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Ima Leet
Imperfects Negative-Feedback
321
|
Posted - 2013.02.13 21:35:00 -
[31] - Quote
Dust Hime wrote:sorry, maybe i'm bad but i check many many times and assault rifle operation gave 5% kick reduction not damage
am i bad?
edit realized some ppl are probably bad and changed the fields. can't you fix those to be uneditable. nice catch but how did you not notice it gives you 0% bonus? lol 5x0=0 still haha
that option to input makes no difference
edit: lmao i'm really having fun changing the numbers people are inputing people rage quit from spreadsheets! |
Nod Keras
CrimeWave Syndicate
58
|
Posted - 2013.02.13 21:36:00 -
[32] - Quote
Tiel Syysch wrote:Nod Keras wrote:Tiel Syysch wrote:100% sure your math is wrong on these calculations, by the way. where? plz tell me. Pretty much every instance that uses more than a single skill or damage mod. We know that damage mod bonuses are multiplied together due to the fitting screen display and their currently broken stacking penalties, so 2x 10% mods = 1.1*1.1 = 1.21, 3x = 1.1*1.1*1.1 = 1.331 etc. I'm of the understanding that skill bonuses will also multiply this way (one skill being treated as a single entity and then multiplied with other bonuses, not like weaponry 3 = 1.05*1.05*1.05, but that it'd be [1.05+1.05+1.05]*otherbonuses). You just have all bonuses being added into one sum that is then multiplied by the base damage, when the bonuses instead stack.
What? In game steak like '1.1*1.1 = 1.21'? I tested in game, charge sniper rifle with 2 complex mods(Weaponry 5) and result is 347. and calculate your way 348.46. that is over the real damage. my calculater is 345.8.
we both got problem. i thought round off each total bouns of skill and mods before but not sure. so i hold off that. but your calculation is over the real damage. In my record, damage to target 100%. Then why that damage is decrease?
Thanks to your opinion. If you know about this, plz tell me. |
Nod Keras
CrimeWave Syndicate
58
|
Posted - 2013.02.13 21:45:00 -
[33] - Quote
Ima Leet wrote:i also think only one person can use this at a time. i was just looking at it and then all of a sudden numbers started changing....
so i changed some numbers too and the other person rage quit lmao
yes that's my bad but i don't have ability of programming and make in website. only way is download that file or someone make that.
I'm sorry to cumbersome |
Dust Hime
The Southern Legion
1
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Posted - 2013.02.13 21:46:00 -
[34] - Quote
Ima Leet wrote:Dust Hime wrote:sorry, maybe i'm bad but i check many many times and assault rifle operation gave 5% kick reduction not damage
am i bad?
edit realized some ppl are probably bad and changed the fields. can't you fix those to be uneditable. nice catch but how did you not notice it gives you 0% bonus? lol 5x0=0 still haha that option to input makes no difference edit: lmao i'm really having fun changing the numbers people are inputing people rage quit from spreadsheets!
i was the one who changed it to 0 :) |
Ima Leet
Imperfects Negative-Feedback
321
|
Posted - 2013.02.13 21:48:00 -
[35] - Quote
Dust Hime wrote:i was the one who changed it to 0 :) i keep jumping in every so often and do it myself lmao np OP, not mad at you, you're doing a great job. i'm trolling your spreadsheet though haha lulz |
Nod Keras
CrimeWave Syndicate
58
|
Posted - 2013.02.13 21:48:00 -
[36] - Quote
Dust Hime wrote:sorry, maybe i'm bad but i check many many times and assault rifle operation gave 5% kick reduction not damage
am i bad?
edit realized some ppl are probably bad and changed the fields. can't you fix those to be uneditable.
edit2: playing around with the numbers no matter what skills or complex mods equip, the duvolle is consistantly 10.04315417810906% better than the militia AR. that's good enough for you guys? if the numbers are correct, imo it's not really worth using the higher tier ARs(for CPU cost if not ISK!, how much does a duvolle cost? maybe a whole complex fitted dropsuit equivalent in isk!
