continue Posted March 9, 2020 Share Posted March 9, 2020 (edited) Level - Base Level < 77: Armor = Base Armor * [ 0.001477*(Level - Base Level)^2 + 0.01966*(Level - Base Level) + 0.9534 ] Level - Base Level > 77: Armor = Base Armor * [ 9.8353*ln(Level - Base Level) - 31.58 ] OR Armor = Base Armor * [ 0.5429*(Level - Base Level)^0.6997 ] Graph: Zoomed in version for higher level: Spoiler Comparison of the three (3) enemies I tested against: Spoiler Data: Spoiler Base Damage 600 No Mods Base Damage 3525 R8 Primed Point Blank, R4 Incendiary Coat, R4 Charged Shell Base Damage 1050 No Mods, Radiation is 1.75x Effective vs Armor Corrupted Butcher Corrupted Heavy Gunner Corrupted Bombard Base Level Armor Type Base Armor Base Level Armor Type Base Armor Base Level Armor Type Base Armor 1 Ferrite 5 8 Ferrite 500 4 Alloy 500 Level – Base Level Damage Reduction Armor Armor / Base Level – Base Level Damage Reduction Armor Armor / Base Level – Base Level Damage Reduction Armor Armor / Base 4 5 590 0.02 5.08 1.02 -3 5 1322 0.62 499.92 1.00 1 5 740 0.30 502.70 1.01 9 10 588 0.02 6.12 1.22 2 10 1309 0.63 507.87 1.02 6 10 717 0.32 557.32 1.11 14 15 586 0.02 7.17 1.43 7 15 1209 0.66 574.69 1.15 11 15 675 0.36 666.67 1.33 19 20 583 0.03 8.75 1.75 12 20 1065 0.70 692.96 1.39 16 20 624 0.41 819.23 1.64 24 25 579 0.04 10.88 2.18 17 25 916 0.74 854.48 1.71 21 25 569 0.46 1,014.41 2.03 29 30 573 0.05 14.14 2.83 22 30 779 0.78 1,057.51 2.12 26 30 515 0.51 1,246.60 2.49 34 35 570 0.05 15.79 3.16 27 35 661 0.81 1,299.85 2.60 31 35 464 0.56 1,515.52 3.03 39 40 563 0.06 19.72 3.94 32 40 564 0.84 1,575.00 3.15 36 40 417 0.60 1,821.58 3.64 44 45 557 0.07 23.16 4.63 37 45 484 0.86 1,884.92 3.77 41 45 375 0.64 2,160.00 4.32 49 50 550 0.08 27.27 5.45 42 50 418 0.88 2,229.90 4.46 46 50 338 0.68 2,527.81 5.06 54 55 544 0.09 30.88 6.18 47 55 364 0.90 2,605.22 5.21 51 55 305 0.71 2,931.15 5.86 59 60 536 0.11 35.82 7.16 52 60 319 0.91 3,015.05 6.03 56 60 276 0.74 3,365.22 6.73 64 65 528 0.12 40.91 8.18 57 65 282 0.92 3,450.00 6.90 61 65 251 0.76 3,819.92 7.64 69 70 520 0.13 46.15 9.23 62 70 250 0.93 3,930.00 7.86 66 70 228 0.78 4,326.32 8.65 74 75 510 0.15 52.94 10.59 67 75 224 0.94 4,420.98 8.84 71 75 208 0.80 4,857.69 9.72 79 80 504 0.16 57.14 11.43 72 80 200 0.94 4,987.50 9.98 76 80 186 0.82 5,574.19 11.15 84 85 500 0.17 60.00 12.00 77 85 178 0.95 5,641.01 11.28 81 85 177 0.83 5,918.64 11.84 89 90 497 0.17 62.17 12.43 82 90 169 0.95 5,957.40 11.91 86 90 171 0.84 6,168.42 12.34 94 95 493 0.18 65.11 13.02 87 95 163 0.95 6,187.73 12.38 91 95 166 0.84 6,390.36 12.78 99 100 490 0.18 67.35 13.47 92 100 157 0.96 6,435.67 12.87 96 100 161 0.85 6,626.09 13.25 104 105 486 0.19 70.37 14.07 97 105 151 0.96 6,703.31 13.41 101 105 156 0.85 6,876.92 13.75 109 110 484 0.19 71.90 14.38 102 110 146 0.96 6,943.15 13.89 106 110 152 0.86 7,089.47 14.18 114 115 481 0.20 74.22 14.84 107 115 142 0.96 7,147.18 14.29 111 115 148 0.86 7,313.51 14.63 119 120 477 0.21 77.36 15.47 112 120 138 0.96 7,363.04 14.73 116 120 144 0.86 7,550.00 15.10 124 125 475 0.21 78.95 15.79 117 125 134 0.96 7,591.79 15.18 121 125 140 0.87 7,800.00 15.60 129 130 472 0.21 81.36 16.27 122 130 130 0.96 7,834.62 15.67 126 130 137 0.87 7,997.08 15.99 134 135 470 0.22 82.98 16.60 127 135 126 0.96 8,092.86 16.19 131 135 133 0.87 8,273.68 16.55 139 140 468 0.22 84.62 16.92 132 140 123 0.97 8,297.56 16.60 136 140 130 0.88 8,492.31 16.98 Methodology: Spoiler Used an Arca Plasmor in Simulacrum (Paused Enemy AI, Wisp as Warframe). Arca Plasmor was chosen for its pure Radiation damage (neutral effectiveness vs Cloned Flesh and Ferrite Armor) and lack of headshots for ease of calculation and testing. Against Heavy Gunners, Mods (Rank 8 Primed Point Blank, Rank 4 Incendiary Coat, Rank 