How about more style points for using Tachyon Beam, Energy Siphon, and Tykens Rift?
I believe you get some with Tyken's but there's no way to tell how powerful your Rift was. The log only shows the tiny kinetic damage based on your part gens skill. Syphon and Tachyon beam don't show at all in the logs. So unfortunately there's no way for the parser to know you used it.
How about more style points for using Tachyon Beam, Energy Siphon, and Tykens Rift?
As brandon has already mentioned, Siphon and TachBeam are not visible in the log and therefore cannot be rated. Using a Tykens gives you utility points.
A wider question: is there somewhere a list with things that add style and others that decrease it? Just to understand how the system works
Thanks in advance!
(The style/utility values are still correct for the most part, but the rest of the rating algorithm has changed and does not work as explained on that page anymore. Maybe I'll find some time to post an updated version.)
A long time ago, I posted my take on the accuracy issues in this game. Now I have looked at some more data regarding accuracy and things only got weirder.
Despite Cryptic denying it, there definitely are different formulas for (non-faw) beams and cannons (see my old blog entry) and here is a chart (created from my personal log archive) that shows that CSV is most likely also using the beam formula (I had previously theorised that its increased accuracy over plain cannons / CRF was due to a problem with multiple targets and hit rolls, but that does not seem to be the case, the curve aligns perfectly with the one from beams.):
One can also see how array FAW went to 100% in early 2012 (note that it did that only during some time between jan 2012 and March 2012, it appears to have been fine in Dec '11) and then got all bonus accuracy removed in Apr 2012. (Mar 29th to be exact) DBB FAW had not been affected by the 100% bug, but also got nerfed.
A full year later (Apr 2013), accuracy modifiers were being taken into account again. But this only brought array FAW to cannon accuray levels, not beam accuracy. DBB FAW also started benefitting from [Acc] modifiers again, but still seems to be lagging behind array FAW.
It seems that Beam Overload has always used cannon accuracy levels.
A closer look at the data reveals that the 100% FAW accuracy issue began on Jan 12th, 2012. And now we finally know when they screwed up FAW: when they updated the space sets. And instead of noticing that isue and rolling back the changes, they spend an entire year telling us that they would have to touch millions of lines of code by hand...
The Beam/Cannon divide is clearly visible, and also that FAW/BO on arrays use cannon accuracy . The seemingly superior accuracy of DBB BO over array BO can probably explained with data volatility due to less recorded shots and the fact that probably many use acc-less arrays, but either use lots of acc on their BO-DBBs or only BO people who have been tractored. The low DBB FAW value is suspicious though and fits with the impression of inferior DBB FAW accuracy that one got from the historical data.
Hil'bert deals 76257 (119608) damage (critical) to Karl with Javelin.
Hil'bert deals 77649 (129089) damage (critical) to ShadowStar with Javelin.
Hil'bert deals 59391 (120618) damage (critical) to Dez with Javelin.
And of course impressive self-frying:
Kai Suil deals 74927 (81140) damage to Hil'bert with Feedback Pulse III.
StarKiller deals 44328 (78798) damage to Hil'bert with Feedback Pulse I.
Hil'bert deals 76257 (119608) damage (critical) to Karl with Javelin.
Hil'bert deals 77649 (129089) damage (critical) to ShadowStar with Javelin.
Hil'bert deals 59391 (120618) damage (critical) to Dez with Javelin.
And of course impressive self-frying:
Kai Suil deals 74927 (81140) damage to Hil'bert with Feedback Pulse III.
StarKiller deals 44328 (78798) damage to Hil'bert with Feedback Pulse I.
This is fun!
Still remembered when we did internal match/public and you blasted era to 0%hp and he still survived.
So Hilbert, how do I post my matches to the leaderboard?
Edit: K, thnx for messaging me in game. I play with some people here and there that have uploaded some games I've played with them and it's pretty interesting looking through the different stats of myself and friends and we even used your match maker the other day to form up teams for an in-fleet battle. So I figure I might as well add to the data....don't know why it took me this long.
Anyway, thanks for all the work you've put into these leaderboards. It really is quite cool, but unfortunately it shows how little effort the actual developers have put into PvP....maybe one day.
Well one thing that is a failure about this leaderboard is the following.
Im a fleetleader but lack sufficient PVP players to form premade teams etc. to rly rock the land of PVP that said i do 'enter on pure luck' PUG a lot in the land of PVP.
What ive noticed is 'i know the Premade teams from the PUGs names by now' is the fact that a lot of the people who are DIE HARD into PVP mostly upload their Glorious Victories but never there Defeats.
Jeah i know surely that can be counterd by just starting to parse asswell and upload stuff etc. but still in a way the 'Leaderboards' are easily made more shiny by those Pre made teams.
After testing the 'fairness' out of this leaderboard for a few weeks i will send a mail now to upload my parses asswell just wanted to mention it as a 'fail' in the current leaderboard system other then that great work to the creators.
