Quote:
Originally Posted by noblet
And what's this "wrong" value you're referring to? Values used are the official ones given by Cryptic. Many have tried doing trial runs, but weapon hits in game vary too widely, deviation from each trial run way too large, not to mention visible and hidden conditions to skew the results. They couldn't get a statistically significant result from any realistic number of trial runs, and the source code just isn't available for us to just check. So what Cryptic says, goes. If you're seeing these and coming up with conspiracy theories, take it up with them.
Besides, it's not as if any of the deceptive posts by OP took acc into account at all. If anything, it's less accurate than the calculator, to say nothing of the starting values.

Well i can understand where the OP is coming from. We're typically at close to the 100% crit severity range as shown under ship/attack. And if all crit hit and crit sev was listed under that then he'd more or less be correct. But as we have crit hit and crit sev not shown under ship/attack i can't agree with his first post. As regards his last post with the insane crit hit and low crit severity to prove his theory i did the same thing when i did mine to disprove it. But i also included the stuff not shown under ship/attack and i included acc overflow.
As regards acc overflow. The devs provided the spreadsheet to figure this out quite a while ago. The problem was in interpretation. I have the spreadsheet and made my own calculator and testing showed inaccuracies. Someone else pointed out that i was calculating it wrong. I then redid my calculations and they are now correct.
Basically we have a 100% chance to hit. The 95% chance listed under ship/attack/accuracy is old and incorrect and the tooltip has never been changed.
To determine acc overflow you must determine your hit chance. To determine hit chance you need to get the difference of acc/def.
acc=your accuracy
def=opponents defense
accdef=diff
=IF(diff<0,(1/(1diff)),IF(diff>0,(2(1/(1+diff))),1))
So it would look like this.
acc=25%
def=15%
25% 15%=40%
=IF(40%<0,(1/(140%)),IF(40%>0,(2(1/(1+40%))),1))=128.57% to hit
acc overflow is to hit above 100%
=IF(diff>0,((to hit%1)*.125))=additional crit hit%
=IF(diff>0,((to hit%1)*.5))=additional crit sev%
So it looks like this.
=IF(40>0,((128.57%1)*.125))=3.57% additional crit hit%
=IF(40>0,((128.57%1)*.5))=14.29% additional crit sev%
Note the calculator you linked is using the following.
accdef to determine acc overflow and bypasses the to hit portion.
So that calculator would have this for it's results
40%*.125=5% crit hit
40%*.5=20% crit sev
Which means for this example it's off by +1.43% crit hit and +5.71% crit severity
This was extensively tested on tribble when i thought energy weapon spec was broken for Fire at Will. With others helping to test we found out that it was acc overflow that was not working for Fire at Will. This is also where i was pointed to the correct way to calculate acc overflow. After extensive testing we found that acc overflow worked exactly as the forumlas i provided above for autofiring and that acc overflow was not working for FAW. We tested this to death and we're 100% positive of our results.