What am I missing? Need help solving a problem (solved)

The other picture there, I have truble understanding how it gained shield so fast, I might yet agen turned things up side down, but I can only make in take 1/4 of the time from 90-100%, as it’s the same calculatin only your on the 4 times as small side…

https://wiki.eveuniversity.org/Tanking


your solution with hidden mechanic only helps it boot trouble is if you start at 0 you also end at 0. at 95%+ it would be incredible slow no Mather what ship you use, as it only wants to go to 0 as it’s endpoint.

Anyway, while it’s clear I don’t fully understand the formula, It seems to me there’s a limit how many times T gets multiplied, that means it should be a max time somewhere. I just cant find it, as is it’s a impossible curve. It will never start or end, from 99-100 it would want to go 0.0lots of zeros1 each click or somewhere around there, as it’s almost infinite.

Sorry not god at math, but I have a little to strong curiosity for logic and a hard time if I can’t picture it…

Btw, I was also curious about the shield, we have 10% long before 25% mark with all the x, so nowhere near the amount of regeneration as above.

I think the problem is that none of the formulas we have where given to us by CCP they where reverse engineered by players so there is going to be discrepancies.

I kind of like that they don’t give us stuff in great detail it allows for us to find secrets still even after so many years.

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Wouldn’t it be logical if the point for 0 regen was below 0 shield? And find a spot from average.

as CCP loves 25% and 50% markers, I tried to find a spot that made sense. but I don’t really got the tools to make any purposeful testing. And it could always end up as the mysteries 2.5% that seems to show itself everywhere.

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I think forgot the formula, record values at certain points and then do the math and bring the formula back, you might be right thou the 0 point might be set at -25% shields.

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Sounds, ok. you will never run into the 0 issue, I’m just a little worried working from a static 0, when we know the average can wary. Bot I guess average should follow the shield value.

The really difficult part is probably getting used to peak being 25% higher on the regen scale. :smiley: Or will it be?.. sorry got to sum up… and yet agen I havent slept, this thing have bothered me to no end.

I wonder if this is because it is only calculated at certain time intervals to reduce load so if you capture the value at a certain point it might still be using values from 1 or 2 seconds ago.

No idea thou wish I could help more xD

I’ve gotten used to not worrying about things being 100% accurate :] kind of fine being able to get something 95% correct very quickly to use it in a situation.

I’m really sorry, but it’s probably for the best if I try this after some shuteye, did not go to well last time.

Haha probably yea, have a good one mate

Average should be set by the hull recharge time and shield. Recharge time decides the % increase, or speed. Shield decides amount. Should be the best spot to work from, but now we don’t got any confirmed sweet spot.

And we are back to the darn peak over peak issue and where it is, on the bright side average should actually mean average now, not the 25% mark.

yeah goodnight… before I mess up agen…

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Oh that picture!

Keep in mind that these two graphs have different axes.

The graph we were talking about earlier has on the Y-axis the regeneration rate, and on the X-axis the (current) shield HP:


Neither of the axes is about time, it just shows how high your shield regeneration is as a function of your shield hitpoints.

The graph that you just linked has the (current) shield hitpoints on the Y-axis (instead of the X-axis) and has Time on the X-axis:


The graphs do not contradict eachother, they give similar information in a different way.

For example, in the second graph you can see that the steepest slope happens after about 140 seconds (shown on the bottom), when the shield hitpoints (shown on the left) are around 25%.

Now you can look at the other graph and there you see that when the shield hitpoints (on the bottom in this graph) are 25%, the shield recharge rate (on the left) is at it’s maximum value at 250% of the average recharge rate.

And this makes sense.

You would expect the shield to go up faster when the shield recharge rate is high, and you would expect shield to go up slower when the shield recharge rate is low.

When the slope of the second graph is steep the recharge rate is high, which corresponds to a high recharge rate in the first graph.
And when the slope of the second graph is very flat (such as at the start and at the end), the recharge rate in the first graph is low.

Indeed.

But that’s also what the graph you linked shows: shield regeneration when you have that much shield hitpoints is incredibly slow and it does take a lot of time to get from 95% full shield to 100% full shield.

If your looking at the top picture It’s fair to say it would be incredible slow, I’m kind of curious how it got moving at all or likewise get back to 100%. It’s impossible to get that off the ground without a booster, the rest is likely to be accurate. But I have a hard time believing it started at 0.0 regen.

Your correct about the recharge, It’s the Hp’s that mattered, sorry should have spotted that indeed.

what’s troubling me is the fact that it wouldn’t be able to start at all, in the second picture 0 is set to the first tick of regen registered, with would be fine if the end curve made any sense compared to the start.

At 100s it’s well past 10%, witch means it should take less than 400s from 90% to 100%, the curve just don’t add up to me at shield 0% regen 0% in both those ways, unless the point of no regen actually was below 0%. And agen on top of the graph remember we would go slower closer to 100%, It would never reach it unless point of regen not was 0%

Well scratch the line start stop, might be the point of first reg, and the "pulling force in both ends are equal?, Getting way to tired, have to pick up the ball later. It just looks like the beginning should have been sooner I guess, if it mathers.

Keep in mind that the HP of a ship is in whole units only. So most likely the far ends of the calculation are being forcibly rounded on CCP’s end to a minimum 1hp/s. It might take a while to finish off, but it wouldn’t be nearly as ridiculous as some of the standing change progressions (which calculate out to ten-thousandths and progress based on distance from current standing to maximum standing - getting from 9.9 to 9.99 is grueling).

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you are right, I was of cause overthinking things, not shure what I was thinking.
Even if it made sense on one character it wouldn’t on a lower one.

I will accept the magic thank you. kind of explains the curve to.

I can see you have a trade alt lol literally the only reason to go through all that pain.

You should see what we charge for that lol

I’ve seen it hah. I almost linked it for reference :stuck_out_tongue:

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Well thankfully I got some sleep, and with fresh eyes realized how dumb it is to mess with known and well researched relations.

I had to start thinking differently.
Could it be that min shield simply adds a constant value? like what we observe as 0 shield have a value of X or 1, it would kind of explain the jumpstart and the small deviation between start and finish.

I really keep falling back though looking at the scale, If it takes 150s to 25% Max, The total time should be (150x4)+150. But then we are precisely at the 75% mark.
Unless the first tick was 100s delayed, It really suggest that the curve starts at +25% minimum or +25% off the 1000s mark. It’s impossible to record the waiting for the first tick but it seems a bit long.

It does however not look like it start and stop at the same place of the scale.

I finally figured it out, but it does not mater. All we are doing is predicting a illusion. :smiley:
I’m clearly not the only one looking at things the wrong way!

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