TP/hit Calculation Over 540 Delay

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TP/hit calculation over 540 delay
 Odin.Colway
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By Odin.Colway 2014-08-20 19:15:18
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ok after more testing.

this doesnt work for 540 delay but works for 570

base TP/Hit = Rounded(0.07 x delay) +110

note: rounded to the nearest integer.

this seems to work now.
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By Odin.Colway 2014-08-21 13:28:06
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My apologise for all the edits after i made the original post. it was late in the evening and i was tired and made a couple of errors (like keeping my rose strap on during testing which skewed the numbers) I will now elaborate on the findings to clarify things.

I was trying to calculate the base TP return per hit based on delays. I did this on RNG since RNG has access to some very high delay weapons and ammo and a nice varied choice.

i used a combination of weapons and ammo to get the following:

Delays : 624 | 630 | 633 | 660 | 720 | 825 | 828 | 840 | 855
TP/Hit : 153 | 154 | 154 | 156 | 161 | 168 | 168 | 169 | 170

From the above we can see that TP/Hit is calculated with the delays in 10's, so it is actually safe to assume that any delay can be rounded down to the nearest 10 (only for Tp calculations).
By this i mean that a delay 623 or 629 will return the same TP/Hit.
Due to this i plotted the points on a scatter graph using the middle delay for each 10's; 615, 625,635,645 etc etc.



Looking at the raw data it would seem that the TP/hit goes up by 1 for every 10 delay but this isnt the case as circled on the graph. There is the occasional Double step Which is why the trend line isn't perfect.

knowing that SE likes to calculate everything in terms of 256, 0.071 is almost 18/256. So lets use this number since we know the trend line is actually not that accurate.



Therefor The Equation to calculate Base TP/Hit based on weapon delay + ammo is:

Base TP/Hit = Round to nearest integer(18 / 256 x (delay to the nearest lower 10)) + 110

Be Aware this only applies to delays greater then 540. I'm not sure where the break is exactly. I was able to test delay 540 and the TP calculation already out there applies but not this one and the next that fit was 570 delay. since it works in delays of 10 it is safe to assume the break starts at 550 or 560. I didn't have the weapons to test these 2 delays.

Hope This helps anyone that likes to make Calculators like Motentons Damn awsome Spreadsheets (that guy math skills rules on several levels).
 Fenrir.Motenten
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By Fenrir.Motenten 2014-08-21 17:52:45
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Reviewing the data, I'll disagree with the assertion that the delay is being floored to the nearest 10. Plus, your formula doesn't work for 720 delay (you floored the value being subtracted, rather than the result).

Additional data points:
540 delay == 149 TP (follows stage 2 formula)
550 delay == 149 TP (proves inflection point to stage 3 occurred at 540 delay)
706 delay == 159 TP
822 delay == 167 TP (invalidates the premise of flooring to the nearest 10, since 825 delay is 168 TP)
900 delay == 173 TP

Everything from 720 delay up matches perfectly fine with a slope of delay/15. 540 delay also happens to match this slope, but nothing between 540 and 720 fits; it's all 1 point lower.
Code
delay   /15   delay/15+113   Observed
540     36          149       149
720     48          161       161
822     54          167       167
825     55          168       168
828     55          168       168
840     56          169       169
855     57          170       170
900     60          173       173



I got a 466 delay gun to test what the slope looked like at delay 706. TP == 159.

We know that 540 delay matches the phase 2 formula. If 550 delay (Inanna scythe) is 151 TP (result from the phase 2 formula), that completely breaks the ability to have a viable piecewise formula. Therefore the transition point is almost certainly at 540 delay. [Confirmed: Inanna is 149 TP]

We can't get many data points between 540 and 720, just because of the weapons available. Therefore I can only set up a bit of a guesstimate to fit the data points we -do- have.

For above 540 delay, I get this:

Stage 3: 541-719 delay: (delay-1)/16 + 115
Stage 4: 720+ delay: delay/15 + 113

Note: Stage 3 formula is -not- completely correct. It doesn't generate correct results for delay 541-544, but will for 545, and matches all observations below 720 delay. Also, there is no delay that will generate 160 TP (it jumps from 159 to 161). However, since it matches every observable delay in that range, it's good enough for the time being.
 Odin.Colway
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By Odin.Colway 2014-08-21 18:21:24
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I am in agreeance with your findings. The graph i posted has the 570 delay point in there, which i was sure skewed the results but I wasn't 100% whether there would be 4th break point. I'm also glad you found a delay (822) that disproves the flooring of delay. I wasn't able to get enough results myself to find this (i did just Eyeball the pattern).
To be frank, I like math and wanted to play around and in the process get people interested. I've been trying to gear my RNG and i used your spreadhseet. Quickly found out that the TP calculation was wrong and went to research why. Then found that no one had figured one out yet so I wanted to play ^^.

Thanks for posting, glad it was you that did TBH. Very interesting stuff.

edit: by the way if you want delays in the 600 range use ajjub bow + ammo (540 delay bow, 90,93, and 120 delay ammo available), and there's also the Illapa with ammo (432 delay xbow + ammo 192 and 288 delay).
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By Fenrir.Motenten 2014-08-21 19:05:55
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Odin.Colway said: »
by the way if you want delays in the 600 range use ajjub bow + ammo (540 delay bow, 90,93, and 120 delay ammo available), and there's also the Illapa with ammo (432 delay xbow + ammo 192 and 288 delay).

Unfortunately I can't test that myself. The extra samples I got were from what I could do on cor.
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