I'm not good at English! Plz tell me where is uneditable |
Dust Hime
The Southern Legion
1
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Posted - 2013.02.13 21:51:00 -
[37] - Quote
Nod Keras wrote:Dust Hime wrote:sorry, maybe i'm bad but i check many many times and assault rifle operation gave 5% kick reduction not damage
am i bad?
edit realized some ppl are probably bad and changed the fields. can't you fix those to be uneditable.
edit2: playing around with the numbers no matter what skills or complex mods equip, the duvolle is consistantly 10.04315417810906% better than the militia AR. that's good enough for you guys? if the numbers are correct, imo it's not really worth using the higher tier ARs(for CPU cost if not ISK!, how much does a duvolle cost? maybe a whole complex fitted dropsuit equivalent in isk! I'm not good at English! Plz tell me where is uneditable
Assault rifle operation 0%5
it was 5 before i changed it to 0 giving extremely lol numbers :p. What I meant was changing it so people can't **** with it again |
Nod Keras
CrimeWave Syndicate
58
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Posted - 2013.02.13 21:51:00 -
[38] - Quote
Dust Hime wrote:Ima Leet wrote:Dust Hime wrote:sorry, maybe i'm bad but i check many many times and assault rifle operation gave 5% kick reduction not damage
am i bad?
edit realized some ppl are probably bad and changed the fields. can't you fix those to be uneditable. nice catch but how did you not notice it gives you 0% bonus? lol 5x0=0 still haha that option to input makes no difference edit: lmao i'm really having fun changing the numbers people are inputing people rage quit from spreadsheets! i was the one who changed it to 0 :)
i think someone change that. my original sheet is 0. Thanks to fix that. |
Sgt Kirk
ZionTCD Legacy Rising
349
|
Posted - 2013.02.13 22:57:00 -
[39] - Quote
Very good job my friend. |
Ankoku Daishogun
Amarr Templars Amarr Empire
1
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Posted - 2013.04.21 04:33:00 -
[40] - Quote
Bump |
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Solomon Malcolm
BurgezzE.T.F Orion Empire
18
|
Posted - 2013.04.21 04:44:00 -
[41] - Quote
Ahh, i knew the Dmca forge took around the 3000 damage area. i use it sometimes with forge proficiency and a damage mod, so it is correct. I Just needed the exact numbers. |
ladwar
Dead Six Initiative
184
|
Posted - 2013.04.21 05:55:00 -
[42] - Quote
1+ |
Altina McAlterson
Not Guilty EoN.
477
|
Posted - 2013.04.21 06:24:00 -
[43] - Quote
What is "True Damage"? Where are you getting the in game damage info from? |
Mavado V Noriega
SyNergy Gaming EoN.
2806
|
Posted - 2013.04.21 06:27:00 -
[44] - Quote
Nod Keras wrote:i don't think they use this.. anyway i added Nova knives.
and soon i will make turret damage calculator
<3 |
Altina McAlterson
Not Guilty EoN.
477
|
Posted - 2013.04.21 08:58:00 -
[45] - Quote
Tiel Syysch wrote:Nod Keras wrote:Tiel Syysch wrote:100% sure your math is wrong on these calculations, by the way. where? plz tell me. Pretty much every instance that uses more than a single skill or damage mod. We know that damage mod bonuses are multiplied together due to the fitting screen display and their currently broken stacking penalties, so 2x 10% mods = 1.1*1.1 = 1.21, 3x = 1.1*1.1*1.1 = 1.331 etc. I'm of the understanding that skill bonuses will also multiply this way (one skill being treated as a single entity and then multiplied with other bonuses, not like weaponry 3 = 1.05*1.05*1.05, but that it'd be [1.05+1.05+1.05]*otherbonuses). You just have all bonuses being added into one sum that is then multiplied by the base damage, when the bonuses instead stack. Stacking penalty works on damage mods. The fitting screen is broken and displaying an incorrect value.
Skills are not compounded. The bonuses from all relevant skills are summed and applied to the base value. Weaponry V and AR Proficiency III would apply a modifier of 1.19 for example.
Then you multiply the bonus from each mod with stacking penalty and apply that product to the skill-modified value. |
Bendtner92
Imperfects Negative-Feedback
490
|
Posted - 2013.04.21 09:03:00 -
[46] - Quote
Altina McAlterson wrote:Skills are not compounded. The bonuses from all relevant skills are summed and applied to the base value. Weaponry V and AR Proficiency III would apply a modifier of 1.19 for example. I'm pretty sure that would be 1.1 * 1.09 = 1.199 and not 1.1 + 1.09 = 1.19.
