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Django Quik
R.I.f.t
220
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Posted - 2013.02.26 09:55:00 -
[1] - Quote
I'm not going to list this as a bug because I'm honestly not sure if it's intended or not but it sure isn't made clear...
When skilling up Shield Control or Field Mechanics you get a boost to the relevant attribute but after some investigation I've noticed that there is only an effect on the base attribute of the dropsuit (I don't do vehicles, so not sure about them). Any extra shield or armor modules receive no such boost by leveling up.
As a slight aside also, the maths seems a little off, since level 4 mechanics should take the assault A type base armor from 175 to 210 (if the calculation is 175 * 120%) but instead only takes it to 209. Not a big difference I know but just a sign that something's not quite working there.
If the buff calculations are don't cummulatively then the difference is even greater, even with rounding down each time. |
Aqil Aegivan
The Southern Legion
50
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Posted - 2013.02.26 10:56:00 -
[2] - Quote
As far as your issues with rounding are concerned, yeah, this is something someone notices every couple of weeks. When the result of your bonuses is a whole number it comes out one less than it should be. Otherwise bonuses appear to work normally.
I haven't seen any acknowledgement of this from CCP in the issues they are tracking despite it having been reported multiple times in this forum. Maybe it'll be fixed, maybe not. The current state of "communication" with the Devs means there's no real way to know. |
Perseus Gallento
Mikwon Dynamics
12
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Posted - 2013.02.26 17:43:00 -
[3] - Quote
Aqil Aegivan wrote:As far as your issues with rounding are concerned, yeah, this is something someone notices every couple of weeks. When the result of your bonuses is a whole number it comes out one less than it should be. Otherwise bonuses appear to work normally.
I haven't seen any acknowledgement of this from CCP in the issues they are tracking despite it having been reported multiple times in this forum. Maybe it'll be fixed, maybe not. The current state of "communication" with the Devs means there's no real way to know.
I think their programmer assigned to do this piece of code just doesn't understand how to round. It's as if he's using some sort of compensator to correct for a non-existent round-off error. Like always doing RoundDown( calc_result - 0.5). Would love to see CCP fess up. There are many examples of this being applied incorrectly. |
Waruiko DUST
G I A N T
90
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Posted - 2013.02.26 22:20:00 -
[4] - Quote
Thats not rounding error thats programmer thought coming into play.
0=1 in this case OR 1,2,3,4,5,6,7,8,9,10 = 0,1,2,3,4,5,6,7,8,9
If you pay attention every once in a while you hit zero shield but don't have to wait the full 10 seconds for recharge to start or you hit 0/0 for shield and armor. Thats your health hitting the 'zero' value, but not tipping over into armor or death. |
ladwar
Dead Six Initiative
1
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Posted - 2013.02.27 01:31:00 -
[5] - Quote
Waruiko DUST wrote:Thats not rounding error thats programmer thought coming into play.
0=1 in this case OR 1,2,3,4,5,6,7,8,9,10 = 0,1,2,3,4,5,6,7,8,9
If you pay attention every once in a while you hit zero shield but don't have to wait the full 10 seconds for recharge to start or you hit 0/0 for shield and armor. Thats your health hitting the 'zero' value, but not tipping over into armor or death.
this 0=1 in the programming. 0/0 should be death but isn't 0/-1 is. happens to me sometimes, your stats are right as then can be |
KalOfTheRathi
CowTek
169
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Posted - 2013.02.27 05:25:00 -
[6] - Quote
And yes, we have actually discussed the rounding problem near to death as well.
Whether it is Round Truncate, Integer Floor or what ever Kitten Eating Oddities they are doing they are doing it wrong. They do not appear to be able to figure out how to do it correctly nor how to write a simple test to try the code before breaking it*.
Learning does not to be an rewarded activity in CCP/Shanghai Developer Land.
* Search for "missile turrets broken" |
Django Quik
R.I.f.t
220
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Posted - 2013.02.27 12:23:00 -
[7] - Quote
Does anyone have anything to actually say about the shield/armor modules or the main point raised in this post, rather than the funny maths CCP does that was only mentioned as an aside and now I wish I hadn't? |
Jack Boost
Zarena Family
195
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Posted - 2013.02.27 13:03:00 -
[8] - Quote
In short: 1. bonuses from skils apply to only base numbers from dropsuit (modules dont count) 2. Some issues when game shows (not count) numbers. eg: 2.99 -> game shows like 2 and ppl starts to grab calculatros. |
Korvin Lomont
United Pwnage Service RISE of LEGION
4
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Posted - 2013.02.27 15:42:00 -
[9] - Quote
Jack Boost wrote:In short: 1. bonuses from skils apply to only base numbers from dropsuit (modules dont count) 2. Some issues when game shows (not count) numbers. eg: 2.99 -> game shows like 2 and ppl starts to grab calculatros.
You are right, and that my be the reason why Armor Repair Systems seems to have no effect. Because if its in line withe the other skills the 3% bonus would apply to the suit and every suit has a base repair rate of zero so no bonus at all... |
Trevor K
Sanmatar Kelkoons Minmatar Republic
32
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Posted - 2013.02.27 16:39:00 -
[10] - Quote
Django Quik wrote:Does anyone have anything to actually say about the shield/armor modules or the main point raised in this post, rather than the funny maths CCP does that was only mentioned as an aside and now I wish I hadn't?
