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| ===Methodology=== | | ===Methodology=== |
| + | Just how much more important one stat is than another is hard to determine, especially when considering different map scenarios that could strongly encourage one stat over another.<br/> |
| + | However, the overall rating of a ship could be estimated with some (somewhat) basic math.<br/> |
| + | Each ship class is separated into their basic classes instead of separately, as most sub-classes perform largely similar roles (such as CA & CAV under the CA umbrella).abilities/traits that differ from the norm of their class. |
| + | Every ship is scored based on its stats, special attributes/abilities, and class.<br/> |
| + | * These small differences are instead handled by awarding points to each ship based on special |
| + | ** For example, CAVs and Zara/Pola get bonus points for the ability to carry Seaplane Fighters. |
| + | * Each class also might place more or less importance on an individual stat.<br/> |
| + | ** With this in mind, each stat/ship class combination can receive a scaling modifier via a stretch/compress multiplier to each stat on a class-by-class basis.<br/> |
| | | |
− | ===Weights, Modifiers, & Formulas=== | + | ====Averages==== |
| + | Each basic class has its stats averaged across the entire class, using the stats from each ships' final remodel.<br/> |
| + | * Special versions of the same ship are factored in separately from each other. |
| + | ** For example, Kaga Kai Ni and Kaga Kai Ni Go both apply separately to the overall average. |
| + | |
| + | ====Stretch/Compress==== |
| + | Each basic class also has a stretch/compress multiplier based on an estimation of how important an individual stat is to that class of ship. |
| + | * In most cases, stretch/compress values remain at '1' due to being universally important and/or there is enough variety between individuals to already have meaningful differences |
| + | ** A value <1 indicates a 'Stretch', meaning the stat is '''less''' valuable |
| + | ** A value >1 indicates a 'Compression', meaning the stat is '''more''' valuable |
| + | * Exceptions: |
| + | ** Fuel & Ammo |
| + | *** No have scalar multipliers |
| + | *** Instead, they have additive modifiers for each class |
| + | ** Luck & LuckMax |
| + | *** Ignored |
| + | ** HP |
| + | *** Ignored |
| + | |
| + | ====Standard Deviation==== |
| + | The Stretch/Compress value is applied (via multiplication) to the Standard Deviation of each respective stat for each respective class.<br/> |
| + | This Standard Deviation value denotes how wide a standard 'step' is from the average for the class which directly factors into the rating clusters.<br/> |
| + | |
| + | The following table displays the Averages, Standard Deviations, and Stretch/Compress values for each class.<br/> |
| + | {{User:Memetails/Averages Deviation and StretchCompress}} |
| + | |
| + | ====Stat Evaluation Clusters==== |
| + | Using the above values, each individual ship is evaluated into clusters based on their stats. |
| + | The math & clusters are as follows: |
| + | {| class="mw-collapsible mw-collapsed wikitable typography-xl-optout" style="width: -moz-max-content; width: -webkit-max-content; width: max-content; text-align: center; vertical-align: middle; " |
| + | |- |
| + | ! Cluster |
| + | ! '''DistanceFromAvg''' = ShipStat - ClassAvg |
| + | |- |
| + | ! Insane: |
| + | |> 2 * (StdDev * Stretch) |
| + | |- |
| + | ! Outstanding: |
| + | |> 1 * (StdDev * Stretch) |
| + | |- |
| + | ! High: |
| + | |> 0.5 * (StdDev * Stretch) |
| + | |- |
| + | ! Normal: |
| + | |< 0.5 * (StdDev * Stretch) '''&''' > -2 * (StdDev * Stretch) |
| + | |- |
| + | ! Low: |
| + | |< -2 * (StdDev * Stretch) |
| + | |- |
| + | ! Bad: |
| + | |< -3 * (StdDev * Stretch) |
| + | |- |
| + | ! Terrible: |
| + | |< -4 * (StdDev * Stretch) |
| + | |- |
| + | | colspan="2"; style="text-align: left;"| Note: 'Stretch' refers to both Stretch & Compress |
| + | Clustering Exceptions: |
| + | * Fuel & Ammo: Additive Stretch/Compress instead of multiplicative, table is basically inverted due to lower = better |
| + | * Luck & LuckMax: Set values shared across all classes. |
| + | **Insane/Outstanding/High/Normal/Low/Bad/Terrible = > 50/35/25/10/5/0/NA |
| + | * HP: Instead based on 'good/bad' values via the overkill mechanic, such as %4, %6, %12, %4-1, etc. |
| + | |} |
| + | |
| + | ===Stat & Rating Multipliers=== |
| + | Each stat is assigned a numerical multiplier based on an estimation of total value/importance.<br/> |
| + | Each cluster is also assigned a numerical multiplier based on an estimate of how good or bad being in that cluster is.<br/> |
| + | These 2 values are then multiplied together, resulting in the following table: |
| + | {{User:Memetails/Stat & Rating Multipliers}} |
| + | For example: |
| + | * Firepower is generally more important than LoS: '''Firepower > LoS''' |
| + | * Night power is generally more important than Firepower: '''Night > Firepower''' |
| + | * It can be concluded then that: '''Night > Firepower > LoS''' |
| + | * The 'Normal' cluster is left out of the table as it has a value of 0, being neither good nor bad |
| + | Using this table, each ship can then add together the value for each stat/cluster combination it's part of to calculate the overall "Stat" rating. |
| + | |
| + | ===Special Abilities & Traits=== |
| + | Individual ships can differ widely in usefulness due to special abilities or other attributes.<br/> |
| + | These can range from extra slots to special AACIs, speed differences, Touch mechanics, special equipment, or even extra range (which can be both good or bad).<br/> |
| + | As each of these traits is generally similarly felt across all classes, these are given flat values added to each ships' total "Bonus" rating. |
| + | {{User:Memetails/Specialty Bonus Values}} |
| | | |
| ===Results=== | | ===Results=== |
| | | |
| + | {{User:Memetails/Ship Rating Results}} |
| <!-------------------------------------------------------------------> | | <!-------------------------------------------------------------------> |
| + | |
| ==Rings== | | ==Rings== |
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