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Buster Friently
Rosen Association
12
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Posted - 2013.02.24 19:27:00 -
[1] - Quote
Winscar Shinobi wrote:What's worse with 1 is that instead of a stacking penalty you actually get EXTRA damage for stacking mods. Lol.
You don't get extra. Learn to multiply. This is how percentages work.
Also, they'll fix it so the diminishing returns work correctly. Personally, I think this is a very minor issue.
As for the maps, they aren't, or at least won't be designed. They'll be procedurally generated. They already are partially. As such, they won't be fair, and there won't be as many known camping spots. Players will actually have to know what makes a good spot for their build and why. There will be many thousands of unique maps. |
Buster Friently
Rosen Association
12
|
Posted - 2013.02.24 19:44:00 -
[2] - Quote
Winscar Shinobi wrote:Buster Friently wrote:Winscar Shinobi wrote:What's worse with 1 is that instead of a stacking penalty you actually get EXTRA damage for stacking mods. Lol. You don't get extra. Learn to multiply. This is how percentages work. So your telling me that the first damage mod adds 10% damage, and the second one takes the first 10% into account and does 10% of 110% giving it an 11% value? Cause that's the only way that works, and then things like weaponry and proficiency get counted too right?
Yes. That's exactly right. This is different from skills for example because the modules are two separate items, where as the skill is only applied once.
This is, I think, one of the primary reasons that the stacking penalty was added in the first place.
Just as a reference, the stacking penalty should be, if we go by Eve numbers:
1st mod: 100.0% effectiveness 2nd mod: 86.9% effectiveness 3rd mod: 57.1% effectiveness 4th mod: 28.3% effectiveness 5th mod: 10.6% effectiveness 6th mod: 3.0% effectiveness
So, when they are applied correctly. you're going to see some reduction, but it isn't going to be super dramatic except for those mercs currently relying on 3 mods or more. |
Buster Friently
Rosen Association
12
|
Posted - 2013.02.24 19:59:00 -
[3] - Quote
Winscar Shinobi wrote:Yeah so if you go by eve numbers the stacking penalty is almost non-noticeable on a 2 mod stack. On a 3 point is when you see the problem.
Would just be as easy to put 2 10% and a 5% you lose a small percent of damage but you also free up that CPU and PG.
I was just confused because in almost all real world situations percentages wouldn't stack like that. (Like if you go to GameStop and trade a game in. You get 10% for power up rewards and 50% for their promo. They would give you 60% not 10% then 50% of the new value after the 10% was added)
Well, I see your point, but that isn't a very good real world example. Technically, they're doing you a favor when it comes to reductions. The multiplication works the same for reductions as well, but because the new "total" is less than the original, each additional reduction "should" give you less reduction. This is why you can take 10% off of something forever and never reach a zero cost.
A better real world example (lol), would be. Imagine your cat suddenly becomes 10% more active. Also, you switched to a food that is 10% less efficient, meaning your cat needs to eat 10% more of it to maintain his metabolism. In that case, after both changes you would need 21% more food, just like the modules. (Yes, I have cats BTW)
Edit: to be more clear, what I'm talking about is: 1.1x1.1=1.21. Reductions: 0.9x0.9=0.81. It works both ways.
Edit 2: more math
Assuming stacking penalties, we would have: 1.1x(1+(.1x.867))=1.196 Barely any reduction 1.1x(1+(.1x.867))x(1+(.1x.571))=1.26 Decent reduction compared to the current 1.33 |
Buster Friently
Rosen Association
12
|
Posted - 2013.02.25 18:38:00 -
[4] - Quote
Thumb Green wrote:Buster Friently wrote:Winscar Shinobi wrote:What's worse with 1 is that instead of a stacking penalty you actually get EXTRA damage for stacking mods. Lol. You don't get extra. Learn to multiply. This is how percentages work. If you stack two enhanced damage mods you get a 10% damage bonus. If you stack two complex damage mods you get 21%. This is not how percentages work when stacking them are subject to diminishing returns.
Please actually read my previous post. Then learn to multiply. Percentages are multiplicative, not additive. Don't they teach math in school anymore?
As I said, it is correct that diminishing returns, aka stacking penalties, aren't in yet.
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Buster Friently
Rosen Association
12
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Posted - 2013.02.25 20:40:00 -
[5] - Quote
CrotchGrab 360 wrote:**** guys,
we have a maths genius here.
everyone take notes and bow down
Ok. You're right. I apologize for behaving like an ass in my responses. I don't really have an excuse other than being a little frustrated at correcting this misconception several times (this thread and others)
So, to any who have been offended - my bad, I'm sorry.
Now, regarding the 5%modules that keep coming up:
1.05*1.05=1.1025 which,when rounded is 1.10. This is why it appears that the complex mods are working differently, but they aren't - because percentages are multiplicative. |
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