Holy hell, this took -way- longer than I honestly wanted it to...
So the general theory is that Myrofibril Stimulants are not working as intended. Some of you have theories that the stacking penalties aren't being applied, some of you are saying that it's using the Melee Modifier instead of the intended Jump Height increase, etc. etc. The list goes on and on about the current theories as to what is going on but one thing is for certain: Community is mixed as to whether or not they're working as intended; let alone if they're balanced, I personally think they are.
But my personal bias isn't up for debate here. The science behind the modules are and I decided to put them to the test with the help of Sgt Kirk.
How We Tested It
The general idea is that Bacon + Module = Flying Bacon. Cool. But we want to know how far the module will go in making the bacon fly. So, to do that, we had Sgt Kirk design four fits that were exactly the same apart from one very important fact: The amount of myrofibrils he had equipped.
The first suit had none and this was considered our control. It would show us what the base height was whenever he jumped.
The second suit was loaded up with one complex myrofibril, the third suit with two, so on and so forth.
Once that was accomplished we needed a way to figure out exact metrics: How high he'd jump so we could effectively measure the output of each module on an individual basis. To do this we decided to find a slate wall for him to put his back to and repeatedly jump after changing suits to see how high, using a Mass Driver as a form of 'scale'. Later on, after reviewing the video, I realized this was wholly unnecessary as I decided to take a page from Game Theories' book and utilize pixel mapping from base screenshots. Given that I didn't move (at all) this would allow me to compare the pixel differences between each jump against his base jump height with little to no interference on my end.
Here's a screenshot explaining a bit more of how this works:
http://i.imgur.com/BQIG6xM.jpgWith that said, we went into a Domination match for optimal red-line abuse (we didn't want to get shot while testing) and REALLY lucked out when we got the socket that we did in the redline as it offered a great comparison point when compared to pixel height and the line measurements of the Mass Driver.
How It All Turned Out
Here's the video if you want to watch for yourself:
https://youtu.be/4WPYQlDoiegSurprising, to say the least. Based on number differences between the pixel distances, we can look at the numbers themselves and compare them to the intended ratios. The amount of difference in the pixel distance from the control line to the top of Sgt Kirk's head would give us true values and percentages and we could compare them against the intended percentages with his base height.
And here's what that looks like:
Pixel Locations of base line and top of the head
Test 1: 517 - 349
Test 2: 517 - 309
Test 3: 517 - 250
Test 4: 517 - 157
Bonus Round: 517 - 62
Base Jump Height: 168 pixels
1 Complex: 208 pixels
2 Complex: 267 pixels
3 Complex: 360 pixels
Bonus Round 4 Compelx: approximately 455 pixels (based on where Sgt Kirk shot)
Myofibril Module Jump Height intended increases:
PRO: 25% (+50% skill efficacy = 37.5%)
As a result, at least one of the myths was completely outright -BUSTED- in that without stacking penalties and an applicable skill bonus from the Hand-to-Hand Combat skill (50% at level 5) the numbers were -WAAAAY- off. So off that I'm absolutely 100% confident in saying that:
Yes, without a shadow of a doubt, the stacking penalties are 100% being applied even if the module receives a skill bonus.Without Stacking penalties and skill bonus: BUSTED
1 Complex: 37.5% (231 pixels) --- (difference of 23)
2 Complex: 89% (318 pixels) --- (difference of 51)
3 Complex: 160% (437 pixels) --- (difference of 77)
Here's the following tests that are a little bit more in the realm of believable.
Without Stacking penalties and NO skill bonus:
1 Complex: 25% (210 pixels) --- (difference of 2)
2 Complex: 56% (262 pixels) --- (difference of 5)
3 Complex: 95% (328 pixels) --- (difference of 32)
With Stacking penalties and NO skill bonus:
1 Complex: 25% (210 pixels) --- (difference of 2)
2 Complex: 52% (255 pixels) --- (difference of 12)
3 Complex: 74% (292 pixels) --- (difference of 68)
With Stacking penalties and skill bonus:
1 Complex: 37.5% (231 pixels) --- (difference of 23)
2 Complex: 82.32% (306 pixels) --- (difference of 39)
3 Complex: 121.29% (371 pixels) --- (difference of 11)
So, in closing, in a purely number-based scenario, the most likely situation that is going on with the Myrofibrils in my amateur opinion is that the modules are -NOT- receiving a skill bonus but at the same time -ARE NOT- receiving stacking penalties. However, it stands to reason that even with stacking penalties being applied, the difference in jump height would be marginal at best until you start getting extreme scenarios like four or five modules. The major difference comes in when the skill bonus applies to the module.Final Statements:
- Myofibril Stimulants DO NOT give the melee bonus to jump height, for a certain fact.
- Myofibril Stimulants MAY NOT receive a skill bonus.
- Myofibril Stimulants MAY NOT have stacking penalties applied.
- IF THEY DO NOT HAVE STACKING PENALTIES, than we can say without a shadow of a doubt that they do not receive skill bonuses from Hand-to-Hand Combat.