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Σάββατο 18 Δεκεμβρίου 2010

Maximizing damage the cost-efficient way {αγγλικό}

This is not an article about “tanking”, nor is it an article about how to get the BH Medal. This is an article about the “average player” (like me) who’d like to maximize his/her damage the most cost-efficient way. No health packs are taken into consideration here; the whole idea is about how one can maximize damage by using only food and weapons. First of all, thanks to this article by topspeed , we are now in a position of knowing the exact formula for damage goes as follows:

Damage = [(Rank/50)+0.4]*{[(Strength+100)/5]+10}*[1+(Firepower/100)]

In unarmed combat the [1+(Firepower/100)] part does not come into play, so it’s only a matter of Rank and Strength. This damage dealt in unarmed combat will be referred as “Basic Damage” from now on. It’s interesting to notice Health is no more a part of the equation, which means it has no effect on the amount of damage one deals, provided ofc it’s no less than 20.





Suppose your initial Health is above 90. How many times can you fight before your Health drops below 20? It is 8 fights, isn’t it? You can also replenish 300 Health a day from food. That’s another 30 fights, which gives you a total of 38 fights in a single day. It’s crucial to realize there’s nothing as important in maximizing your damage as reaching this maximum of 38 fights.
Weapons won’t perform any miracles to the amount of damage you deal in battle, while they are considerably more expensive than food. A standard Q1 weapon will only boost your damage by a modest 1.2 factor (a mere 20% increase), while you’ll need an awesome Q5 weapon in order to double your damage (100% increase).
So, before going to battle, make sure you have enough food as to press the “fight” button no less than 38 times. The primary key to success is food, not weapons! It would take you 19 fights with Q5 weapons in order to match the Basic Damage you deal with 38 unarmed fights! Just think about it…



Ok then! Suppose you’ve already bought enough food as to restore 300 Health (30 Q5 or 150 Q1 food). It hasn’t been too expensive after all –and it would cost you even less if you consulted this site for the cheapest food prices worldwide: http://erepublik-market.cz.cc/foodPricesHistory.html
So, what’s next? There is still some money left in your account. Why not buy a few weapons as well? Yes indeed! Why not? So, what’s the best value for money purchase when it comes to weapons? Doesn’t it seem Q1 is the “cheapest” choice? Eh well… It is not! Definitely not! It’s not only a matter of price, it’s not only a matter of firepower either; it’s also a matter of uses. A standard Q1 weapon has only got 1 use, while a standard Q2 weapon has got 2 uses, a standard Q3 weapons has got 3 uses –and so on. Let’s now have a closer look:


2 Q1 weapons: (Basic Damage*1.2)*2 = Basic Damage*2.4
1 Q2 weapon : (Basic Damage*1.4)*2 = Basic Damage*2.8

(A single Q2 is 16.6% more effective than 2 Q1s and it generally costs less to buy a single Q2 than buying 2 Q1s. Value for money!)
3 Q1 weapons: (Basic Damage*1.2)*3 = Basic Damage*3.6
1 Q3 weapon : (Basic Damage*1.6)*3 = Basic Damage*4.8

(A single Q3 is 33.3% more effective than 3 Q1s. In terms of firepower it takes 4 Q1s to match a single Q3. Value for money x2!)
4 Q1 weapons: (Basic Damage*1.2)*4 = Basic Damage*4.8
1 Q4 weapon : (Basic Damage*1.8 )*4 = Basic Damage*7.2

(A single Q4 is 50% more effective than 4 Q1s. In terms of firepower it takes 6 Q1s to match a single Q4.
Value for money x3!)

5 Q1 weapons: (Basic Damage*1.2)*5 = Basic Damage*6.0
1 Q5 weapon : (Basic Damage*2.0)*5 = Basic Damage*10.0

(A single Q5 is 66.6% more effective than 5 Q1s. In terms of firepower it would take more than 8 Q1s to match a single Q5. It’s true ofc Q5s are very expensive, but they rarely are 8+ times more expensive than Q1s.)




