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ratamaq doc
Edge Regiment
280
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Posted - 2013.12.23 17:04:00 -
[1] - Quote
Moving this from General Disscussion because noting that is not Tank related is getting through.
Ok so normally the difference in .082 would be so small that it is not worth arguing about, but this is how much below 28dB you get with a med frame, full damp skills, 1x complex and 1x enhanced dampener. However you still get pinged by the 28dB proto scanner because I believe CCP rounds up to put your suit at 28 dB instead of 27.918.
Similar to how 1 x enhanced on a med frame gets you to exactly 36dB, it's so close it hurts when you are designing your suits to be as efficient as possible.
I don't want to see scanners nerfed. IMO everyone complaining (except heavies and min assaults) about getting scanned have only themselves to blame. To this day I have still not been scanned in any of my Ghost med frame suits that equip double complex dampeners.
However, as a balancing trade I would propose this, if the tie went to the suite, medium frames with full skills and 1x enhanced dampener, and med frames with 1 complex and 1 enhanced to beat the advanced and proto scanners respectively. This would still cause mercs to have to make a sacrifice in their builds to evade scanning, but give us a little back.
Another fix which would have the exact same effect in regards to suit builds would be to bring the advanced scanner UP to 37 dB and the Proto UP to 29dB.
For heavies I have a different idea, why not make their precision level WAY lower. They have the beefy suits and such a high profile that it is worthless for them to try to evade radar, as it should be. However, given that they are at that disadvantage, why not give them a natural precision of 40 dB so that they see all but those that skill and equip to counter if they put skill into precision enhancement (not gonna say heavies should get it for free)? The vehicle scanners are set at 36dB, why not give the walking vehicles the same advantage?
As for my Min Assualt brethren, I have no clue. A third low would be OP, so maybe give your suite a natural bonus similar to scouts so that one complex puts you under protos and one basic puts you under advanced? I've not done the math, but you guys are pretty screwed, and I don't think that 1hp armor regen is enough to off set it.
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Sargon Akkadi
Ordus Trismegistus
32
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Posted - 2013.12.24 05:11:00 -
[2] - Quote
ratamaq doc wrote: I don't want to see scanners nerfed. IMO everyone complaining (except heavies and min assaults) about getting scanned have only themselves to blame. To this day I have still not been scanned in any of my Ghost med frame suits that equip double complex dampeners.
However, as a balancing trade I would propose this, if the tie went to the suite, medium frames with full skills and 1x enhanced dampener, and med frames with 1 complex and 1 enhanced to beat the advanced and proto scanners respectively. This would still cause mercs to have to make a sacrifice in their builds to evade scanning, but give us a little back.
[...]
For heavies I have a different idea, why not make their precision level WAY lower. They have the beefy suits and such a high profile that it is worthless for them to try to evade radar, as it should be. However, given that they are at that disadvantage, why not give them a natural precision of 40 dB so that they see all but those that skill and equip to counter if they put skill into precision enhancement (not gonna say heavies should get it for free)? The vehicle scanners are set at 36dB, why not give the walking vehicles the same advantage?
I like the tie-breaker profile idea a lot, and had noticed it as I am getting to med. stealth fits.
I agree on the heavy scan precision as it helps heavy class performance in both Forge/AV, Point Defense, and general roles.
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Heinz Doofenshertz
BetaMax.
603
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Posted - 2013.12.24 11:05:00 -
[3] - 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.
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Drapedup Drippedout
0uter.Heaven
146
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Posted - 2013.12.24 14:08:00 -
[4] - Quote
@op,
I believe your maths are off.
50db x .10(for skill) =45
45 x .25= 11.25 = 33.75
33.75 x .20 = 6.75= 27
If you are getting scanned then someone is running the focused. |
Kilo Shells
G.L.O.R.Y Public Disorder.
17
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Posted - 2013.12.24 16:25:00 -
[5] - Quote
My math shows different numbers
complex damp plus enhance damp plus level five dampening 25+20+10=55%
scan profile minus dampening percentage 50-55%(that's 27.5)=22.5Db
22 or 23 rounded up is below all proto scanners but one which I think is down at 16 Db
Caldari Assault
My 2 cents on Grenades
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ratamaq doc
Edge Regiment
284
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Posted - 2013.12.24 17:01:00 -
[6] - Quote
Drapedup Drippedout wrote:@op,
I believe your maths are off.