- does it collect data from c&h's as well? (edit: self answered; obviously it does, but i'm not sure how the numbers fit the system in whole)
- does it upload automatically or do i have to push a button? (edit: self answered; arenas are reported, c&h's barely. guess cause of more players/longer gaps between fights?)
- is it possible to may raise the 60 secs player-encounter-trigger to 120 secs (f.e. for pure
alphastrikers or c&h)?
Abilities - again the slight kinetic bias, but HY is dead, no matter how you turn it, only TS still has some activity
Do you already have data on the current hull heal distribution? I would really like to see how much the changes to the borg hull proc show in the statistics.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Do you already have data on the current hull heal distribution? I would really like to see how much the changes to the borg hull proc show in the statistics.
You can see some current charts (dynamically generated) on the THG website:
The data is shown on a per-week basis, so the full effect of the changes is only just beginning to become visible. And weekly averages are necessary to get data that is not too volatile (daily averages usually jump up and down too much to draw any reliable conclusions).
So far the tendency seems to be:
Shields: Less Rom T4 healing, but for selfhealing this is essentially completely filled up with increased use of boff heals on oneself and more valdore console procs; consequently, crosshealing is lower than before the rep passive changes.
Hull: Selfhealing has been reduced considerably by cutting the borg proc down. There is a certain amount of compensation via regular heals, but unlike with shields it doesn't fully restore the old values. The drop in crosshealing also exists here. (And the Eng Fleet heal proc is bugged and doesn't trigger.)
- does it collect data from c&h's as well? (edit: self answered; obviously it does, but i'm not sure how the numbers fit the system in whole)
- does it upload automatically or do i have to push a button? (edit: self answered; arenas are reported, c&h's barely. guess cause of more players/longer gaps between fights?)
The client parses the entire log file and atempts to find the parts that correspond to 5v5 arena matches. This is done via two criteria: There have to be exactly 10 players in the encounter and the kill count needs to be "reasonable" (due to limited log range, some kills can be missing in the log which makes things more difficult; so "reasonable" means something like 12-32 kills total and at least 12 kills or so for the winning side and not more than 18(?)).
This avoids most C&Hs and PVE (there is an additional safeguard to attempt to skip ground matches), but it's not 100% accurate. I play very few C&Hs, so my personal data for calibration is limited.
- is it possible to may raise the 60 secs player-encounter-trigger to 120 secs (f.e. for pure alphastrikers or c&h)?
As already mentioned, C&Hs are not intended to be reported. Alphastrikers only get into trouble if they spend more than 60s out of combat log range of the fight (so >~20km away). As long as combat action between players is still being recorded, the encounter gap won't trigger, even if the reporting player himself is not firing.
Well one thing that is a failure about this leaderboard is the following.
Im a fleetleader but lack sufficient PVP players to form premade teams etc. to rly rock the land of PVP that said i do 'enter on pure luck' PUG a lot in the land of PVP.
What ive noticed is 'i know the Premade teams from the PUGs names by now' is the fact that a lot of the people who are DIE HARD into PVP mostly upload their Glorious Victories but never there Defeats.
Jeah i know surely that can be counterd by just starting to parse asswell and upload stuff etc. but still in a way the 'Leaderboards' are easily made more shiny by those Pre made teams.
After testing the 'fairness' out of this leaderboard for a few weeks i will send a mail now to upload my parses asswell just wanted to mention it as a 'fail' in the current leaderboard system other then that great work to the creators.
Today the 10.000th match has been uploaded to the leaderboard.
Well done. I contributed at least 50 in last week. Most people don't do it however, some don't know how, some can't get in touch with you, and some won't
Also man. explain style numbers. What gives +style, what gives -style?
i almost always have + or very low minus, but i see people with like minus 3.7?
Comments
I believe you get some with Tyken's but there's no way to tell how powerful your Rift was. The log only shows the tiny kinetic damage based on your part gens skill. Syphon and Tachyon beam don't show at all in the logs. So unfortunately there's no way for the parser to know you used it.
There is a section in http://hilbertguide.com/leaderboard/ranking.html (starting after "This uses the following:") that shows most of the utility and style values.
(The style/utility values are still correct for the most part, but the rest of the rating algorithm has changed and does not work as explained on that page anymore. Maybe I'll find some time to post an updated version.)
Gotta agree, its pretty badass. Also the top ones in each individual match is pretty awesome too (since most arent hitting 100k like you and jmoda)
74k for me and being 4th place for the day? Ill take that.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
Despite Cryptic denying it, there definitely are different formulas for (non-faw) beams and cannons (see my old blog entry) and here is a chart (created from my personal log archive) that shows that CSV is most likely also using the beam formula (I had previously theorised that its increased accuracy over plain cannons / CRF was due to a problem with multiple targets and hit rolls, but that does not seem to be the case, the curve aligns perfectly with the one from beams.):
One can also see how array FAW went to 100% in early 2012 (note that it did that only during some time between jan 2012 and March 2012, it appears to have been fine in Dec '11) and then got all bonus accuracy removed in Apr 2012. (Mar 29th to be exact) DBB FAW had not been affected by the 100% bug, but also got nerfed.
