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ImMortal SoLDieR X
RestlessSpirits
41
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Posted - 2013.03.02 08:06:00 -
[1] - Quote
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This skill says " 2% to handheld wepon damage per lvl ". Yet ther is no connection to the Base of the gun ! If use Assault Rifle i should be able to calculate what this does and the numbers. Some say its BROKEN, but NUMBERS dont LIE for ex 1 + 1 = 2. This is the only thing that is ABSOLUTE 1+1 will always and forever be 2.
With this being said I would like clarity on how the damage should & or is Calulated. This in no way Disputes anyones RELIGION as Im searching for clarity. So please walk with me...............
The lvl 1 STANDARD ASSAULT RILFE is the base for this particular weapon its dmg is 31.0 The only skill that that as far as i can see that adds dmg directly into this weapon is ASSAULT RIFLE OP PROFICIENCY this add 3% per lvl when skilled up to lvl 5 this adds a 15% increase to the Base of this weapon.
EQUATION 1 ......... Base 31.0 x PROF .15 = 4.65
Base 31.0 + RESULT 4.65 = 35.65 / * NEW BASE FOR SKILLED WEAPON *
I dont see any connection to weaponry so I will simply use the Multipler in my suit to continue with my caluculations. Before I place any dmg mods in my suit the number is 1.00. As I begin to ADD dmg MODS, I notice what happens:
EQUATION 2...........DMG MOD 1 MULTIPLYER 1.10 x *NEW BASE* 35.65 = 39.2150 Dmg per unit
DMG MOD 2 MULTIPLYER 1.21 x *NEW BASE* 35.65 = 43.1365 Dmg per unit
DMG MOD 3 MULTIPLYER 1.33 x *NEW BASE* 35.65 = 47.4145 Dmg per unit
Conclusion: The skill weaponry applies only to the active use of the modules Not the wepon BASE AT ALL, and the 10 % for completing this skill to lvl 5 is merely .01 which gets added correctly when using 3 COMPLEX DMG MODS. by the way it tyotals just under 1 hit point in calculations as .03 when converted to dmg is 0.93 ( 31.0 x .03 ). So this is truly what this skill itself adds were talking about almost 1 dmg more as a skill bonus that is received only when module is in place.
Id like to know why the difference in numbers and why when the first one is placed it doesnt say 1.11. Shouldnt lvl 2 be 1.22, then lvl 3 would be 1.33 as stated. I can only think of stacking penalty but still doesnt quite fit. I know its a spreadsheet but, whats the EQUATION wher do these nubers come from and go? Help me out I need this explained, as I can only go by what I see. Whats the true way to do this and whats going on here?
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ImMortal SoLDieR X
RestlessSpirits
41
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Posted - 2013.03.02 08:24:00 -
[2] - Quote
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So where does the 2% per lvl go and travel ?
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ImMortal SoLDieR X
RestlessSpirits
41
|
Posted - 2013.03.02 08:39:00 -
[3] - Quote
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What is the 2% refering to. How and when is it applied? Dont just tell me.Show me how and why. We dont have to assume. Numbers write eqations than are provable or not. They are absolute I wanna know what it is and how it works and where to apply the 2% as this weaponry skill states. As I have posted here because of lack of clarity. Other skills Calculate just fine. This one doesnt seem too.
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ImMortal SoLDieR X
RestlessSpirits
41
|
Posted - 2013.03.02 08:49:00 -
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So your saying its added to the base of the gun? Increasing the gun base by 2% per lvl?
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ImMortal SoLDieR X
RestlessSpirits
41
|
Posted - 2013.03.02 08:56:00 -
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SHEILD BOOST SYSTEMS ADDS 3% to dropsuit. Scout base is 40.0 if skill is at lvl 4 thats 12% .12 x 40 = 4.8 when added to base its total to 44.80. Exactly what the suit stats say. I can calculate this and prove the math. To me that skill works.
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ImMortal SoLDieR X
RestlessSpirits
41
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Posted - 2013.03.02 09:06:00 -
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Ok Hagi (for short), I can buy that this is what ive always thought. Ive even beleived I hit harder when skilling up weaponry to lvl 5 !!, yet this could be an assumtion on my part as the magic number i see appearing is exactly 10% of .10. which is .01 Coincidence that it just so happens to be the same 10% this skill, when maxed alludes to.?? HMM
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ImMortal SoLDieR X
RestlessSpirits
41
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Posted - 2013.03.02 09:21:00 -
[7] - Quote
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HAGI....What is 10% of .10 = .01? yes? Each CPLX DMG MOD GIVES .10 yes? 2% x 5 = 10% yes? each dmg mod seems when you have 3 it adds up to 1.33. The 10% of 10% is added 3 times hence a "MAGIC NUMBER" of .01. If there is a stack penalty why does it add instead of subract if its broke I can understand this, but reverse. I just wanna find out what this skill and mods are really doing. This should explain how I got to these numbers.