50db x .10(for skill) =45
45 x .25= 11.25 = 33.75
33.75 x .20 = 6.75= 27
If you are getting scanned then someone is running the focused.
You are not account for the stacking penalty on the second dampener. Though the description doesn't say it, stacking penalties apply on any mod the modifies a percentage up or down. A hacking test with code breakers proved this a while back.
http://youtu.be/hY7HbjF_zhU
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ratamaq doc
Edge Regiment
284
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Posted - 2013.12.24 17:03:00 -
[7] - Quote
Kilo Shells wrote:My math shows different numbers
complex damp plus enhance damp plus level five dampening 25+20+10=55%
scan profile minus dampening percentage 50-55%(that's 27.5)=22.5Db
22 or 23 rounded up is below all proto scanners but one which I think is down at 16 Db
You don't add all of the bonus together and then reduce, it goes skill>suit>mod and take from the remainder. ( May be suit>skill>mod)
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Krom Ganesh
Holdfast Syndicate Amarr Empire
982
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Posted - 2013.12.24 17:07:00 -
[8] - Quote
@OP
You actually aren't evading the proto. Unfortunately, the stacking penalty is applied to the highest tiered mod.
50 * 0.9 * .8 * (1 - 0.25 * 0.86) = 28.26
Not sure how rounding is handled.
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ratamaq doc
Edge Regiment
284
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Posted - 2013.12.24 17:10:00 -
[9] - Quote
Krom Ganesh wrote:@OP
You actually aren't evading the proto. Unfortunately, the stacking penalty is applied to the highest tiered mod.
50 * 0.9 * .8 * (1 - 0.25 * 0.86) = 28.26
Not sure how rounding is handled though.
Could you explain this formula?
Edit: oh by highest tier mod you mean that it would go 100% of the .2 and 86.9% of the .25? That sucks, so that is the same for stacking DMG mods? Meaning if you combine a complex and basic you are actually getting 100% of .03 and 86.9% of .1?
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Krom Ganesh
Holdfast Syndicate Amarr Empire
984
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Posted - 2013.12.24 17:14:00 -
[10] - Quote
ratamaq doc wrote:Krom Ganesh wrote:@OP
You actually aren't evading the proto. Unfortunately, the stacking penalty is applied to the highest tiered mod.
50 * 0.9 * .8 * (1 - 0.25 * 0.86) = 28.26
Not sure how rounding is handled though. Could you explain this formula?
Base * Skill reduction * ( 1 - Adv Damp * stacking penalty A) * ( 1 - proto damp * stacking penalty B)
where stacking penalty A is 1 (so no penalty)
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ratamaq doc
Edge Regiment
284
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Posted - 2013.12.24 17:22:00 -
[11] - Quote
Krom Ganesh wrote:ratamaq doc wrote:Krom Ganesh wrote:@OP
You actually aren't evading the proto. Unfortunately, the stacking penalty is applied to the highest tiered mod.
50 * 0.9 * .8 * (1 - 0.25 * 0.86) = 28.26
Not sure how rounding is handled though. Could you explain this formula? Base * Skill reduction * ( 1 - Adv Damp * stacking penalty A) * ( 1 - proto damp * stacking penalty B) where stacking penalty A is 1 (so no penalty)
Got it, I see how that works now, when I did the formula the long was I came up with 28.179 with the enh going in first, I used .869 instead of .86 though.
So yea, again at the end of the day. .18 or so is the difference between needing a complex or enhanced mod, so my request for the ADV to be brought up to 37 bad proto to be brought up to 29 still holds :)
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Krom Ganesh
Holdfast Syndicate Amarr Empire
984
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Posted - 2013.12.24 17:29:00 -
[12] - Quote
ratamaq doc wrote:Edit: oh by highest tier mod you mean that it would go 100% of the .2 and 86.9% of the .25? That sucks, so that is the same for stacking DMG mods? Meaning if you combine a complex and basic you are actually getting 100% of .03 and 86.9% of .1?
No. Stacking penalties are applied to the lowest tiered mod on Damage mods.