A full year later (Apr 2013), accuracy modifiers were being taken into account again. But this only brought array FAW to cannon accuray levels, not beam accuracy. DBB FAW also started benefitting from [Acc] modifiers again, but still seems to be lagging behind array FAW.
It seems that Beam Overload has always used cannon accuracy levels.
A closer look at the data reveals that the 100% FAW accuracy issue began on Jan 12th, 2012. And now we finally know when they screwed up FAW: when they updated the space sets. And instead of noticing that isue and rolling back the changes, they spend an entire year telling us that they would have to touch millions of lines of code by hand...
So much for history, here is the current data:
The Beam/Cannon divide is clearly visible, and also that FAW/BO on arrays use cannon accuracy . The seemingly superior accuracy of DBB BO over array BO can probably explained with data volatility due to less recorded shots and the fact that probably many use acc-less arrays, but either use lots of acc on their BO-DBBs or only BO people who have been tractored. The low DBB FAW value is suspicious though and fits with the impression of inferior DBB FAW accuracy that one got from the historical data.
Hil'bert deals 77649 (129089) damage (critical) to ShadowStar with Javelin.
Hil'bert deals 59391 (120618) damage (critical) to Dez with Javelin.
And of course impressive self-frying:
Kai Suil deals 74927 (81140) damage to Hil'bert with Feedback Pulse III.
StarKiller deals 44328 (78798) damage to Hil'bert with Feedback Pulse I.
This is fun!
Still stings haha, nice shot.
Still remembered when we did internal match/public and you blasted era to 0%hp and he still survived.
For the daily list it's 2 matches of at least 0.25 balance.
Edit: K, thnx for messaging me in game. I play with some people here and there that have uploaded some games I've played with them and it's pretty interesting looking through the different stats of myself and friends and we even used your match maker the other day to form up teams for an in-fleet battle. So I figure I might as well add to the data....don't know why it took me this long.
Anyway, thanks for all the work you've put into these leaderboards. It really is quite cool, but unfortunately it shows how little effort the actual developers have put into PvP....maybe one day.
@DevolvedOne
Im a fleetleader but lack sufficient PVP players to form premade teams etc. to rly rock the land of PVP that said i do 'enter on pure luck' PUG a lot in the land of PVP.
What ive noticed is 'i know the Premade teams from the PUGs names by now' is the fact that a lot of the people who are DIE HARD into PVP mostly upload their Glorious Victories but never there Defeats.
Jeah i know surely that can be counterd by just starting to parse asswell and upload stuff etc. but still in a way the 'Leaderboards' are easily made more shiny by those Pre made teams.
After testing the 'fairness' out of this leaderboard for a few weeks i will send a mail now to upload my parses asswell just wanted to mention it as a 'fail' in the current leaderboard system other then that great work to the creators.
- does it collect data from c&h's as well? (edit: self answered; obviously it does, but i'm not sure how the numbers fit the system in whole)
- does it upload automatically or do i have to push a button? (edit: self answered; arenas are reported, c&h's barely. guess cause of more players/longer gaps between fights?)
- is it possible to may raise the 60 secs player-encounter-trigger to 120 secs (f.e. for pure
alphastrikers or c&h)?
damn nice toy, thx again mate! .
The data is shown on a per-week basis, so the full effect of the changes is only just beginning to become visible. And weekly averages are necessary to get data that is not too volatile (daily averages usually jump up and down too much to draw any reliable conclusions).
So far the tendency seems to be:
Shields: Less Rom T4 healing, but for selfhealing this is essentially completely filled up with increased use of boff heals on oneself and more valdore console procs; consequently, crosshealing is lower than before the rep passive changes.
Hull: Selfhealing has been reduced considerably by cutting the borg proc down. There is a certain amount of compensation via regular heals, but unlike with shields it doesn't fully restore the old values. The drop in crosshealing also exists here. (And the Eng Fleet heal proc is bugged and doesn't trigger.)
This avoids most C&Hs and PVE (there is an additional safeguard to attempt to skip ground matches), but it's not 100% accurate. I play very few C&Hs, so my personal data for calibration is limited.
As already mentioned, C&Hs are not intended to be reported. Alphastrikers only get into trouble if they spend more than 60s out of combat log range of the fight (so >~20km away). As long as combat action between players is still being recorded, the encounter gap won't trigger, even if the reporting player himself is not firing.
I noticed that as well.
Well done. I contributed at least 50 in last week. Most people don't do it however, some don't know how, some can't get in touch with you, and some won't
Also man. explain style numbers. What gives +style, what gives -style?
i almost always have + or very low minus, but i see people with like minus 3.7?
Super SpecialStar Trek Online Review
SpecialTemporal PUG 100K DPS Build
We are Travelers
Epic!!! :cool:
also if play on mac, but save the file...and send it to a pc, would your tool upload it?
Nice Dude.. .
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