Though, I haven't tested it. Have you or anyone else? |
Altina McAlterson
Not Guilty EoN.
477
|
Posted - 2013.04.21 13:14:00 -
[47] - Quote
Bendtner92 wrote:Altina McAlterson wrote:Skills are not compounded. The bonuses from all relevant skills are summed and applied to the base value. Weaponry V and AR Proficiency III would apply a modifier of 1.19 for example. I'm pretty sure that would be 1.1 * 1.09 = 1.199 and not 1.1 + 1.09 = 1.19. Though, I haven't tested it. Have you or anyone else? There's no way to know for sure at the moment I don't believe. Another player who I can't remember and I looked at everything we could think of but were unable to find any displayed value that was affected by more than one skill. All the rest of the numbers added up so in the end we decided to just assume it worked the same way as EVE because there's nothing to indicate it doesn't.
I think the real question though is why did I take the time and effort to work out the math and confirm that's the way it works and then proceed to take the time and effort to post the opposite. I'm going to edit that post before it causes any confusion. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
89
|
Posted - 2013.04.21 16:06:00 -
[48] - Quote
Altina McAlterson wrote:[quote=Bendtner92] but were unable to find any displayed value that was affected by more than one skill.
Stamina is displayed on the fitting screen and is effected by both Endurance and Vigor skills. Note: be careful when you do tests with Stamina (and a lot of other attributes), make sure you take the values from the fitting screen (rounded to 2 decimal places), not from "show info" on the dropsuit, which is rounded to only 1 decimal place and produces incorrect maths results.
I've done extensive testing for my fitting tool, and can confirm what you are saying is true: - Individual skill levels are additive - Multiple skills are compounded - Modules are compounded together with skills, however there is stacking penalty on modules's bonuses - When considering stacking penalty, modules are arranged from highest bonus (no penalty) to lowest bonus (highest penalty)
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Illuminaughty-696
Omega Risk Control Services
254
|
Posted - 2013.04.21 16:49:00 -
[49] - Quote
Thanks for the work. Looking forward to the day we have tools like this for every aspect of DUST. =D |
Tiel Syysch
Imperfects Negative-Feedback
701
|
Posted - 2013.04.21 17:00:00 -
[50] - Quote
Altina McAlterson wrote:Tiel Syysch wrote:Nod Keras wrote:Tiel Syysch wrote:100% sure your math is wrong on these calculations, by the way. where? plz tell me. Pretty much every instance that uses more than a single skill or damage mod. We know that damage mod bonuses are multiplied together due to the fitting screen display and their currently broken stacking penalties, so 2x 10% mods = 1.1*1.1 = 1.21, 3x = 1.1*1.1*1.1 = 1.331 etc. I'm of the understanding that skill bonuses will also multiply this way (one skill being treated as a single entity and then multiplied with other bonuses, not like weaponry 3 = 1.05*1.05*1.05, but that it'd be [1.05+1.05+1.05]*otherbonuses). You just have all bonuses being added into one sum that is then multiplied by the base damage, when the bonuses instead stack. Stacking penalty works on damage mods. The fitting screen is broken and displaying an incorrect value. Skill levels are not compounded. The bonuses from all relevant skills are summed up individually and compounded together before being applied to the base. Weaponry V and AR Proficiency III would apply a modifier of 1.1 x 1.9 = 1.99. Then you multiply the bonus from each mod with the stacking penalty and apply that product to the skill-modified value. EDIT: Bendtner92 was kind enough to point out an excessive amount of stupid in my original post. Edited to remove and correct said stupidity.
That changes absolutely nothing about what my post said. I haven't looked at the damage calculator since however long it's been from when I made that post, but before it was calculating as base*[(bonus1)+(bonus2)+(bonus3)] rather than base*bonus1*bonus2*bonus3. The damage mod values I used was an example to show that we know they're multiplied together, not summed, based on the fitting screen's display. |
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hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
90
|
Posted - 2013.04.21 18:16:00 -
[51] - Quote
Illuminaughty-696 wrote:tools like this for every aspect of DUST. =D Don't want to hi-jack this thread, so i will just ask you to look at a sticky in Rookie Training Grounds
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