4 Charged Shell) were used in order to raise the difference in damage values at higher level and decrease the effect of rounding errors. Level - Base Level < 77 was chosen for a Quadratic trend line by observation. Level - Base Level > 77 was chosen for a both Logarithmic and Power trend lines by observation. The intersection at a relative level of 77 was chosen because the Quadratic lower level trend line intersects with the higher level Logarithmic and Power trend lines at relative level 76 and 78, respectively. Testing was conducted every 5 levels up to 140 because I'm jealous of your Mastery Rank. FAQ (please read): Spoiler Why do you have both a logarithmic and power formula for higher level armor? so you can make your own decisions Why did you choose level 77 as the boundary when DE said level 80? it is a mystery one that can only be solved by looking at the methodology Aren't some of your decisions bad? all of my decisions are bad Why did you do this? Isn't this boring? because nobody else would Won't DE just give us the formula eventually? god i hope so What if DE changes the scaling again? then i will evacuate my mortal coil Digital E Digital E please just give us the formuoli Edited March 9, 2020 by continue 1 Link to comment Share on other sites More sharing options...
(PSN)robotwars7 Posted March 10, 2020 Share Posted March 10, 2020 (edited) you're probably more likely to get your hands on the secret Krabby Patty Formula than you are the Armor scaling Formula. thank you for taking time to do this though. I myself may be on the same mathematical level as a three-year-old, and those graphs may as well have been in Chinese for me, but I'm sure that somebody will appreciate and use this data. I'm just gonna stick to my formula of "if it dies in an appropriate number of hits for the weapon and level, then it's fine". Edited March 10, 2020 by (PS4)robotwars7 Link to comment Share on other sites More sharing options...
ManaMayhemMike Posted March 10, 2020 Share Posted March 10, 2020 (edited) Did some testing myself. I used a lanka with pure electric (2100 damage, 5.6x crit mult) and tested against lancers (the normal 100 armor ones) with hip-fire only bodyshots. A lot smaller sample size, but somehow works. You probably want to model it after the old scaling still: armor = base armor * (1 + a*(level - base level)^b)), except for the middle blend. Link to graphs of armor values. I can provide the actual damage values and calculations if asked but it'd probably be faster to just test it yourself. lvl 1-60 (table 1, y1): armor seems to still follow old scaling of armor = base armor * (1 + 0.005 * (level - base level)^1.75)) Past level 100 (table 2, y2): new formula is armor = base armor * (1 + 0.4 * (level - base level)^0.75)). testing on levels in between and past the samples gives expected damage off by 1 or 2. 60-100 (table 3): I tested every level in that range, by the looks of it, there are actually 3 versions of scaling. the high end scaling (y2), the intial scaling (y1), and a blend starting at ~lvl 71 and ending at ~lvl 81 (for lancers anyway, will have to test for other base levels). haven't modeled it yet so cant say anything about it other than it exists. < lvl 71?: Armor = Base armor * (1 + 0.005 * (level - base level)^1.75) > lvl 81?: Armor = Base armor * (1 + 0.4 * (level - base level)^0.75) Tested on heavy gunners, commanders and lancers. By the looks of it, armor (and probably health and shields, but with different coefficients and breakpoints) can be approximated with this piece wise function: Armor_1(x) = Base armor * (1 + 0.005 * x ^ 1.75) x <= 70 Armor_3(x) = Base armor * (1 + 0.4 * x ^ 1.75) x >= 80 Armor_2(x) = Base armor * [( Armor_3(x) - Armor_1(x) ) * ( 