It seems that when applying stack penalties, CCP orders them from greatest to least and then applies them to the smaller mods. This means mods that give increases have stacking penalties applied to the lowest tier while mods that give reductions have penalties applied to the highest tier
For example, if you have 2 cmp Damage mods and an enhanced, they would be ordered: 0.12, 0.12, 0.05 (or whatever the actual values are) Then the penalties are applied from left to right so the first cmp doesn't get a penalty
However, if you are using 2 cmp damps and 1 enhanced damp, they are also ordered from greatest to least: -0.2, -0.25, -0.25 which means the enhanced doesn't get a penalty
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ratamaq doc
Edge Regiment
284
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Posted - 2013.12.24 17:54:00 -
[13] - Quote
Krom Ganesh wrote:ratamaq doc wrote:Edit: oh by highest tier mod you mean that it would go 100% of the .2 and 86.9% of the .25? That sucks, so that is the same for stacking DMG mods? Meaning if you combine a complex and basic you are actually getting 100% of .03 and 86.9% of .1? No. Stacking penalties are applied to the lowest tiered mod on Damage mods. It seems that when applying stack penalties, CCP orders them from greatest to least and then applies them to the smaller mods. This means mods that give increases have stacking penalties applied to the lowest tier while mods that give reductions have penalties applied to the highest tier For example, if you have 2 cmp Damage mods and an enhanced, they would be ordered: 0.12, 0.12, 0.05 (or whatever the actual values are) Then the penalties are applied from left to right so the first cmp doesn't get a penalty However, if you are using 2 cmp damps and 1 enhanced damp, they are also ordered from greatest to least: -0.2, -0.25, -0.25 which means the enhanced doesn't get a penalty
What is the logic behind this? Seems inconsistent.
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Heinz Doofenshertz
BetaMax.
605
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Posted - 2013.12.24 18:06:00 -
[14] - 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?
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ratamaq doc
Edge Regiment
284
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Posted - 2013.12.24 18:10:00 -
[15] - Quote
Heinz Doofenshertz wrote: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.
If it weren't for the possibility of rounding being the reason 1 complex and 1 enhanced don't evade proto, we could answer that question quickly.
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ratamaq doc
Edge Regiment
284
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Posted - 2013.12.24 19:11:00 -
[16] - Quote
Heinz Doofenshertz wrote: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.
This is not the case for positive modifiers.
Proof using CPU upgrades.
http://www.youtube.com/watch?v=1ihDYmjA8nw
Math = 512 + (512 * .35) + (691 * .1 * .869) = 751
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Kilo Shells
G.L.O.R.Y Public Disorder.
17
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Posted - 2013.12.24 21:14:00 -
[17] - Quote
When using energizers (which don't note a stacking penalty) there is no stacking penalty. So why not the same for dampeners? You can easily check this yourself.
Caldari Assault
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G Torq
ALTA B2O
329
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Posted - 2013.12.24 21:28:00 -
[18] - Quote
Ratamaq, also left you this on IRC:
Someone on IRC wrote:G_Torq - ratamaq, just reading IRC log ... yeah, according to old discussions (1 year old) slot doesn't matter for modifiers, only value G_Torq - dampeners have values under 1, eg. 0.90, 0.85 etc ... and since CCP sort modifiers from large to small before applying them, the smallest dampener would be applied first G_Torq - "This is known" :)
Note: This is skipped on my fitting tool, for now.
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ratamaq doc
Edge Regiment
285
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Posted - 2013.12.25 01:54:00 -
[19] - Quote
G Torq wrote:Ratamaq, also left you this on IRC: Someone on IRC wrote:G_Torq - ratamaq, just reading IRC log ... yeah, according to old discussions (1 year old) slot doesn't matter for modifiers, only value G_Torq - dampeners have values under 1, eg. 0.90, 0.85 etc ... and since CCP sort modifiers from large to small before applying them, the smallest dampener would be applied first G_Torq - "This is known" :) Note: This is skipped on my fitting tool, for now.
meaning the .75 first or the .90 first.
In other words, does the basic go first then complex, or the other way around? Would you think this would be intended to put the penalty on the 'more effective' module if it is this way?
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G Torq
ALTA B2O
329
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Posted - 2013.12.25 10:04:00 -
[20] - Quote
ratamaq doc wrote:G Torq wrote:Ratamaq, also left you this on IRC: Someone on IRC wrote:G_Torq - ratamaq, just reading IRC log ... yeah, according to old discussions (1 year old) slot doesn't matter for modifiers, only value G_Torq - dampeners have values under 1, eg. 0.90, 0.85 etc ... and since CCP sort modifiers from large to small before applying them, the smallest dampener would be applied first G_Torq - "This is known" :) Note: This is skipped on my fitting tool, for now. meaning the .75 first or the .90 first. In other words, does the basic go first then complex, or the other way around? Would you think this would be intended to put the penalty on the 'more effective' module if it is this way? The 0.9 first, then the 0.75, resulting in the stacking penalty being applied to the complex dampener. On items that increase values by a %, i.e. where the modifier is above 1 and the modifier-type is "MULTIPLY", the penalty is applied to the least effective item, which is how it should be. On items that decreas values by a %, i.e. where the modifier is below 1 and the modifier-type is "MULTIPLY", the penalty is applied to the most effective, which I don't actually think is how CCP Games intended it...
