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Alldin Kan
Imperfects Negative-Feedback
917
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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?
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Alldin Kan
Imperfects Negative-Feedback
917
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Posted - 2014.01.17 19:34:00 -
[2] - Quote
bump
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
297
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Posted - 2014.01.17 19:37:00 -
[3] - Quote
Im not 100% sure but i dont think hardeners have stacking penaltys either. |
xAckie
Ahrendee Mercenaries EoN.
401
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Posted - 2014.01.17 19:51:00 -
[4] - Quote
F. Knows
CCP can we get gifs to load direct into forum posts. Its really ******* annoying to have to go to an external site for what is basic internet conversation.
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Alldin Kan
Imperfects Negative-Feedback
919
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Posted - 2014.01.17 19:56:00 -
[5] - 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)
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
7925
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Posted - 2014.01.17 19:58:00 -
[6] - Quote
Nice catch.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
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Altina McAlterson
Pure Innocence. EoN.
803
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Posted - 2014.01.17 20:17:00 -
[7] - Quote
Those numbers are what they would be if the stacking penalty was working. So are you saying you got different numbers?
Good Advice
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The legend345
TeamPlayers Negative-Feedback
4372
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Posted - 2014.01.17 20:23:00 -
[8] - Quote
bump
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Uprising God of Tanking Oculus Rift
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1578
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Posted - 2014.01.17 20:24:00 -
[9] - Quote
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
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Alldin Kan
Imperfects Negative-Feedback
921
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Posted - 2014.01.17 20:41:00 -
[10] - 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!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1579
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Posted - 2014.01.17 20:47:00 -
[11] - Quote
I may be wrong but values *should* be multiplicative.
Regardless something isn't working properly..
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Altina McAlterson
Pure Innocence. EoN.
803
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Posted - 2014.01.17 20:56:00 -
[12] - Quote
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.
Good Advice
Grey 17 should have stayed missing.
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Alldin Kan
Imperfects Negative-Feedback
921
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Posted - 2014.01.17 20:57:00 -
[13] - 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!
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Alldin Kan
Imperfects Negative-Feedback
922
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Posted - 2014.01.17 21:03:00 -
[14] - 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.
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The legend345
TeamPlayers Negative-Feedback
4372
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Posted - 2014.01.17 21:04:00 -
[15] - Quote
bump
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Uprising God of Tanking Oculus Rift
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Bendtner92
Imperfects Negative-Feedback
1496
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Posted - 2014.01.17 21:06:00 -
[16] - Quote
I don't see the problem here? Damage mods are multiplied meaning:
Base damage = 1885 * 1.1 (110% Railgun damage on shields) * 1.3 (1st mod) * approx 1.261 (2nd mod) * approx 1.171 (3rd mod) = 3980 damage on shields.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Altina McAlterson
Pure Innocence. EoN.
803
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Posted - 2014.01.17 21:07:00 -
[17] - Quote
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
Good Advice
Grey 17 should have stayed missing.
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Alldin Kan
Imperfects Negative-Feedback
922
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Posted - 2014.01.17 21:17:00 -
[18] - 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!
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Altina McAlterson
Pure Innocence. EoN.
804
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Posted - 2014.01.17 21:30:00 -
[19] - Quote
Alldin Kan wrote: 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
That's actually the real issue for most people that complain about OP damage mods. CCP should really look at changing the stacking penalty because it just doesn't work in DUST.
Good Advice
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Borne Velvalor
Endless Hatred
2159
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Posted - 2014.01.17 21:30:00 -
[20] - Quote
I made a thread about the exponential function essentially cancelling out amplifier penalties in contrast to if Dust 514 added same-source damage buffs and only multiplied different source damage buffs like most games, say, Borderlands or Pok+¬mon. It's just how it works. Personally, I think it's stupid and is unintuitive; you naturally thought they were cumulative, just like 90% of the player base I've ever talked to, including myself until relatively recently.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
163
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Posted - 2014.01.17 21:34:00 -
[21] - Quote
The issue here is that since the stats across tiers does not increase, stacking and using multiple of the same items becomes overly powerful. In my tests I have found that just stacking 2 or more damage mods is more effective than the hp lose from lack of tank. It is easy to take on 2-3 tanks at a time and walk away alive. Same goes for using multiple hardners at once. I have not yet been able to use a multi-hardened tank vs a damage mod tank yet, but believe that 3x damage mods would win over a 3x hardened tank. These two scenarios creates a vacuum of fitting selection, as they are the only 2 viable ones left. IMPO, I think that activating a second mod of the same type should not add any extra stats, but rather just act as a time extension. Tanks should be tough and resilant, but these two fits give you a temporary "God Mode". |
Borne Velvalor
Endless Hatred
2159
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Posted - 2014.01.17 21:46:00 -
[22] - Quote
Doshneil Antaro wrote:The issue here is that since the stats across tiers does not increase, stacking and using multiple of the same items becomes overly powerful. In my tests I have found that just stacking 2 or more damage mods is more effective than the hp lose from lack of tank. It is easy to take on 2-3 tanks at a time and walk away alive. Same goes for using multiple hardners at once. I have not yet been able to use a multi-hardened tank vs a damage mod tank yet, but believe that 3x damage mods would win over a 3x hardened tank. These two scenarios creates a vacuum of fitting selection, as they are the only 2 viable ones left. IMPO, I think that activating a second mod of the same type should not add any extra stats, but rather just act as a time extension. Tanks should be tough and resilant, but these two fits give you a temporary "God Mode". 3 amps against 3 hardeners, provided the DPS is the same, goes to 3 hardeners, if we're talking about shields at least. After amps and resistance, the hardened tank is still only taking less than 40% damage while the amped tank is taking the full 100%. Hardeners raise defense much more than amps raise damage. 3 shield hardeners makes you take a little under a fifth damage and 3 amps makes you deal a little under two times damage.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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