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![ThePlayerkyle13 ThePlayerkyle13](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
ThePlayerkyle13
D3LTA ACADEMY
20
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Posted - 2013.11.28 13:07:00 -
[1] - Quote
Now i will admit, im **** at Maths & it was one of my most boring lessons in School, but when it comes to DUST i kinda need mathmatical help when it comes to efficancy skills like Armor Repair or Plates & Shield extenders etc..
Now i got my Armor Repair to 5 & my Amarr Logi (which also has Armor Repair Efficacy) so altogether its +50% but adding that to the Moduals is hard & i dont understand it. Can someone educate me on how to do it? Please... |
![gbh08 gbh08](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
gbh08
Kinsho Swords Caldari State
199
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Posted - 2013.11.28 13:28:00 -
[2] - Quote
The complex armor rep is 5 hp/s
50 % of 5 is 2.5, so now complex reps should do 7.5 hp/s (i presume that .5 gets included) |
![Korvin Lomont Korvin Lomont](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Korvin Lomont
United Pwnage Service RISE of LEGION
285
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Posted - 2013.11.28 13:55:00 -
[3] - Quote
gbh08 wrote:The complex armor rep is 5 hp/s
50 % of 5 is 2.5, so now complex reps should do 7.5 hp/s (i presume that .5 gets included)
To be precise it would be 5 x 1.25 x 1.25 and therefore it should give ~7,81 HP/s you could easily check by making an empy amarr logi fit and equip just one complex repper (you just need to substract the inherent 5HP all Logis get on proto) |
![ThePlayerkyle13 ThePlayerkyle13](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
ThePlayerkyle13
D3LTA ACADEMY
20
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Posted - 2013.11.28 15:07:00 -
[4] - Quote
Korvin Lomont wrote:gbh08 wrote:The complex armor rep is 5 hp/s
50 % of 5 is 2.5, so now complex reps should do 7.5 hp/s (i presume that .5 gets included) To be precise it would be 5 x 1.25 x 1.25 and therefore it should give ~7,81 HP/s you could easily check by making an empy amarr logi fit and equip just one complex repper (you just need to substract the inherent 5HP all Logis get on proto)
Thanks that helped, also what about Shield Regulators? Ive been doing so calculations the Skills from both Caldri Logi & DropSuit Upgrade - 35% & i've added the complex Modual to it - 50% but how do i execute it to the Shield Dely time? |
![Korvin Lomont Korvin Lomont](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Korvin Lomont
United Pwnage Service RISE of LEGION
287
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Posted - 2013.11.28 15:43:00 -
[5] - Quote
ThePlayerkyle13 wrote:Korvin Lomont wrote:gbh08 wrote:The complex armor rep is 5 hp/s
50 % of 5 is 2.5, so now complex reps should do 7.5 hp/s (i presume that .5 gets included) To be precise it would be 5 x 1.25 x 1.25 and therefore it should give ~7,81 HP/s you could easily check by making an empy amarr logi fit and equip just one complex repper (you just need to substract the inherent 5HP all Logis get on proto) Thanks that helped, also what about Shield Regulators? Ive been doing so calculations the Skills from both Caldri Logi & DropSuit Upgrade - 35% & i've added the complex Modual to it - 50% but how do i execute it to the Shield Dely time?
Now here things get a bit complicated. A complex Regulator gives 25% by nature +10% through skill that should be 27,5 (25 *1.1 = 27.5 not 35%!) plus the Logi bonus makes ~34,38% per regulator (25 x 1.1 x 1.25).
So to check if the math is correct create a new cal logi and slap one complex regulator on:
The base values are: Shield delay: 6s Shield depleted delay: 8s
The values with one (fully specced regulator) Shield delay: 6s x ~0,66 = ~3.96 Shield depleted delay: 8s => ~ 5,28
The values with two (fully specced regulator) Shield delay: 6s x ~0,66 x ~0,66 = ~2,61 Shield depleted delay: 8s => ~ 3,48 |
![Maken Tosch Maken Tosch](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Maken Tosch
DUST University Ivy League
5367
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Posted - 2013.11.28 15:43:00 -
[6] - Quote
As an Eve Online player myself who has to deal with math all the time and who is also damn good with math in general, here is a basic list of things to remember:
- When calculating one skill book bonus: Base Attribute x ( 1 + ( Bonus % x Number of Levels Trained ) ) = New Base Attribute
- When calculating more than one skill book bonus, do the above first and then: New Base Attribute x ( 1 + ( Bonus % of second skill x number of Level Trained ) ) = Final Base Attribute
- Modules are slightly different. Unlike skill books, you don't add together their bonuses with the number of similar modules. You treat them as if they are separate skill books affecting the same attribute but with the module bonus already set. Example: Base Attribute x ( 1 + ( Bonus % of First Module ) ) = New Attribute then you take the New Attribute and multiply that by the bonus provided by the second module.
There are stacking penalties involved for putting on more than one module that affects the same attribute (skill books don't have stacking penalties) but that I don't want to complicate you any further.
CCP, thank you for hotfixing the knives. But please make sure they're at their full potential in 1.7.
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![ThePlayerkyle13 ThePlayerkyle13](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
ThePlayerkyle13
D3LTA ACADEMY
20
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Posted - 2013.11.28 15:49:00 -
[7] - Quote
Thanks, you all have helped, im begining to understand it... |
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