Memetails

Joined 11 December 2020
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===Methodology===
 
===Methodology===
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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/>
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However, the overall rating of a ship could be estimated with some (somewhat) basic math.<br/>
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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.
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Every ship is scored based on its stats, special attributes/abilities, and class.<br/>
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* These small differences are instead handled by awarding points to each ship based on special
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** For example, CAVs and Zara/Pola get bonus points for the ability to carry Seaplane Fighters.
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* Each class also might place more or less importance on an individual stat.<br/>
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** 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/>
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===Weights, Modifiers, & Formulas===
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====Averages====
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Each basic class has its stats averaged across the entire class, using the stats from each ships' final remodel.<br/>
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* Special versions of the same ship are factored in separately from each other.
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** For example, Kaga Kai Ni and Kaga Kai Ni Go both apply separately to the overall average.
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====Stretch/Compress====
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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.
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* 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
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** A value <1 indicates a 'Stretch', meaning the stat is '''less''' valuable
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** A value >1 indicates a 'Compression', meaning the stat is '''more''' valuable
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* Exceptions:
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** Fuel & Ammo
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*** No have scalar multipliers
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*** Instead, they have additive modifiers for each class
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** Luck & LuckMax
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*** Ignored
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** HP
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*** Ignored
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====Standard Deviation====
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The Stretch/Compress value is applied (via multiplication) to the Standard Deviation of each respective stat for each respective class.<br/>
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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/>
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The following table displays the Averages, Standard Deviations, and Stretch/Compress values for each class.<br/>
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{{User:Memetails/Averages Deviation and StretchCompress}}
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====Stat Evaluation Clusters====
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Using the above values, each individual ship is evaluated into clusters based on their stats.
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The math & clusters are as follows:
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{| 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; "
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|-
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! Cluster
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! '''DistanceFromAvg''' = ShipStat - ClassAvg
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|-
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! Insane:
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|> 2 * (StdDev * Stretch)
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|-
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! Outstanding:
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|> 1 * (StdDev * Stretch)
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|-
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! High:
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|> 0.5 * (StdDev * Stretch)
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|-
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! Normal:
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|< 0.5 * (StdDev * Stretch) '''&''' > -2 * (StdDev * Stretch)
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|-
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! Low:
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|< -2 * (StdDev * Stretch)
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|-
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! Bad:
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|< -3 * (StdDev * Stretch)
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|-
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! Terrible:
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|< -4 * (StdDev * Stretch)
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|-
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| colspan="2"; style="text-align: left;"| Note: 'Stretch' refers to both Stretch & Compress
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Clustering Exceptions:
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* Fuel & Ammo: Additive Stretch/Compress instead of multiplicative, table is basically inverted due to lower = better
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* Luck & LuckMax: Set values shared across all classes.
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**Insane/Outstanding/High/Normal/Low/Bad/Terrible = > 50/35/25/10/5/0/NA
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* HP: Instead based on 'good/bad' values via the overkill mechanic, such as %4, %6, %12, %4-1, etc.
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|}
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===Stat & Rating Multipliers===
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Each stat is assigned a numerical multiplier based on an estimation of total value/importance.<br/>
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Each cluster is also assigned a numerical multiplier based on an estimate of how good or bad being in that cluster is.<br/>
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These 2 values are then multiplied together, resulting in the following table:
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{{User:Memetails/Stat & Rating Multipliers}}
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For example:
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* Firepower is generally more important than LoS: '''Firepower > LoS'''
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* Night power is generally more important than Firepower: '''Night > Firepower'''
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* It can be concluded then that: '''Night > Firepower > LoS'''
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* The 'Normal' cluster is left out of the table as it has a value of 0, being neither good nor bad
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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.
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===Special Abilities & Traits===
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Individual ships can differ widely in usefulness due to special abilities or other attributes.<br/>
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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/>
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As each of these traits is generally similarly felt across all classes, these are given flat values added to each ships' total "Bonus" rating.
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{{User:Memetails/Specialty Bonus Values}}
    
===Results===
 
===Results===
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{{User:Memetails/Ship Rating Results}}
 
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==Rings==
 
==Rings==
  
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