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So, what the best value for money purchase? Oh well… One cannot answer such a question without taking current market prices into consideration. Yet, there is a simple way for you to decide which choice is best for you under any given situation. As we’ve already seen, each type of weapon has its own total damage factor:
/// Q1: 1.2 \\\/// Q2: 2.8 \\\/// Q3: 4.8 \\\/// Q4: 7.2 \\\/// Q5: 10.0 ///

You only have to divide the current market price for each type of weapon by its own damage factor. The smaller the quotient you get, the more attractive the actual price is! It’s also a good idea to check for weapon prices worldwide before making your purchase. This tool can prove pretty helpful, though it only contains prices for Q5 weapons: http://erepublik-market.cz.cc/weaponPricesHistory.html

Please note all the calculations above only refer to default customized weapons. This needs to be said, since there are also a small number of “hand-made” (or “individually fine-tuned”) weapons in the market. Not all of them have been fine-tuned successfully, but it’s not a good idea to discard them all as useless. In fact the default customization is far from optimal. A clever manufacturer can fine-tune his products in such a way as to make them remarkably superior to the default customized ones.

Let us now have a closer look to all kinds of weapons and come up with a formula that applies not only to the default configurations given by the admins, but also to those weapons that have been “individually fine-tuned” by their manufacturer.



As we all know, each weapon has a specific number of configuration points (depending on its Q). These configuration points are distributed in firepower and durability.

Q1 weapons have 30 configuration points.
Default distribution: 20 firepower / 10 durability (1.2 damage / 1 use)

Q2 weapons have 60 configuration points.
Default distribution: 40 firepower / 20 durability (1.4 damage / 2 uses)

Q3 weapons have 90 configuration points.
Default distribution: 60 firepower /30 durability (1.6 damage / 3 uses)

Q4 weapons have 120 configuration points.
Default distribution: 80 firepower / 40 durability (1.8 damage / 4 uses)

Q5 weapons have 150 configuration points.
Default distribution: 100 firepower / 50 durability (2.0 damage / 5 uses)


So, what about those weapons that deviate from the default distribution? There are not too many of them out there, but we need to take them into account as well. Mind you, there are 5 different ways to customize a Q2 weapon, as there are no less than 8 different ways to customize a Q3 weapon –and so on.

Is there a simple method for comparing different customizations and knowing which the best value for money choice is? I’ve got some good news for you! Not only such a method exists, but it also allows us to directly compare all weapons, regardless of customization and regardless of Q as well.
Imagine every weapon is a 2-dimensional rectangle shape. Firepower is the rectangle’s height, while durability is its width. In order to find its area you only have to multiply height*width. In other words you only have to multiply firepower*durability in order to find each weapon's overall performance.

Finally, when it comes to determining which the best value for money choice is, you just divide price by overall performance. In other words, it’s simply a matter of price / firepower*durability.
The smaller the quotient, the best value for money you get.





So, it’s time for some practice now. Let’s focus on the 3 different Q4 tanks and see what the value for money purchase is:
LEOPARD 2A4:
29.00 grd / 60 firepower * 60 durability = 0.00805

7-NISA TANKS:
30.90 grd / 90 firepower * 30 durability = 0.01144

Army tank:
40.26 grd / 80 firepower * 40 durability = 0.01258


It’s evident LEOPARD 2A4 is by far our best value for money purchase. It’s not only a matter of lower price.
It’s also a matter of more efficient customization. In fact, even if all 3 companies offered their products at the same price, LEOPARD 2A4 would still be the best choice, since it offers the best overall performance (best firepower*durability factor). Furthermore, this particular tank at its present price proves to be a value for money best choice compared even to the standard Q5 tank at the bottom of the list. Feel free to do the math…



P.S.: I do not claim to be the first one to “discover” the price / firepower*durability formula. It seems to be a well-know fact actually. Have a look here: http://erepublik-market.cz.cc/weapons.html. This is a very useful tool and it’s advisable for everyone to consult it from time to time.

Yet, what I’m trying to say is every player should be confident in evaluating different weapons on his/her own, instead of blindly following somebody else’s suggestions. Furthermore, I do hope this article proves of some help to companies that wish to enhance overall performance of their weapons by customizing their products the optimal way.

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Αναρτήθηκε από: spyskam

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