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1. Wiki guide for brand-new DUST players - in Rookie Training Grounds [original thread]
Jason Starhawker wrote: Thanks Synner. It's on our "Guides" page: http://wiki.dust514.info/index.php?title=List_Of_Guides Oh cool! Don't i feel stupid now. Great guide over all. You mention about activating voice in-game, which isn't on b...
- by Synner Zerg - at 2013.04.15 01:43:00
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2. Wiki guide for brand-new DUST players - in Rookie Training Grounds [original thread]
Jason Starhawker wrote: Please check it out: http://wiki.dust514.info/index.php?title=The_Newberry%27s_Guide_to_the_Galaxy Missing a link to Dust Fitting Tool: https://forums.dust514.com/default.aspx?g=posts&t=67188&find=unread
- by Synner Zerg - at 2013.04.14 14:21:00
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3. ITT: Spreadsheets - in Rookie Training Grounds [original thread]
Riash Severda wrote: I have expanded this, and worked on editing things in Excel.. if you would like I can send you an attachment somewhere. I have added some dropsuit modules, and added a column in the fittings tab to define equipment type... ...
- by Synner Zerg - at 2013.04.09 02:29:00
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4. Character Creation - Starting Skills and Specialty BPO Fit - in Rookie Training Grounds [original thread]
Why is this not stickied?!
- by Synner Zerg - at 2013.02.26 01:28:00
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5. Shield regulators - in Rookie Training Grounds [original thread]
Bigglesworth McQueen wrote: Sontie wrote: AS of yet, stacking penalties don't exist. SOONtm I thought that was just for the damage modifiers. I've noticed stacking penalties on CPU upgrades, Powergrid Upgrades, Shield Recharges, Nanof...
- by Synner Zerg - at 2013.02.22 14:54:00
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6. Swarm Launcher vs. Forge Gun - in Rookie Training Grounds [original thread]
Bojo The Mighty wrote: Synner Zerg wrote: Correct Math Thank you, I will update mine now. I've just heard many different sides. I used to think that skills operated similarly but apparently I was wrong about that as well, so I assumed tha...
- by Synner Zerg - at 2013.02.22 14:44:00
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7. Shield regulators - in Rookie Training Grounds [original thread]
With big rounding down, second module is 87% efficient So you get 20% (or 1.2) bonus from first module, and 20% * 87% = 17.4% (or 1+(0.2 * 0.87) = 1.174 bonus) The two modules however are not just added, they are compounded, so it is 1.2 * 1.17...
- by Synner Zerg - at 2013.02.21 22:18:00
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8. Swarm Launcher vs. Forge Gun - in Rookie Training Grounds [original thread]
Bojo The Mighty wrote: Swarm Launcher Mathematics Across the board for all Swarm Variants, the damage is 300 per missile. However, let's factor in skills and other components to meta levels of the swarm launcher. If you were to max out...
- by Synner Zerg - at 2013.02.21 22:10:00
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9. Damage modifiers, staking. - in Rookie Training Grounds [original thread]
First of all, separate modules' bonuses are compounded, not added. You've got to think of "percentage bonuses" as multipliers, so a 10% bonus is 1.1 multiplier to the base value. Example 10% bonus to 100 = 110, or 1.1 * 100 = 110 Currently, the...
- by Synner Zerg - at 2013.02.21 21:40:00
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10. Melee Damage - in Rookie Training Grounds [original thread]
Rolls Tank wrote: J4yne C0bb wrote: Delanus Turgias wrote: [No, they don't update at all when you look at the suit itself. It's not supposed too, either. That's supposed to be a baseline, so you can calculate most of that stuff on your ow...
- by Synner Zerg - at 2013.02.19 18:58:00
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11. Destructive Beam - in Rookie Training Grounds [original thread]
Here is exactly what this is, video showing how the orbital strike is initiated from Dust, and fired from EvE, split screen https://www.youtube.com/watch?v=kp2XvR7Kw-Y
- by Synner Zerg - at 2013.02.19 18:50:00
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12. Skill and Mod effects, compounded or additive? - in Rookie Training Grounds [original thread]
Altina McAlterson wrote: Ok, I've completely lost my mind on this thread. I'm sorry I told you to shut the **** up. I've acted like a total ass and it was mostly uncalled for. Hey, no hard feelings. I accept your apology and apologize for a...
- by Synner Zerg - at 2013.02.14 06:00:00
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13. Skill and Mod effects, compounded or additive? - in Rookie Training Grounds [original thread]
Sigh.... read and comprehend Synner Zerg wrote: Skill levels are stacked, but different skills' bonuses are compounded, and so are the mods Just so that it's clear: LVL2 of 10% skill = 1.10 * 2 = 1.20 (20% bonus) 2 different skills each at...
- by Synner Zerg - at 2013.02.14 04:35:00
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14. Skill and Mod effects, compounded or additive? - in Rookie Training Grounds [original thread]
Altina McAlterson wrote: Modules are not compounded nor are skills OK, lets dispute that right there. I will show the stats shown in-game backed up by math Buy a Sica. You don't need skills to use it, and it's only 136k for this one test....
- by Synner Zerg - at 2013.02.14 03:59:00
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15. Easy Math - in Rookie Training Grounds [original thread]
See my detailed response here: https://forums.dust514.com/default.aspx?g=posts&m=549000#post549000 Bonus for individual skill is stacked, so: LVL1 = 5% LVL2 = 10% Also, Marc Rime is correct. There seems to be some bug where everything is o...
- by Synner Zerg - at 2013.02.14 02:27:00
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16. Skill and Mod effects, compounded or additive? - in Rookie Training Grounds [original thread]
Altina McAlterson wrote: No it doesn't. It only proves that the damage mods are broken. Modules are not compounded nor are skills. Weaponry V plus Proficiency V would be 25% bonus to weapon damage, not 26.5%. The only compounding is between...
- by Synner Zerg - at 2013.02.13 22:07:00
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17. Skill and Mod effects, compounded or additive? - in Rookie Training Grounds [original thread]
Altina McAlterson wrote: Training level V of a skill that gives you 5% per level gives you a bonus of 25%. Correct, cause individual skill levels are stacked. Quote: A 10% mod and a 5% mod would give you 15% bonus. Doesn't seem like that'...
- by Synner Zerg - at 2013.02.13 16:49:00
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18. Skill and Mod effects, compounded or additive? - in Rookie Training Grounds [original thread]
Skill levels are stacked, but different skills' bonuses are compounded, and so are the mods. For example: Assault Rifle Base Damage: 30 Weaponry: LVL4 (2% per level) Assault Rifle Proficiency: LVL2 (3% per level) 2 x Damage Modules: 10% each 1)...
- by Synner Zerg - at 2013.02.13 16:44:00
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19. Blast Radius - in Rookie Training Grounds [original thread]
A very tall person would be 2 meters high. Lets assume that all soldiers are those tall people at 2 meters high. That means a 4 meter radius would be 2 dead soldiers spread in line head to toe. That's your distance from the epicenter (the point o...
- by Synner Zerg - at 2013.02.12 01:24:00
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