Maybe I'm missing something obvious, but how do I convert back and forth? Like, if smurfy says 45% cooling efficiency, is there a way I can know what that will be ingame? Is there even a simple way to do that? And what exactly does each number mean? What is 1.3 ingame heat efficiency? 1.3 what? Same with smurfy's number 45% of what? Thanks in advance for any and all answers.
I'm not sure how the in-game system works, but the Smurfy system uses the following formula: Sustained DPS / Maximum DPS = Heat Efficiency. For example, a build with 3 sustained DPS and 6 maximum DPS would have 3 / 6 = 0.5, or 50% heat efficiency.
For Smurfy's 100% is likely to be completely heat-neutral. I found that with my Jenners 1.36 in-game translated to 48% in Smurfy's and 1.28 was 41%.
I don't think you're going to find a direct f(in-game)=smurfy's relationship here. If someone can figure out how PGI does their efficiency calculation, though, we can maybe find some way to compare the two. All I know is Smurfy's formula makes sense.
There have been a lot of requests for smurfy to add ingame heat effiency model here on mechspecs but without PGI formula it's just not possible; or at least highly unlikely. Remember in engine DHS work at 2.0 while the rest work at 1.4 etc.
What I have figured is 30-35 percent is probly somewhere around 1.2 or so and once you get to the higher 30s and low 40s you get into 1.3....anything after that is gravy.
I would tend to agree that his method seems more logical at the moment. Yeah, I noticed the other thread about it after I posted this one. Hopefully, some solution can be achieved soon. That's pretty much been my method up to now. I figured that was a less-than-perfect solution, so I was hoping that I was missing something that would be more useful, but I guess not. In any case, thanks for all the quick replies. At least I don't feel so "out of the loop" now.
yea without the formula he could put something it that maybe converted his percentage to a decimal or something but it would never be accurate at all.
People have basically figured out how the MWO heat scale works, it is actually implemented in the excel mechlab discussed in this thread: http://mwomercs.com/forums/topic/65879-excel-mech-lab-v1796-updated-402/page__view__findpost__p__1312425 The thing is flawed as hell. For some reason PGI has decided to not use the full Heat Per Second for all weapons on the calculations. Some of the weapons get their HPS multiplied by a factor (less than 1) before going into the calculation. I guess PGI tried to take into account psychological factors (people rarely fire high damage/ high cooldown weapons on their maximum DPS, for instance). Some important posts on that thread are selected below, even the multipliers are known: http://mwomercs.com/forums/topic/65...-updated-402/page__view__findpost__p__1455625 http://mwomercs.com/forums/topic/65...-updated-402/page__view__findpost__p__1505002 http://mwomercs.com/forums/topic/65...-updated-402/page__view__findpost__p__1626117 In the end there's no conversion between Smurfy's efficiency and MWO heat scale, simply because you can have two builds with the exact same Smurfy's efficiency and different MWO heat scale values. To test this go for a build with UAC5 (very low multiplier), and then change it for medium lasers (no multiplier) in a way you get the exact same Smurfy's efficiency. Then test the same two builds in game.
So, it sounds like you're saying that the MWO heat scale does not accurately relate to how your Mech will behave heat-wise ingame. They are multiplying by those factors for display purposes only, but once you get in the game, the actual weapon uses the heat values you would expect. That's kind of crazy... (As a side note, I wish that spreadsheet worked in something other than MS Office. I'm a Linux guy, I only have Windows for games, so I obviously don't have Office.)
Yes, those factors are just for the purpose of calculating the Heat Efficiency shown in the MechLab, the numbers work as we know them in game. As I said: I don't agree, but I guess they were trying to take into account that most players don't fire some weapons at their full rate. Kinda assuming that people will take more time carefully aiming and making that double AC20 shot count. (as a side note: have you tried opening it in OpenOffice [open source]? It might work)
Yeah, it seems like smurfy's logic is better to me. Oh well, at least we know enough to not take the ingame figure as "law", I guess. (Yeah, I've tried it in the newest Version of LibreOffice. It opens, and most features work, but a lot of the calculations don't, and when you switch to a new Mech, it throws up an error, and doesn't clear your loadout. Maybe if I knew more about LibreOffice Calc, I could fix it, but I don't.)