The only one I don't see working at the moment is the Armor Repair skill. You're supposed to get +3% to armor repair rate. You get nothing, except access to armor repair modules. Really wish they would fix this, that way your armor reps without modules & you can use slots for other goodies. |
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CHICAGOCUBS4EVER
TeamPlayers
121
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Posted - 2013.02.27 17:06:00 -
[11] - Quote
Trevor K wrote:Django Quik wrote:Does anyone have anything to actually say about the shield/armor modules or the main point raised in this post, rather than the funny maths CCP does that was only mentioned as an aside and now I wish I hadn't? The only one I don't see working at the moment is the Armor Repair skill. You're supposed to get +3% to armor repair rate. You get nothing, except access to armor repair modules. Really wish they would fix this, that way your armor reps without modules & you can use slots for other goodies.
its working just fine... +3% of 0 is still 0
would be nice to have some innate rep, but we currently dont |
p q
Mikramurka Shock Troop Minmatar Republic
0
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Posted - 2013.02.28 04:36:00 -
[12] - Quote
ERROR: Field Mechanics is described as giving a +5% to max suit/vehicle armor. This is not correct. I just upped it another skill notch (from FM2 to FM3) and recieved about +2.5% instead of +5%. No bonus to armor modules, which I assume was intended? |
Django Quik
R.I.f.t
220
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Posted - 2013.02.28 09:36:00 -
[13] - Quote
Korvin Lomont wrote:Jack Boost wrote:In short: 1. bonuses from skils apply to only base numbers from dropsuit (modules dont count) 2. Some issues when game shows (not count) numbers. eg: 2.99 -> game shows like 2 and ppl starts to grab calculatros. You are right, and that my be the reason why Armor Repair Systems seems to have no effect. Because if its in line withe the other skills the 3% bonus would apply to the suit and every suit has a base repair rate of zero so no bonus at all...
Ah yeah, the armor rep bonus situation now finally makes sense - thanks Jack and Korvin - still they really need to make these things more clear in the descriptions. |
Jack Boost
Zarena Family
196
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Posted - 2013.02.28 10:02:00 -
[14] - Quote
Little clarification to armor reps:
1. armor bonus from skill +3% (maxed is 15%) 2. your dropsuits reps do 2, 3 and 5 hp/sec 3. so max: for 2 hp/sec is 2,3 hp/sec for 3 hp/sec is 3,45 hp/sec for 5 hp/sec is 5,75 hp/sec Now magic from CPP that somehow armor regens for dropsuit are rounded down to intiger. My expireince: no changes in time (shortened ticks) or ammount of HP (skiped numbers) for dropsuit. Even 2x5hp/sec... give you 10 hp/sec
To be sure we need at last one module for 10hp/sec (not 2x5)
This is only MY experience, If you have good opportunity to make good measurements, do it (not only amount but time too). Else dont bother for now. Still armor tank is less efficient then shield tank (this can be changed if CCP include hardeners). |
Django Quik
R.I.f.t
220
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Posted - 2013.02.28 13:33:00 -
[15] - Quote
I've seen many people with this similar theory about the rounding to integers thing but this doesn't happen with speed/stamina, so I'm inclined to think this is not the case. I think it is just as mentioned before, the skill buff does not apply to dropsuit modules.
If anyone's skilled into stamina mods, can you please check the numbers on that and see a) if the buff uses correct maths and b) if the buff applies to everything, including added modules. |
Tal Yamin
BetaMax.
7
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Posted - 2013.02.28 14:51:00 -
[16] - Quote
Jack Boost wrote:In short: 1. bonuses from skils apply to only base numbers from dropsuit (modules dont count)
Yes, but WHEN did this change, and was it INTENTIONAL?
A couple of builds back, shield control (when it was called shield management) certainly did uplift the suits total HP of base + modules. i.e. the millions of SP invested were actually worth something |
Jack Boost
Zarena Family
197
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Posted - 2013.02.28 15:54:00 -
[17] - Quote
Same time as dropsuit nerft - flaten HP. Before weapon nerf ;)
Two builds ago? |
Korvin Lomont
United Pwnage Service RISE of LEGION
4
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Posted - 2013.03.01 11:06:00 -
[18] - Quote
CCP should really have a look at this. Because if our investigition is right they should remove the description stating that Armor Repair Systems gives a 3 % bonus to armor repair rate. Or they should add a base amor repair rate for all Dropsuits.
Maybe 1 HP/sec for std, 1,5 for adv and 2 for proto or something in that range
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Jack Boost
Zarena Family
198
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Posted - 2013.03.01 11:10:00 -
[19] - Quote
Armor Reapir Systems are for dropsuit and vehicles. |
Korvin Lomont
United Pwnage Service RISE of LEGION
4
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Posted - 2013.03.01 12:20:00 -
[20] - Quote
Well then this is wrong for vehicles as well (as long as there is no base repair rate) and therefore this should get fixed as well. Although I guess for the part of a Base repair rate the numbers need to be higher for vehicles. |
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