Heinz Doofenshertz
BetaMax.
603
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Posted - 2013.12.24 11:05:00 -
[1] - Quote
It would depend on if the rounding is done only for the UI or for the actual calculation. I can understand rounding for the UI, many people don't like double float numbers. but for the mechanics itself do we have confirmation comparisons are done with rounded numbers, I mean rounding to whole numbers not rounding to the 10th decimal place.
Dust514 Stats, Have you updated today?
I do maths, and sit in a corner.
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Heinz Doofenshertz
BetaMax.
605
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Posted - 2013.12.24 18:06:00 -
[2] - Quote
To clear up a few things.
1. if they are using the same fitting code as EVE, which it stands to reason that they are considering many similarities, Stacking penalties are litterally applied in order, mod in slot 1, mod in slot 2, mod in slot 3 ect, which slot is slot 1 is still debated, even in EVE.
2. it's Skill bonus, then Suit bonus, then Mod bonus for how bonuses are applied.
sadly at the moment I am not in a condition to evaluate the maths that have been presented in the thread, pain makes it a bit hard to think properly. I will come back this evening and post the proper maths.
Dust514 Stats, Have you updated today?
I do maths, and sit in a corner.
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Heinz Doofenshertz
BetaMax.
605
|
Posted - 2013.12.25 10:31:00 -
[3] - Quote
Ok Maths.
I'm not gonna use real numbers, because the numbers themselves mean nothing. No really, ask anyone doing advanced math, the numbers themselves mean nothing, it's all about the logic.
the Logic will work two ways. one for totals, and one for percentages.
Totals, this one is pretty easy
(Base value) - (skill Modifier) - (Suit Modifier) - (first item modifier) = Final Value
note that with totals there is no stacking, becuase stacking does no apply to values, only percentages.
now the fun one, Precentage calculations.
(Base Value) * (1 - skill Modifier) = (Skill Value)
(skill Value) * (1 - suit modifier) = (Suit Value)
(suit Value) * (1 - (mod X modifier * (X stage penalty)) = (X mod value)
I'm notating in this form because the single formula equation is very complex. now you may ask why use 1 - value, because you are dealing with percents you can either multiply by the value, then subtract/add the difference or you can multiply the value by the remander of the change to get the final change value, because we don't actually care about the .1 of 50 we want to know what 90% of fifty is. and while many say there isn't a stacking penalty on the first mod, there is, it's 1 so it's the same base value. It is also important to work each step seperatly, as this is how it is done in game. Order of operation is always important.
Dust514 Stats, Have you updated today?
I do maths, and sit in a corner.
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