BOOLEAN ALGERBRA IS THE ANSWER??? !!!!! lolz smarta alleck hahahahahaha and when following those rules I guess 1+1 = 1 Still is absolute within this set. So i gotta apply THESE RULES to calculate this skill loolz. I SEE HOW IT IS
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ImMortal SoLDieR X
RestlessSpirits
41
|
Posted - 2013.03.02 09:35:00 -
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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.
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ImMortal SoLDieR X
RestlessSpirits
42
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Posted - 2013.03.02 18:53:00 -
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I can calculate every NUMBER on the right side of this Dropsuit. It really is simple ALGEBRA ( solve for X ). All the math stats are simple to figure out. Now I havent looked at the stats for vehicles this was just for Dropsuit. All the calculations solve this way.
BASE model of suit = original stat * x = the answer from the stats page of your suit (after skill has been upgraded). There are a few that befuddle me..
1. Is the one from the OP here I haven't seen anywhere where its said multiply the dmg mods x dmg mods.Then I've seen calculations yet these are for ships I've even looked on EVE websites yet for DUST 514 the dropsuit seems to act differently.
2. the repair rate for amour . This skill says 3% to Dropsuit recharge rate, yet the BASE number in each suit is 0 3% of nothing is nothing so when look in the right hand stat side the suit only receives what the mod actually does. if its 2 the number for this is just that. I think the word Rate is just interpreted differently that what we think it is. My hypothesis is that by Rate could mean interval this would explain the increase armor repair while still only usuig and showing the stats for the mod. I dont see a stat on the right for increased interval yet i know it repairs me faster or does it ?
3 The TYPE 1 scout suit starts with 100 shields the shield skill adds 5% per level my skill is level 3, by simple math should be 15%. When looked at it shows a grand total of 14% raising the shield count to 114 instead of the grand total of 115. thus the reason I'm saying it adds 14% .01 off So i looked at each suit the assault calculates correctly actually with a round down negating a mere .75. Given the simple math a total of 258, rising the base from 195 withe the same 5% multiplier @ this same level. This math Proves.
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ImMortal SoLDieR X
RestlessSpirits
42
|
Posted - 2013.03.02 19:39:00 -
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Altina, I hear your explanation. SHIPS are not DROPSUITS and I can calculate EVERY number. I agree with you I have looked at the calculations from the EvE side for modules w/ ships and the dimminishing returns of them. I am merely stating what I see. I, in no way want to dispute or negate your knowledge of this topic EVE side but I must beg to differ and stand firm. we dont have to go test in the battlefeild for simple calculations to prove or be disproved first w/ numbers. the formula is simple A x B = C or A + B = C with this simple formula I can solve for x where x is always found.Try it pls. A = market stats of dropsuit
B = X or unknown SKILL PERCENTAGES
C= the stat on the right side of the suit after skill w/ no mod
They all seem to verify and prove using this equation. This is all im saying. ( Good ole Chris set out to Prove the world wasnt flat, based on calculations from math and science). ( I'm sure those debates were really heated ).
I know we all have thought certain things accepting this on face value from what were told by other players. According to all the math what we thought as applied to DUST 514 from EVE seems to not support this. Question why couldnt it be diff? DUST 514 does not equal EVE even though intertwined we get our SP diff. So I would propose that ALL things are not necesarilly the same as well. They can be so lets find out what and if they are.
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ImMortal SoLDieR X
RestlessSpirits
42
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Posted - 2013.03.03 01:13:00 -
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Try your computations and extend this to 4 complex dmg mods. Explain this lolz its 1.46. So to end this discission someone with 4 complex dmg mods tell us the Numbers. I dont own a Proto suit with 4 slots to verify if this is the final stat on the right hand multiplier side i will accept this multiply answer. Until
You still think the earth is flat, or that the sun revolves around the earth? i beleive neither and i accept nothing on face value or word of mouth as all of you seem to do. Prove it show me the stats w/ 4 complex dmg mods or this must wait till I get a proto suit.
According to your calculations its 1.46 = 1 x 1.10 * 1.10 * 1.10 * 1.10. Continue pls we ALL wanna know ! If not and its 1.44 its my calculations that PROVE !! DRUM ROLL PLS. !!............. Can one of you BIG BALLERS tell us what the stat is under the multiplier w/ 4 complex dmg mods?
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ImMortal SoLDieR X
RestlessSpirits
42
|
Posted - 2013.03.03 04:33:00 -
[12] - Quote
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I've looked at the multiplier w/ 4 dmg mods for the Logi suit as it has 4 high slots. When your right your right. This discussion should be done and over with. This is what I wanted to know. DRUM ROLL PLS................... answer is 1.46. Thus the multiplier of 1.10 is multiplied as stated 1.10 x 1.10 x 1.10 x 1.10 = 1.46. the math has been proved.
No more debate from me.!!! Proven is Proven cant argue facts. Thx boyz Thx for walking with me !!
Now where does the 2% for the skill get added does it get added to the base of weapon or is it added after use of mod? Fair question?
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