0.5 - 0.5 * cos( ( x-70 ) / pi ) )] + Armor_1(x) Where x is current level - base level. Link to graph (unorganized af) Data Spoiler Heavy gunner Commander Lancer lvl lvl - base damage armor scale armor (model) lvl - base damage armor scale armor (model) lvl - base damage armor scale armor (model) 1 0 4412 499.6374 0.999275 500 0 8936 94.80752 0.997974 95 0 8825 99.77337 0.997734 100 3 0 4412 499.6374 0.999275 500 0 8936 94.80752 0.997974 95 2 8802 100.818 1.00818 101.6817928 8 0 4412 499.6374 0.999275 500 5 8781 101.7766 1.071332 102.9412911 7 8506 114.766 1.14766 115.0623097 10 2 4369 507.5074 1.015015 508.4089642 7 8630 108.8065 1.145331 109.3091943 9 8345 122.7681 1.227681 123.3826859 20 12 3555 692.4051 1.38481 693.4225877 17 7640 161.7801 1.702948 162.605063 19 7263 185.7497 1.857497 186.4547394 30 22 2599 1057.445 2.11489 1058.701323 27 6465 245.7077 2.586396 246.9078429 29 6075 280.7407 2.807407 281.2034661 40 32 1882 1574.601 3.149203 1576.347412 37 5364 357.7181 3.765454 358.6614443 39 5014 403.6298 4.036298 404.3218018 50 42 1394 2230.846 4.461693 2232.31261 47 4440 494.5946 5.206259 495.7419997 49 4138 552.5858 5.525858 553.7463498 60 52 1064 3015.789 6.031579 3017.363089 57 3691 655.8385 6.903563 656.6614374 59 3434 727.3733 7.273733 728.0019969 70 62 836 3920.096 7.840191 3924.723117 67 3096 839.5349 8.837209 840.2886619 69 2881 924.5748 9.245748 925.9540996 71 63 817 4018.237 8.036475 4021.972578 68 3046 858.2403 9.034109 859.8639762 70 2831 946.2028 9.462028 947.0159224 72 64 799 4115.519 8.231039 4120.38672 69 2994 878.3567 9.24586 879.6563946 71 2777 970.4357 9.704357 971.0691887 73 65 781 4217.286 8.434571 4219.960966 70 2944 898.3696 9.456522 899.6651263 72 2715 999.4475 9.994475 999.5031215 74 66 764 4317.801 8.635602 4320.690829 71 2889 921.1838 9.696672 922.5157292 73 2654 1029.314 10.29314 1030.017535 75 67 748 4416.578 8.833155 4422.571905 72 2824 949.2918 9.992545 949.5279654 74 2595 1059.538 10.59538 1060.273864 76 68 732 4519.672 9.039344 4525.599875 73 2762 977.3353 10.28774 978.5166583 75 2545 1086.248 10.86248 1088.230553 77 69 716 4627.374 9.254749 4629.770498 74 2701 1006.183 10.5914 1007.260171 76 2502 1110.072 11.10072 1112.425066 78 70 701 4732.81 9.465621 4735.079612 75 2648 1032.326 10.86659 1033.819025 77 2467 1130.077 11.30077 1132.164966 79 71 685 4850.365 9.70073 4855.345943 76 2605 1054.319 11.09809 1056.803813 78 2439 1146.494 11.46494 1147.602839 80 72 666 4997.297 9.994595 4997.515608 77 2569 1073.297 11.29786 1075.556718 79 2419 1158.454 11.58454 1159.685454 81 73 647 5152.859 10.30572 5150.087675 78 2541 1088.43 11.45716 1090.222697 80 2403 1168.165 11.68165 1169.984488 82 74 630 5300 10.6 5301.369319 79 2519 1100.556 11.5848 1101.701181 81 2385 1179.245 11.79245 1180 83 75 615 5436.585 10.87317 5441.152766 80 2502 1110.072 11.68497 1111.485264 82 2371 1187.98 11.8798 1189.984647 84 76 603 5550.746 11.10149 5562.125332 81 2484 1120.29 11.79252 1121 83 2355 1198.089 11.98089 1199.938898 85 77 593 5649.41 11.29882 5660.824829 82 2468 1129.498 11.88945 1130.485414 84 2339 1208.337 12.08337 1209.863211 86 78 585 5730.769 11.46154 5738.014193 83 2453 1138.239 11.98146 1139.941953 85 2324 1218.072 12.18072 1219.75803 87 79 579 5793.264 11.58653 5798.427271 84 2436 1148.276 12.08711 1149.37005 86 2309 1227.934 12.27934 1229.623789 88 80 574 5846.341 11.69268 5849.92244 85 2421 1157.249 12.18157 1158.770129 87 2294 1237.925 12.37925 1239.460909 89 81 569 5900.351 11.8007 5900 86 2404 1167.554 12.29004 1168.1426 88 2279 1248.047 12.48047 1249.269802 90 82 565 5944.248 11.8885 5949.923234 87 2390 1176.151 12.38053 1177.487864 89 2264 1258.304 12.58304 1259.050867 100 92 524 6432.824 12.86565 6441.154771 97 2250 1268 13.34737 1269.525357 99 2133 