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Rizmordan
KILL-EM-QUICK RISE of LEGION
3
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Posted - 2013.02.11 16:30:00 -
[1] - Quote
I'm trying to work out a fitting spreadsheet for my Heavy. Are skills and mod bonuses compounded or additive. I.E. if my base HMG dmg is 16.4 and I have hvy proficiency L2 and Weapons L4 if they are additive my damage is 16.4 * 1.18 = 19.35. If it is compounded then it is 16.4 * 1.02 * 1.02 * 1.02 * 1.02 * 1.05 * 1.05 = 19.57. (I'm doing the bonuses from memory sorry if I am wrong). Obviously you can see the difference. If there is a post already explaining this then please let me know as I have missed it. Thanks! |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.11 16:35:00 -
[2] - Quote
Compounded. |
Rizmordan
KILL-EM-QUICK RISE of LEGION
3
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Posted - 2013.02.11 16:36:00 -
[3] - Quote
Word, thanks. |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2013.02.11 17:03:00 -
[4] - Quote
Last I check Mods and skills (at least for reduction values) behaved differently than each other.
Example: Profile of 100 -50% (or Dropsuit command & Sensor damp both L5) Modified Profile 50 (further modifications from fittings now applied to this total no t the base value).
Unless it's changed this is something to keep in mind.
Cheers, Cross |
Reaper Papa
3dge of D4rkness Industrials
0
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Posted - 2013.02.11 18:50:00 -
[5] - Quote
ok? if they are compounding which would they aply first if you aply a 1.08 bonus then a 1.02 bonus it will change the bonuses so which to apply first? or the 1.02 then the 1.08 after a while it will change the numbers significantly so i doubt very much they are compounded. so yeah we would like to have them compounded but they are probably not for simplicity of adding them and not having the whole system bug filled. and i would agree fully to the last post skills get aplied then mods now if you said compoinded that would mean every level up is really 100%+5%of100% then 105%+5%0f105%then 111%+5%0f 111%and so on. so that would mean the end result of a skill is not +25% it is like 30-40% NO WAY. i would think it is base+(5%of base)+(5%of base)+(5%of base) not base+(5%ofbase)+(base+5%ofbase)+(base+5%of(base+5%ofbase))+(base+5%of(base+5%of(base+5%ofbase)))=base*1.05=x x*1.05=y y*1.05=z z*105=new value and so on that does not make any sense mods are not additive not completley they are additive with a handicap on double of the same mod. why would some of it be addative like above post and some of it be compounded |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.11 20:21:00 -
[6] - Quote
Reaper Papa wrote:ok? if they are compounding which would they aply first if you aply a 1.08 bonus then a 1.02 bonus it will change the bonuses so which to apply first? or the 1.02 then the 1.08 after a while it will change the numbers significantly so i doubt very much they are compounded. so yeah we would like to have them compounded but they are probably not for simplicity of adding them and not having the whole system bug filled. and i would agree fully to the last post skills get aplied then mods now if you said compoinded that would mean every level up is really 100%+5%of100% then 105%+5%0f105%then 111%+5%0f 111%and so on. so that would mean the end result of a skill is not +25% it is like 30-40% NO WAY. i would think it is base+(5%of base)+(5%of base)+(5%of base) not base+(5%ofbase)+(base+5%ofbase)+(base+5%of(base+5%ofbase))+(base+5%of(base+5%of(base+5%ofbase)))=base*1.05=x x*1.05=y y*1.05=z z*105=new value and so on that does not make any sense mods are not additive not completley they are additive with a handicap on double of the same mod. why would some of it be addative like above post and some of it be compounded
Actually yes way, and that's how its been working in eve for 10 years now.
Here's what I want you to do.
Go buy a militia HAV. Check powergrid.
Then do the compound math and see the PG you should be getting with compound additions of the skill.
Example
2200PG
X.05
= 2310 At level 1
Level 2
2310PG X.05
=2425.5
If it was only additive then you would only have at 10% the original
2420PG
It has always been compound along with mods.
That's why damage mods are broken atm doing over 100% damage more.
Now skills compound.
However mods have penalty after each one stacked, however the stacking penalty is currently broken. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.11 20:33:00 -
[7] - Quote
From someone who was kind enough to do the math a while back in a post on broken damage mods.