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Heinz Doofenshertz
BetaMax.
605
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Posted - 2013.12.25 10:31:00 -
[21] - 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.
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DeadlyAztec11
Ostrakon Agency Gallente Federation
2932
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Posted - 2013.12.25 16:02:00 -
[22] - Quote
For the love of God!
Just use the calculator http://wiki.dust514.info/index.php?title=Stacking_Penalties
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ratamaq doc
Edge Regiment
288
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Posted - 2013.12.25 17:39:00 -
[23] - Quote
From the site.
"Individual bonuses: -20.00%, -21.73%, Total bonus: -37.38% Calculate Bonus [edit]Formula Preliminary tests indicated that Dust 514 also uses the same formula as EVE, shown below: S(n) = 0.5^[((n-1) / 2.22292081) ^2] n = the nth module added S = stacking effect for this particular module addition Module bonuses are ordered from highest to lowest, thus giving you the maximum bonus."
except that in the case of profile dampeners, they don't.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
748
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Posted - 2013.12.31 01:46:00 -
[24] - Quote
The stacking penalty should be being applied from highest to smallest doc. Th following should be the correct equation:
(50 GÇó .9) GÇó (1 - .25) GÇó (1 - (.869GÇó.20)) = 27.88425
CCP rounds up at .60, making the end total 28 dB.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
748
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Posted - 2013.12.31 02:08:00 -
[25] - Quote
ratamaq doc wrote:From the site. "Individual bonuses: -20.00%, -21.73%, Total bonus: -37.38% Calculate Bonus [edit]Formula Preliminary tests indicated that Dust 514 also uses the same formula as EVE, shown below: S(n) = 0.5^[((n-1) / 2.22292081) ^2] n = the nth module added S = stacking effect for this particular module addition Module bonuses are ordered from highest to lowest, thus giving you the maximum bonus." except that in the case of profile dampeners, they don't.
The only need there would be to order modules from lowest to highest would be for module effects that apply a negative effect, such as the speed penalty for armor plates or the delay penalty for shield extenders. CCP was priviously calculating the armor plates in this fashion, but as of 1.7 this is no longer being done for some reason.
The reason this should be like this is because with deminishing returns one needs to decide whether they are going to calculate their returns to be either high or low (.i.e highest to lowest or lowest to highest mod first). If one chooses high returns, then for positive effects, like damage mods or profile dampeners, the highest mod should be taken into account first; conversely, with Nagative effects, like shield extenders and armor plates, the lowest mod should be taken into acount first. This produces high returns across the board, with both nagative and positive effects. As well, if one wants to have low returns then the reverse of the above is true.
If this is not being put into practice by CCP, then someone at CCP failed math and needs to go back to school.
{:)}{3GÇó>
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IgniteableAura
Pro Hic Immortalis
425
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Posted - 2013.12.31 14:58:00 -
[26] - Quote
You may not realize it, but CCP doesn't just throw out a random number when balancing profiles. I have a feeling there is a reason for it being just at the cusp of detection.
It should require two complex damps on a medium frame to evade a prototype scanner. You have to sacrifice to remain hidden.
All suits have to fit a dampener to evade a prototype scanner, even scouts.
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ratamaq doc
Edge Regiment
350
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Posted - 2014.01.03 07:23:00 -
[27] - Quote
IgniteableAura wrote:You may not realize it, but CCP doesn't just throw out a random number when balancing profiles. I have a feeling there is a reason for it being just at the cusp of detection.
It should require two complex damps on a medium frame to evade a prototype scanner. You have to sacrifice to remain hidden.
All suits have to fit a dampener to evade a prototype scanner, even scouts.
I realize all to well, and welcome the sacrifice. Anything to bring variety in fittings other than damage and HP.
Point of this thread is that the math is not adding up and I think we are getting cheated out of ISK and fitting room. What I would like is either "working as intended" or "oops we'll hotfix that". Just not silence.
As for the original suggestion for heavies getting better precision, I stand by that. Chubs needs a bone to chew on.
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