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Thread Statistics | Show CCP posts - 0 post(s) |
Hagintora
Chatelain Rapid Response Gallente Federation
51
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Posted - 2013.03.02 08:28:00 -
[1] - Quote
I don't think skills are actually showing on Suit Stats. Every time I've looked at stats on my loadouts, it only shows the equipment/mods that are currently loaded, but not anything related to skills. |
Hagintora
Chatelain Rapid Response Gallente Federation
51
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Posted - 2013.03.02 08:47:00 -
[2] - Quote
Spec Ops Cipher wrote:1+1 = 1 in a certain branch of mathematics. +1 to the first to name it :P
Boolean Algebra? |
Hagintora
Chatelain Rapid Response Gallente Federation
51
|
Posted - 2013.03.02 08:49:00 -
[3] - Quote
Buster Friently wrote:2% to damage, just like it says. Applied using math, when you shoot someone. I can't show you though, because we don't have a combat log, so there is no where in the game that currently shows your points of a hit.
If you'd like to test this to collect the necessary data, you need to have a friend on the other team shoot you in a controlled fashion so you can record the delta in your shields/armor from hits and check vs their skill levels.
Ideally you can have a third person watch using a sniper scope, since scopes list Shields/Armor in actual numbers. |
Hagintora
Chatelain Rapid Response Gallente Federation
51
|
Posted - 2013.03.02 08:54:00 -
[4] - Quote
ImMortal SoLDieR X wrote:START TRANSMISSION................... So your saying its added to the base of the gun? Increasing the gun base by 2% per lvl? END TRANSMISSION........................
Somebody on antoher post (can't remember which one) said that you add the percentage skills together so that the 3% per level for Prof and the 2% per level for Weaponry becomes 25% when both skills are maxed out. So you would take the base damage of the weapon and add 25% to it, so that then becomes the new base damage. Then the Damage Mods would apply to this new base damage score.
Could be wrong, but I'm pretty sure that's what was explained. |
Hagintora
Chatelain Rapid Response Gallente Federation
51
|
Posted - 2013.03.02 09:03:00 -
[5] - Quote
I noticed that too. Same goes for the skill that increases Armor. It just doesn't seem to apply to anything else at the moment. |
Hagintora
Chatelain Rapid Response Gallente Federation
52
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Posted - 2013.03.02 09:08:00 -
[6] - Quote
Explain again how you're going from 10% to 1%? |
Hagintora
Chatelain Rapid Response Gallente Federation
52
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Posted - 2013.03.02 09:14:00 -
[7] - Quote
Spec Ops Cipher wrote:Hagintora wrote:Spec Ops Cipher wrote:1+1 = 1 in a certain branch of mathematics. +1 to the first to name it :P Boolean Algebra? We have a winner! Sorry OP, for borrowing your thread. ^^
I would like to thank all the little people -coughgooglecough- that help me become the man I am today! |
Hagintora
Chatelain Rapid Response Gallente Federation
52
|
Posted - 2013.03.02 09:30:00 -
[8] - Quote
You're assuming that the Damage Mods are adding together. 10%+10%+10%. But as Buster pointed out, if you multiply the Damage Mods together, as 1.1*1.1*1.1, then you get 1.331.
So it would seem that the evidence can support either theory, but I'm leaning towards the "Multiply Damage Mods" theory right now. |
Hagintora
Chatelain Rapid Response Gallente Federation
52
|
Posted - 2013.03.02 09:46:00 -
[9] - Quote
ImMortal SoLDieR X wrote:START TRANSMISSION.................... AM I ASSUMING or maybe the reverse is true??? I wanna know exactly what it is. Who said its multiply? WE need clarity ! Im trying to Show & Prove. Show me why I should multiply and ill do it! END TRANSMISSION.........................
The only way (outside of CCP posting on this thread and telling exactly what's what) is to go out into the field, with some friends and collect data. Like I said, the sniper rifle lists Shields/Armor as a number count, which makes the math much easier. So have one friend stand there while you shoot him, maybe with a TacAR so you can see what a single hit can do. A third friend stands to one side with a Sniper Rifle and tells you what the numbers were before the shot and after the shot. Do this with Damage Modifiers on one suit, and no damage modifiers on another suit. If the damage without modifiers is the same as the base damage for the weapon, then your theory of skills adding a .01 bonus to damage modifiers would be correct. If the damage is NOT equal to the base damage of the weapon, then do the math and see if it equals the base damage plus the Skill Modifier. If it does, then the theory of "Multiplying Damage Modifiers" is correct.
God I love Science. I want to turn a lemon into a bomb so it can burn somebody's house down! |
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