragon
@Zeddy

About the T3 GTH data that you made in the "I need scissors! 61!" thread. What is your explanation as to why the difference between weak and normal damage for the elemental brandishes varies, as opposed to every other sword having 61 as the difference? This seems like an important point in my half-finished data.

Portrait de Zeddy
Zeddy
@Coelydragon

Ah, yes, I've got halfway an answer to that at this point. Let's examine Brandish damage at T3 GTH more closely.

265 versus weak.
198 versus neutral.

265 - 198 = 67.

Remember, that Brandishes do split damage. If we simply split up the neutral damage, we'll see exactly why there is an inconsistency:

198 / 2 = 99.

Remember that in T3 GTH, the bags have 61 weak defence and 122 neutral defence. Each damage part of Brandish is lower than 122 and is therefore reduced in a manner that's not linear anymore. (I have yet to figure out the exact formula.

The tricky part is figuring out what the true damage of a Brandish is because of this. After all, we can't get an accurate reading since the normal part of the brandish will always be doing less than 122 damage. However, since we know that the normal damage part of the Brandish is 99 damage, we can simply remove it:

265 - 99 = 166.

That's the amount of elemental damage our brandish hit is doing. It's above 61 (which is how much elemental defence a construct bag has), and as such, we can just add that defence to get raw damage.

166 + 61 = 227

227 elemental damage +
227 normal damage =
454 total damage

Portrait de Coelydragon
Coelydragon

Okay, well if you have half that answer, I have a fifth. Here is the half-finished data of a Glacius-in-heating. If you look at the differences between the normal damage first attack and vulnerable damage first attack, the "defense", as you call it, increases consecutively for the first 4 values. Then it begins to jump a little more. This seems to mean that the "defense" changes as you either increase the damage or increase the heat of a weapon. It could be that all weapons have a different defense at each heat level and 61 only applies to heat level 10 weaponry, or it could be that the defense number changes according to the unresisted damage. Either way, I need to finish heating this and another weapon to get anywhere closer.

Portrait de Zeddy
Zeddy
@Coelydragon

Enemy defence does not change with your weapon's heat level. Each split part of Brandish simple does less than 122 damage, and which is the treshold where defence stops acting linearly. Look at the difference between neutral and weak damage for the charge attack; it's 61 at every level.

Portrait de Coelydragon
Coelydragon

Okay that makes sense, but then there's either something wrong with your unresisted damage formula for a Glacius or your Glacius two-sword model is incorrect because I calculated the same unresisted damage for level 1 and 2 charge explosions. Heat does not seem to affect damage linearly. I did check all the values and especially the vulnerable damage (which is above the threshold) seemed to be affected non-linearly.

Portrait de Museofdreams
Museofdreams
ouch

...I now have have a headache...

Portrait de Museofdreams
Museofdreams
question

Consider this?

1. Maybe damage/defence isn't effected per heat lvl but only at 5 and 10 causing heat to just be relative to leveling up to those?

2. New players don't want to know how much each small embers it takes to lvl there Wep they want to know how much heat is provided per floor to each tier items at specific heat levels, so why not work on that, I've considered doing it myself /shrug been playing long enough the challenge would help, plus I got plenty of time

P.S. not trying to offend anyone!

Portrait de Coelydragon
Coelydragon
@museofdreams

No, the defense doesn't change just for levels 5 and 10. Zeddy is correct. Damage does change. With each heat level (refer to my chart) but the amount of change fluctuates semi-consistently if you look at the strict difference between each level. Sometimes the change is 2 or 4 then it goes down a couple of points before the rate of change increases again.

Also, the hottest (for lack of a better term) levels are FSC and RJP. ICMF doesn't cut it. FSC should allow you to heat a weapon in less than 13 or so runs, given that you need to forge between levels. Heating just isn't the same anymore.

Portrait de Museofdreams
Museofdreams
IKR I find the forge thing a

IKR I find the forge thing a LITTLE annoying because, no forge stations at start of each floor.... so I can heat 3-4 star gear In FSC anymore ;_;

P.S. didn't look at chart, and can't, I am on a BAD computer pad... and your 13 runs thing only applies to Above lvl 3 5* so.... personally I use 3 star to do FSC for heat sake, but now OOO killed mah heating style X_X

Portrait de Zeddy
Zeddy
@Coelydragon

Brandish explosions are below the treshold. I don't know exactly why the unresisted damage (I assume you were testing these on lost souls?) doesn't noticably increase between levels 1 and 2, but I'm assuming it's something like the total going from 130.6 to 131.4 for each part between levels. I notice in your chart that damage increase for heat levels start low and then ramp up exponentially.

