Clinkenweird Posted June 30, 2015 Posted June 30, 2015 I am hoping others would find this useful and doesn't seem like a big tweak to incorporate. On low tier tanks and high tier tanks the default coloring is based just off static numbers. below 500 is red and above 2500 is purple. Well in a sub tier 4 or 5 tank your avg damage will show red or orange even if it is a good average. Likewise a tier 10 tank will always show blue or purple because 2000+ damage is fairly common. So for me it was misleading to see how well you were actually doing. I modified mine to incorporate avg damage colored by wn8effd, which is your ratio compared to expected wn8 damage. Below is what i did. The ratio numbers are just something i entered based on what i thought good vs bad players would be. So that should be good starting point. in carousel.xc (v.c_wn8effd substituted for v.c_tdb) { "x": 2, "y": 45, "format": "<font face='XVMSymbol' size='13' color='#CCCCCC'>A</font> <b><font size='12' face='$FieldFont' color='{{v.c_wn8effd}}'>{{v.tdb%-4d|--}}</font></b>", "shadow": { "color": "0x000000", "alpha": 0.8, "blur": 2, "strength": 5, "distance": 0, "angle": 0 } }, in colors.xc // Dynamic color by average win8 damage efficiency on current tank "wn8effd": [ { "value": 0.5, "color": ${"def.colorRating.very_bad" } }, { "value": 0.8, "color": ${"def.colorRating.bad" } }, { "value": 1.0, "color": ${"def.colorRating.normal" } }, { "value": 1.4, "color": ${"def.colorRating.good" } }, { "value": 2.1, "color": ${"def.colorRating.very_good"} }, { "value": 15, "color": ${"def.colorRating.unique" } } ], So now it colors like in the example picture. 462 = my avg dmg, 325 = win8exp green value Thanks again for all hard work you put into this modpack!! 2 Quote
Clinkenweird Posted July 6, 2015 Author Posted July 6, 2015 Chocolate chip please :) Thank you, hopefully this can get added. Quote
Grandorf Posted July 7, 2015 Posted July 7, 2015 Chocolate chip please :) Thank you, hopefully this can get added. You don´t care for third-party cookie? ;) Quote
Moderator Quaksen Posted July 10, 2015 Moderator Posted July 10, 2015 Thanks for sharing this :) Quote
Clinkenweird Posted July 11, 2015 Author Posted July 11, 2015 (edited) I did a little more math and i adjusted the coloring scale. New scale as follows // Dynamic color by average win8 damage efficiency on current tank "wn8effd": [ { "value": 0.2, "color": ${"def.colorRating.very_bad" } }, { "value": 0.5, "color": ${"def.colorRating.bad" } }, { "value": 1.0, "color": ${"def.colorRating.normal" } }, { "value": 1.7, "color": ${"def.colorRating.good" } }, { "value": 2.3, "color": ${"def.colorRating.very_good"} }, { "value": 15, "color": ${"def.colorRating.unique" } } ], This was based from using the wn8 formula to find strictly based off damage assuming you meet all other criteria equal to what is standard (frags, def, spot and winrate) I am sure the table is confusing but its based on the WN8 = 980*rDAMAGEc + 210*rDAMAGEc*rFRAGc + 155*rFRAGc*rSPOTc + 75*rDEFc*rFRAGc + 145*MIN(1.8,rWINc) Where i left everything but 980*rDAMAGEc at 1.0 ratio. So final formula is WN8 = 980*rDAMAGEc + 585 Seems better as i do it in my head right now, not sure what ill think tomorrow. Edited July 11, 2015 by Clinkenweird Quote
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