Ten-Sidhe wrote:Current damage with 3 damage modes and weaponry level 5 and gun damage skill at lv5 100*1.1*1.1*1.1*1.1*1.15=168.3715%
Percentage bonus are multiplied not added, so it's worse then the 55% people add up by adding bonus together
If stacking penalty worked it would be 100*1.1*1.1*(1+.1*.87)*(1+.1*.57)*1.15=159.8776%
The forth mod is hit very hard, 10% bonus would only be 2.8%. So instead of making 168.3715*1.1=185.2087%, It makes 159.8876*(1+.1*.28)=164.3645%
So, stacking penalty is not additive at moment, it is missing completely. What is shown in fitting matches what it would be with no penalty
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Altina McAlterson
TRUE TEA BAGGERS
362
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Posted - 2013.02.12 11:15:00 -
[8] - Quote
When did things start compounding? I know the fitting screen says 2 damage mods gives a 1.21 modifier but who knows if that's right? The mechanic is broken so whatever the game says is meaningless. Training level V of a skill that gives you 5% per level gives you a bonus of 25%.
A 10% mod and a 5% mod would give you 15% bonus. Doesn't seem like that's what is being said here.
But mods do compound with skills like someone said, but that's it. |
Synner Zerg
SVER True Blood Unclaimed.
3
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Posted - 2013.02.13 16:44:00 -
[9] - Quote
Skill levels are stacked, but different skills' bonuses are compounded, and so are the mods.
For example: Assault Rifle Base Damage: 30 Weaponry: LVL4 (2% per level) Assault Rifle Proficiency: LVL2 (3% per level) 2 x Damage Modules: 10% each
1) First, the individual skills are stacked. It is NOT 1.02 * 1.02 * 1.02 * 1.02 like was posted in OP. This would have given a multiplier of 1.08243215 for Weaponry
It IS 1 + (0.02 * 4) = 1.08 for Weaponry 1 + (0.03 * 2) = 1.06 for Proficiency This may seem like a small enough difference (especially with CPU/PG rounding down), but this would produce completely different results on higher base stats and bonuses
2) Next, different skills' bonuses are compounded It is NOT 8% + 6% = 14% = 1.14 multiplier (if you would just add the bonuses) It is NOT 1.02 * 1.02 * 1.02 * 1.02 * 1.03 * 1.03 = 1.488352278544 (if you would compound everything)
It IS 1.08 * 1.06 = 1.1448 for Weaponry and Proficiency. Note we got the individual multipliers in previous step. For a full calculation: (1 + (0.02 * 4)) * (1 + (0.03 * 2)) = 1.1448
3) Last, modules' bonuses are compounded It is NOT 8% + 6% + 10% + 10% = 1.34 multiplier (if you would just add all the bonuses)
It IS 1.08 * 1.06 * 1.1 * 1.1 = 1.385208 multiplier Or with stacking penalty (if it would work). Note that stacking applies to mods bonuses only. Assuming penalty of 1 for first mod (i.e. nothing), and 0.869 for second mod 1.08 * 1.06 * (1 + (0.1 * 1) ) * (1 + (0.1 * 0.869) ) = 1.368711432
So, as you can see, having more different skills/modules affecting the same attribute produces more bonuses than comparative higher levels of a single skill. Just for example, lets assume 2 skills, both giving 10% bonus to something. Only Skill 1 at LVL4 = 1 + (0.1 * 4) = 1.4 Skill 1 at LVL3 and Skill 2 at LVL1 = (1 + (0.1 * 3) ) * (1 +(0.1 * 1) ) = 1.43 In most cases, it will be cheaper to train another skill to LVL1, than to bring the first skill to LVL4 (or higher)
Yes: 2 modules with 10% bonus each is better than 1 module with 20% bonus (in attribute benefit only... of course you are spending 1 extra slot with 2 modules) |
Synner Zerg
SVER True Blood Unclaimed.
3
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Posted - 2013.02.13 16:49:00 -
[10] - Quote
Altina McAlterson wrote:Training level V of a skill that gives you 5% per level gives you a bonus of 25%. Correct, cause individual skill levels are stacked.
