| Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Alldin Kan
 Imperfects
 Negative-Feedback
 
 917
 
 
      | Posted - 2014.01.17 05:00:00 -
          [1] - Quote 
 I just tested a proto rail with 1,2, and 3 damage mods a got these results:
 
 No damage mod - 2074
 1 damage mod - 2695
 2 damage mods - 3398
 3 damage mods - 3980
 
 How did this flaw get past through the QA team?
 
 Uprising 1.7 - TANKDOMINATION!!1!!1! LOL Commando LOL Plasma Cannon | 
      
      
        |  Alldin Kan
 Imperfects
 Negative-Feedback
 
 917
 
 
      | Posted - 2014.01.17 19:34:00 -
          [2] - Quote 
 bump
 
 Uprising 1.7 - TANKDOMINATION!!1!!1! LOL Commando LOL Plasma Cannon | 
      
      
        |  Alldin Kan
 Imperfects
 Negative-Feedback
 
 919
 
 
      | Posted - 2014.01.17 19:56:00 -
          [3] - Quote 
 
 Beck Weathers wrote:Im not 100% sure but i dont think hardeners have stacking penaltys either. I tested that and it's working as intended:
 
 1 Active shield hardener - 60% resist
 2 Active shield hardener - 81% resist (may not seem much but when taking damage it's like it got halved again)
 
 Uprising 1.7 - TANKDOMINATION!!1!!1! LOL Commando LOL Plasma Cannon | 
      
      
        |  Alldin Kan
 Imperfects
 Negative-Feedback
 
 921
 
 
      | Posted - 2014.01.17 20:41:00 -
          [4] - Quote 
 
 Pokey Dravon wrote:Altina McAlterson wrote:Those numbers are what they would be if the stacking penalty was working. So are you saying you got different numbers? He's right 2074 * 1.3 = 2695 Assuming no penalty for 2 mods 2074 * 1.3 * 1.3 = 3505 > 3398 If you were to go for that math then yeah, it's working. But what's really happening it's that the bonuses themselves do not diminish when affecting the original value (in this case 2074).
 
 2074 * 1.30 = 2696 (forgot to mention that HP had omitted decimals so the value will be a little different on a calc, OP values still legit)
 2074 * 1.60 = 3318
 2074 * 1.90 = 3940
 
 Uprising 1.7 - TANKDOMINATION!!1!!1! LOL Commando LOL Plasma Cannon | 
      
      
        |  Alldin Kan
 Imperfects
 Negative-Feedback
 
 921
 
 
      | Posted - 2014.01.17 20:57:00 -
          [5] - Quote 
 Similar thing is also happening for dropsuits but not as bad as vehicles.
 
 Allotek Plasma Cannon vs Shields - 1271
 1 dmg mod 1397
 2 dmg mod 1518
 3 dmg mod 1605
 
 In stacking effect it's working properly but if we were to treat it as something affecting original value we get this:
 
 1 dmg mod - 1397/1271 = 1.0991 difference (again, HP decimals are ommited on in-game UI)
 2 dmg mod - 1518/1271 = 1.1943 difference (if it was stacking penalty as some of us thought then it should've been 1.187)
 3 dmg mod - 1605/1271 = 1.2628 difference
 
 Uprising 1.7 - TANKDOMINATION!!1!!1! LOL Commando LOL Plasma Cannon | 
      
      
        |  Alldin Kan
 Imperfects
 Negative-Feedback
 
 922
 
 
      | Posted - 2014.01.17 21:03:00 -
          [6] - Quote 
 
 Altina McAlterson wrote:Alldin Kan wrote:
 If you were to go for that math then yeah, it's working. But what's really happening it's that the bonuses themselves do not diminish when affecting the original value (in this case 2074).
 
 2074 * 1.30 = 2696 (forgot to mention that HP had omitted decimals so the value will be a little different on a calc, OP values still legit)
 2074 * 1.60 = 3318
 2074 * 1.90 = 3940
 Are you talking about how similar the values are when correct to what they would be when added together with no penalty? I can't think of a better way to explain that but If that's what you are talking about then it's just a quirk with the math. There's a few odd patterns you can find in the numbers when using percentages that are multiples of 15. Pokey Dravon wrote:I may be wrong but values *should* be multiplicative.
 Regardless something isn't working properly..
 I think what isn't working is my ability to understand what's going on here. The Armor plates for dropsuits have the give the same speed reduction even if multiple plates are on, active dmg mods offer the same dmg bonus over original value even if multiple mods are active. Think about it that way, sorry if it was rushed I'm doing something else atm.
 
 Uprising 1.7 - TANKDOMINATION!!1!!1! LOL Commando LOL Plasma Cannon | 
      
      
        |  Alldin Kan
 Imperfects
 Negative-Feedback
 
 922
 
 
      | Posted - 2014.01.17 21:17:00 -
          [7] - Quote 
 
 Altina McAlterson wrote:Alldin Kan wrote:Similar thing is also happening for dropsuits but not as bad as vehicles.
 Allotek Plasma Cannon vs Shields - 1271
 1 dmg mod 1397
 2 dmg mod 1518
 3 dmg mod 1605
 
 In stacking effect it's working properly but if we were to treat it as something affecting original value we get this:
 
 1 dmg mod - 1397/1271 = 1.0991 difference (again, HP decimals are ommited on in-game UI)
 2 dmg mod - 1518/1271 = 1.1943 difference (if it was stacking penalty as some of us thought then it should've been 1.187)
 3 dmg mod - 1605/1271 = 1.2628 difference
 No, it wouldn't be 1.187.  ( 1 + .1 ) * ( 1 + ( .1 * .87 ) = 1.1957 Just checked EVE and now I feel like an idiot -.-
 Still, how is it ok for the dmg mods to hardly receive any real penalty? :l
 
 Uprising 1.7 - TANKDOMINATION!!1!!1! LOL Commando LOL Plasma Cannon | 
      
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