1354.008 13.54008 1355.412323 110 102 489 6914.724 13.82945 6919.188434 107 2128 1357.895 14.29363 1359.216429 109 2018 1448.266 14.48266 1449.366316 120 112 459 7386.275 14.77255 7385.627313 117 2022 1444.807 15.2085 1446.832841 119 1917 1540.376 15.40376 1541.18659 130 122 434 7829.032 15.65806 7841.754679 127 1927 1530.825 16.11395 1532.59445 129 1828 1629.978 16.29978 1631.095479 140 132 411 8283.942 16.56788 8288.618719 137 1842 1615.309 17.00326 1616.682416 139 1747 1719.462 17.19462 1719.276792 150 142 391 8723.018 17.44604 8727.090107 147 1766 1697.735 17.87089 1699.248337 149 1677 1803.757 18.03757 1805.884773 Edited March 10, 2020 by ManaMayhemMike Link to comment Share on other sites More sharing options...
SadOverlord Posted March 10, 2020 Share Posted March 10, 2020 New armor formula is 1+(0.45*(current level-base level)^0.7) Link to comment Share on other sites More sharing options...
Signs Posted March 10, 2020 Share Posted March 10, 2020 (edited) 1 hour ago, SadOverlord said: New armor formula is 1+(0.45*(current level-base level)^0.7) This man's so smart Also there's a blend between levels 60-80, that is the formula for anything above level 80 Edited March 10, 2020 by Signs Link to comment Share on other sites More sharing options...
ManaMayhemMike Posted March 11, 2020 Share Posted March 11, 2020 On 2020-03-10 at 5:28 AM, SadOverlord said: New armor formula is 1+(0.45*(current level-base level)^0.7) Lancer base level: 1, base armor: 100 Lancer (lvl 151) armor by your formula: 1 + (0.45*(150)^0.7) ~ 1601.33 Expected body-shot hipfire crit with a lanka modded for 2100 electric, 5.6 crit mult with an unmodded excal, vazarin and no active sentinel = 2100 * 5.6 * 1 / (1 + 1601.33 / 300) ~ 1855.54 damage seen: 1670 armor assuming 1 + (0.4 * diff ^0.75) = ~1814.46, expected damage: 1668.5 If you have any numbers that support your formula can you post them? I hope I'm not accidentally applying buffs that are messing with the data or I just wasted 4 hours for nothing. Link to comment Share on other sites More sharing options...
GKP_light Posted March 11, 2020 Share Posted March 11, 2020 Level - Base Level < 77: Armor = Base Armor * [ 0.001477*(Level - Base Level)^2 + 0.01966*(Level - Base Level) + 0.9534 ] do you think it is appropriate to use that many numbers ? the real formula here is : Armor = Base Armor * [ 0.0015*(Level - Base Level)^2 + 1] and is the same as before. Level - Base Level > 77: you shoud watch : Level - Base Level > 90 you will have a better result.because there is a transition between the 2 that distorts your calculations Link to comment Share on other sites More sharing options...
SadOverlord Posted March 11, 2020 Share Posted March 11, 2020 38 minutes ago, ManaMayhemMike said: Lancer base level: 1, base armor: 100 Lancer (lvl 151) armor by your formula: 1 + (0.45*(150)^0.7) ~ 1601.33 Expected body-shot hipfire crit with a lanka modded for 2100 electric, 5.6 crit mult with an unmodded excal, vazarin and no active sentinel = 2100 * 5.6 * 1 / (1 + 1601.33 / 300) ~ 1855.54 damage seen: 1670 armor assuming 1 + (0.4 * diff ^0.75) = ~1814.46, expected damage: 1668.5 If you have any numbers that support your formula can you post them? I hope I'm not accidentally applying buffs that are messing with the data or I just wasted 4 hours for nothing. Haven't checked in game. This was the table that was shown during devstream. You see the Falloff power of 0.7 and the scale of 0.45. In the armor diminish part the numbers are correct with the 1+(0.45*(current level-base level)^0.7) formula. Wouldn't be surprised if they changed it around before releasing it. Link to comment Share on other sites More sharing options...
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