Quote:A 10% mod and a 5% mod would give you 15% bonus. Doesn't seem like that's what is being said here. Incorrect, cause multiple mods/skills are compounded. So in this case 10% mod and 5% mod give you 15.5% bonus
Quote:I know the fitting screen says 2 damage mods gives a 1.21 This just proves the above about compounding
This is the way things have worked in EvE for a long time
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Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
73
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Posted - 2013.02.13 17:29:00 -
[11] - Quote
Synner Zerg wrote: Maths.... losts of maths........
What he said is correct. |
Altina McAlterson
TRUE TEA BAGGERS
362
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Posted - 2013.02.13 20:01:00 -
[12] - Quote
Synner Zerg wrote:Altina McAlterson wrote:Training level V of a skill that gives you 5% per level gives you a bonus of 25%. Correct, cause individual skill levels are stacked. Quote:A 10% mod and a 5% mod would give you 15% bonus. Doesn't seem like that's what is being said here. Incorrect, cause multiple mods/skills are compounded. So in this case 10% mod and 5% mod give you 15.5% bonus Quote:I know the fitting screen says 2 damage mods gives a 1.21 This just proves the above about compounding This is the way things have worked in EvE for a long time No it doesn't. It only proves that the damage mods are broken.
Modules are not compounded nor are skills. Weaponry V plus Proficiency V would be 25% bonus to weapon damage, not 26.5%. The only compounding is between the total bonus from all mods and the total bonus from all skills.
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Synner Zerg
SVER True Blood Unclaimed.
3
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Posted - 2013.02.13 22:07:00 -
[13] - Quote
Altina McAlterson wrote: No it doesn't. It only proves that the damage mods are broken.
Modules are not compounded nor are skills. Weaponry V plus Proficiency V would be 25% bonus to weapon damage, not 26.5%. The only compounding is between the total bonus from all mods and the total bonus from all skills.
Well, you can play EvE and figure it out for yourself (cause in EvE, the fitting screen actually works, and shows all your bonuses with skills, mods, ammo loaded, booster and implant affects applied), or you can continue to believe what you want to believe
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Altina McAlterson
TRUE TEA BAGGERS
362
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Posted - 2013.02.14 03:55:00 -
[14] - Quote
Heavy Type-II has base armor stat of 650. With Mechanics V it has 812 armor.
650 x ( 1 + (.05 x 5)) = 812
650 x ( 1.05 x 1.05 x 1.05 x 1.05 x 1.05) = 829
Assault Type-II has base shield rate of 25. With Shield Boost Systems III the shield rate is 27.25. With 2 Basic Shield Rechargers the rate is 35.42.
25 * ( 1 + (.03 x 3)) = 27.25
25 * ( 1.03 * 1.03 * 1.03) = 27.31
25 * ( 1 + ( .03 * 3 )) * ( 1 + ( .15 * 2 )) = 35.42
25 * ( 1.03 * 1.03 * 1.03) * ( 1.15 * 1.15 ) = 36.12
My Helios has a base armor of 528. With Hull Upgrades V it has 660 armor.
528 * ( 1 + ( .05 * 5 ) = 660
528 * ( 1.05 * 1.05 * 1.05 * 1.05 * 1.05 ) = 673.88
Modules like Expanded Cargoholds are compounded but so far none of the ones in DUST seem to be like that.
You need to learn to check things out for yourself because a lot of what is out there are things people repeat but no one bothers to verify. I bet you still passive align your ships so you warp faster since everyone says you should always do that. 3 or 4 years ago I proved that passive aligning made no difference as I'm pretty sure the game uses a sphere for collision detection and the direction you are facing makes no difference in warp time.
And you can shut the f*ck up the next time adults are talking or you can continue to be an idiot. |
Synner Zerg
SVER True Blood Unclaimed.
3
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Posted - 2013.02.14 03:59:00 -
[15] - Quote
Altina McAlterson wrote: Modules are not compounded nor are skills
OK, lets dispute that right there. I will show the stats shown in-game backed up by math
Buy a Sica. You don't need skills to use it, and it's only 136k for this one test. Then buy 3x Militia Shield Regenerator. Again, no skills to use it. It provides 10% bonus
I have shield Boost Systems at LVL1, so that's 3% Shield Recharge Rate to the base of Sica
Base: 22.0 <- from market screen After 3% skill bonus: 22 * 1.03 = 22.66 <- from my fitting screen After 1 Shield Regenerator added = 24.93 <- from my fitting screen After 2 Shield Regenerators added = 27.09 <- from my fitting screen After 3 Shield Regenerators added = 28.64 <- from my fitting screen
Now, lets see which math supports the above.