Split damage means the weapon's damage is split into two parts, and those two parts, except for being added together in the end, act completely independently. One part of 131-ish damage is normal, and is reduced by 130 defence (assuming this is depth 24 we're talking about). The other part of 131 elemental damage is reduced by 65 defence, which puts it just barely above the treshold.

Still, part of it is below. Therefore, shenanigans.

Portrait de Coelydragon
Coelydragon

That'd be D23 the T3 GTH. By your model of split damage, it seems that the only difference between specialized and split normal/specialized is that split damage dips below the threshold faster. Is that correct? And for your observation on the exponential increase, yes, but the increase between heat levels dip down between levels 1 and 2 occasionally. Not too sure what to make of the formula now.

Portrait de Xwert
Xwert
o. o

Stop turning SK into a matimatical equaltion, enjoy the game, its a game, not chemistry lab...

No offence, just saying...

Portrait de Zeddy
Zeddy
@Coelydragon

How did you get unresisted damage for T3 GTH? I have no idea how to do this. If it was calculated or extrapolated, you can't count on it being accurate when dealing with numbers below the treshold.

In practice, split-damage weapons benefit more from damage bonus and poison than other weapons do.

Consider an enemy with 100 normal defence and 100 elemental defence. BLUNT SWORD deals 300 normal damage while MAGIC SWORD deals 200 normal damage and 200 elemental damage. When you attack an enemy, both swords will do a total of 200 damage to its target. BLUNT SWORD deals 300-100 = 200 while MAGIC SWORD deals 200 - 100 + 200 - 100 = 200.

However, if you apply a MAX damage bonus (24%), MAGIC SWORD will pull ahead of BLUNT SWORD. Observe:
300 * 124% - 100 = 272
400 * 124% - 200 = 296

Minor poison would also add 15 damage to BLUNT SWORD but 30 damage to MAGIC SWORD.

@Xwert
I enjoy maths. v( o_o)v

Portrait de Coelydragon
Coelydragon
Fin

I'm done. I collected the damage done by a Glacius in every tier Guild Training Hall. T1 and T2 values remain the same throughout the heating process. T3 values do change, and enough to make it worth heating, although I would heat it anyways for the CTR:Med. It seems that obtaining heat crystals is actually a process worth doing. I have yet to crack the formula but by plotting the data on a graph, it does have a definite exponential-type curve.

Oh yeah. here is the big one with everything and here is the simplified version for easier reading. It's already been posted somewhere up there.

@Zeddy
Right. I used your formula which you are right is wrong, if that makes any sense, and I did use numbers below the threshold, another major sin. That MAGIC/BLUNT SWORD thing you have confused me for a bit but I do believe I understand it now. What's interesting when I plotted the graph is that it didn't just shift the line upwards when there was less defense involved. The curve itself increased. Vertical stretch. It's pretty clear.

@Xwert
For me, it's the game inside the game that I can play outside the game. I get bored often and so I have a bunch of data written down to analyze in the middle of class. Cracking stuff like this is tough but it sure beats staring out the window most of the time. Kinda fun too.

Portrait de Zeddy
Zeddy

Your links are unclickable. This is a shame, as I would like to click them.

Portrait de Coelydragon
Coelydragon
@Zeddy

My links are now clickable. They are no longer shameful.

Portrait de Skepticraven
Skepticraven
Revive this study?

If someone wishes to revisit the original post, a useful tool may be the steam inventory as it lists the heat percentage. It may be of interest for people to take some data with the gun update coming out next month. :P

Portrait de Popoixd
Popoixd
Zeddy, Bopp and Autofire the

Zeddy, Bopp and Autofire the tree officil (mad) scientist.

Portrait de Kathrine-Dragon
Kathrine-Dragon

I have a feeling you noticed this already Zeddy but the level 10 blizzbrand has near exact values to level 9 Glacius. The difference is one more point in the damage against undead/construct.