| Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Ltd HARRISON
 Nagashima Heavy Industries and Shipping
 Toad Migration at Dusk
 
 10
 
 
      | Posted - 2013.03.08 20:35:00 -
          [1] - Quote 
 Hi
 
 I'm working on a Dropsuit-Calculator and got one Question
 
 Does the Skill boost the boost of the Module or other way around? (Sorry, but I'm not a native-speaker
  ) 
 Is it (e.g. Shield)?
 a) Skillboost x (Moduleboost x Shield)
 b) Moduleboost x (Skillboost x Shield)
 c) (Skillboost x Shield) + (Moduleboost x Shield)
 
 A BETA-Version of the Calculator (only Skills and Assault-Dropsuits) ca be downloaded here.
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        |  Ltd HARRISON
 Nagashima Heavy Industries and Shipping
 Toad Migration at Dusk
 
 10
 
 
      | Posted - 2013.03.08 20:44:00 -
          [2] - Quote 
 reserved for e.g. Final-Calculator
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        |  Ltd HARRISON
 Nagashima Heavy Industries and Shipping
 Toad Migration at Dusk
 
 10
 
 
      | Posted - 2013.03.08 20:54:00 -
          [3] - Quote 
 sounds right.
 Thanks
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        |  Ltd HARRISON
 Nagashima Heavy Industries and Shipping
 Toad Migration at Dusk
 
 10
 
 
      | Posted - 2013.03.08 23:26:00 -
          [4] - Quote 
 
 Tiluvo wrote:looking at my skills and fittings, it looks like all mods are done to the base amount. So if you have a hypothetical suit with 100 shields, Shield Control lv5 (+25%), and complex shield extenders (+66), the total would be 100+(.25*100)+66=185 shields.Another example: hypothetical shield recharge rate of 100, Shield Boost Systems lv5 (+15%), and complex shield recharger (+42%), the total would be 100+(.15*100)+(.42*100)=157 recharge rate. So the skills don't take into account modules and vice versa.
 
 Found a Problem with this calculation.
 There is no Assault-Dropsuit with Armor-Repair but a Skill (in German "Panzerungsreparatursysteme") to boost it with 3%/Level:
 
 So this would be with one Repair-Module (2 HP/S):
 0+(.03x0)+2=2
 
 or would it be more like:
 0+(.03x0)+2+(.03x2)=2,06 <-- kind of crappy boost ;)
 
 But maybe you can see my Point: The skills have to boost some moduls or this skill wouldn't make any sense... (Or it's quite simple and I'm just too tired right now...)
 
 
 
 Stinker Butt wrote:This is badly needed. I was hoping someone would do it. I hope there will be an English version. Maybe someone will translate it ;)
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        |  Ltd HARRISON
 Nagashima Heavy Industries and Shipping
 Toad Migration at Dusk
 
 10
 
 
      | Posted - 2013.03.09 08:59:00 -
          [5] - Quote 
 Well, thank you... the formula "S(n) = 0.5^[((n-1) / 2.22292081) ^2]" was very helpful...
 
 But:
 If I add to a complex module an advanced module... will there be a Stacking-Penalty?
 I guess there would be... but how to calculate this? Which one gets the penalty?
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        |  Ltd HARRISON
 Nagashima Heavy Industries and Shipping
 Toad Migration at Dusk
 
 10
 
 
      | Posted - 2013.03.09 10:46:00 -
          [6] - Quote 
 
 Primus Core wrote:Stacking drain, and cumulative bonus (assuming each module adds 10%):
 1) 100%
 =10%
 2) 87%
 =19.6%
 3) 57%
 =26.4%
 4) 28%
 =29.9%
 5) 10.5%
 =31.3%
 6) 3%
 =31.7%
 
 
 How do you get these Numbers?
 According to your example 2 10% modules get a total drain of 13%.
 
 20% = 100% of the Boost, so:
 
 20/100=0,2
 0,2*87=17,4
 
 so to 10% boosts should bring 17,4% gain... (19.6 would be 98%)
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        |  Ltd HARRISON
 Nagashima Heavy Industries and Shipping
 Toad Migration at Dusk
 
 10
 
 
      | Posted - 2013.03.10 08:22:00 -
          [7] - Quote 
 Thank you for your support, guys.
 
 Now I only need to get the stacking fixed and this would be ready for the other dropsuits and translation. So: If you can answer some of the stacking-related problems above, feel free...
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