If bonuses for modules are not compounded, but added up, then it would be 10% + 10% + 10% = 30% bonus 22.66 * 30% = 22.66 * 1.30 = 29.458 (29.46 rounded) Above is wrong, that's not what the stats page shows.
Let's try to apply stacking penalty: 10% + (86.91% of 10%) + (57.05% of 10%) = 10% + 8.691% + 5.705% = 24.396% bonus 22.66 * 24.396% = 22.66 * 1.24396 = 28.1881336 (28.19 rounded) Above is wrong, that's not what the stats page shows.
Now, lets try to compound module bonuses with stacking (Remember, that percentage bonuses act as multipliers) (1+0.1) * (1+(0.1*0.8691)) * (1+(0.1*0.5705)) = 1.1 * 1.08691 * 1.05705 = 1.26381003705 compound multiplier (or 26.381003705% bonus) 22.66 * 1.26381003705 = 28.637935439553 (28.64 rounded) Above matches exactly what the fitting screen shows
I don't know why we had to go through all this, we already know this from 2x 10% damage modifiers showing up as 1.21 (1.1 * 1.1), not 1.20 (10% + 10%). Damage mods aren't broken, the stacking penalty on them is not applied. But since you are convinced that they are broken, i gave you another example above with different module and attribute. Is the Shield Regenerator also broken?
Fine, lets take yet another example. On the same Sica Base speed: 24.00 <- from fitting screen After 1 Nanofiber Structure I (10% each) = 26.40 <- from fitting screen After 2 Nanofiber Structure I (10% each) = 28.69 <- from fitting screen
With your additive math: 24 * (10% + 10%) = 24 * 20% = 28.80 Not what the fitting screen shows
With your additive math including stacking penalty: 24 * (10% + 8.691%) = 24 * 18.691% = 28.48584 (28.49 rounded) Not what the fitting screen shows
With compounding and stacking penalty: 24 * 1.1 * 1.08691 = 28.694424 (28.69 rounded) Again, matches fitting screen exactly
Not enough? Let's take another module and attribute
Sica base armor: 770 Field Mechanics 3x 5% = 15% bonus from skills Sica armor after skill = 885.5 (885 rounded down) Shield/Armor/CPU/PG always seems to be rounded down, rather than up, and fitting screen shows no decimals Same Nanofiber Structure I takes away 10% from armor
Armor 885 <- from fitting screen After 1 Nanofiber Structure I (-10% each) = 796 <- from fitting screen After 2 Nanofiber Structure I (-10% each) = 716 <- from fitting screen
With your math: 885 - 20% = 708 Not what the fitting screen shows
With compounding 885 * (1+ -0.1) * (1+ -0.1) = 885 * 0.9 * 0.9 = 716.85 (716 rounded down) Again, exactly matches the fitting screen Note that while bonuses are stacking penalized, the drawbacks are not.
So, either everything single module is "broken", and the fact that EvE math (that has been studied and documented for a decade) fits perfectly is just a coincidence... or the fact that EvE math fits perfectly means that this is actually what is happening.
I am not here to convince you. But to the OP, i hope this clears up things for you.
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Synner Zerg
SVER True Blood Unclaimed.
3
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Posted - 2013.02.14 04:35:00 -
[16] - Quote
Sigh.... read and comprehend
Synner Zerg wrote:Skill levels are stacked, but different skills' bonuses are compounded, and so are the mods Just so that it's clear: LVL2 of 10% skill = 1.10 * 2 = 1.20 (20% bonus) 2 different skills each at LVL1 giving 10% each = 1.1 * 1.1 = 1.21 (21% bonus)
Altina McAlterson wrote:Heavy Type-II has base armor stat of 650. With Mechanics V it has 812 armor.
650 x ( 1 + (.05 x 5)) = 812
812.5 actually, which is rounded down to 812. Yes. Correct. Nothing i said contradicts this! Individual skill levels are stacked (additive)
Altina McAlterson wrote: Assault Type-II has base shield rate of 25. With Shield Boost Systems III the shield rate is 27.25. With 2 Basic Shield Rechargers the rate is 35.42.
25 * ( 1 + ( .03 * 3 )) * ( 1 + ( .15 * 2 )) = 35.42
Close result, wrong calculation. The modules are compounded between each other, and don't forget the stacking penalty
25 * ( 1 + (.03 * 3 )) * ( 1 + .15) * ( 1 + (.15 * .8691 )) = 35.4228131875 = 35.42 rounded
You are showing me that with sufficiently small numbers (we are talking about percentages of percentages here after all), and with the help of rounding, either calculation is close enough.
However, your numbers don't contradict my calculations. Yet i've shown that with larger numbers, my calculations still hold true, while yours are no longer accurate. Just try the numbers with a Sica like i explained and see for yourself
Altina McAlterson wrote: You need to learn to check things out for yourself
Oh yeah, i did. The proof is above and in my findings with a Sica
Altina McAlterson wrote: And you can shut the f*ck up the next time adults are talking or you can continue to be an idiot.
LOL!
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Altina McAlterson
TRUE TEA BAGGERS
362
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Posted - 2013.02.14 05:33:00 -
[17] - Quote
Ok, I've completely lost my mind on this thread. I'm sorry I told you to shut the **** up. I've acted like a total ass and it was mostly uncalled for. I say "mtostly" because of this:
Synner Zerg wrote:
Well, you can play EvE and figure it out for yourself (cause in EvE, the fitting screen actually works, and shows all your bonuses with skills, mods, ammo loaded, booster and implant affects applied), or you can continue to believe what you want to believe
I got no time for smartass crap like that and it does nothing but cause more problems, but I should have. Keep it to yourself in the future. Now I'll go back to apologizing.
That being said I was out of line, my bad. The amount of careless mistakes I made with my math is too long to list but when added to the complete lack of modules or correct data available on dropsuits lead me to believe that modules were not compounded on DUST like they are in EVE. Checking vehicles never even crossed my mind.
Long story short I got no idea what happened or what the hell I was talking about and it was way out of character. Feel like the guy who got too drunk and made a fool of himself. Again, my bad about all this, complete misunderstanding on my part. |
Synner Zerg
SVER True Blood Unclaimed.
3
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Posted - 2013.02.14 06:00:00 -
[18] - Quote
Altina McAlterson wrote:Ok, I've completely lost my mind on this thread. I'm sorry I told you to shut the **** up. I've acted like a total ass and it was mostly uncalled for.
Hey, no hard feelings. I accept your apology and apologize for a harsh approach myself. My reason is that i just finished the maths on my spreadsheet, figuring all this out with limited testing that we can do with Dust in-game fitting tool. It doesn't help that the in-game fitting tool does have bugs too: https://forums.dust514.com/default.aspx?g=posts&t=58050&find=unread
Plus, like we saw, in small numbers and small quantity of mods, both calculations are same after rounding, which can be misleading. Easy oversight to make.
Glad we cleared this up. I'd wish you to "fly safe", but what's the Dust equivalent? Kill lots? . Either way, have a good one |
Altina McAlterson
TRUE TEA BAGGERS
362
|
Posted - 2013.02.14 06:18:00 -
[19] - Quote
Synner Zerg wrote:[quote=Altina McAlterson]Ok, I've completely lost my mind on this thread. I'm sorry I told you to shut the **** up. I've acted like a total ass and it was mostly uncalled for.
Hey, no hard feelings. I accept your apology and apologize for a harsh approach myself. My reason is that i just finished the maths on my spreadsheet, figuring all this out with limited testing that we can do with Dust in-game fitting tool. It doesn't help that the in-game fitting tool does have bugs too: https://forums.dust514.com/default.aspx?g=posts&t=58050&find=unread
Plus, like we saw, in small numbers and small quantity of mods, both calculations are same after rounding, which can be misleading. Easy oversight to make.
Glad we cleared this up. I'd wish you to "fly safe", but what's the Dust equivalent? Kill lots? . Either way, have a good one[/quote}
May your spawnpoint be clear, your RDV sober, and the red dots as stupid as the blue ones. |
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