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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
hydraSlav's
Ostrakon Agency Gallente Federation
191
|
Posted - 2013.06.04 21:30:00 -
[181] - Quote
Hey Byozuma Kegawa, did you previously requested access to 3.1.0 Beta? If so, hint to me what your email address/name was (starting letters or something) |
xAckie
Ahrendee Mercenaries
165
|
Posted - 2013.06.05 12:45:00 -
[182] - Quote
apparently explosive skill bonus has been fixed. ??
https://forums.dust514.com/default.aspx?g=posts&t=84858&find=unread
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Spergin McBadposter
Subdreddit Test Alliance Please Ignore
47
|
Posted - 2013.06.05 23:55:00 -
[183] - Quote
I noticed the bonus from the Range Amplification skill (10% bonus to scan radius per level) isn't being applied to suits. |
hydraSlav's
Ostrakon Agency Gallente Federation
192
|
Posted - 2013.06.06 01:38:00 -
[184] - Quote
Spergin McBadposter wrote:I noticed the bonus from the Range Amplification skill (10% bonus to scan radius per level) isn't being applied to suits.
You are right. Thanks for bringing this up. Fix will be in the next version. To manually fix it, on your Skills and Characters sheet, find Range Amplification skill and change the attribute from "% Scan Range" to "% Scan Radius"
I've also checked that Gallente Scout bonus and Range Amplifier modules do work correctly as is. |
Ajax Stormbringer
Planetary Response Organization
1
|
Posted - 2013.06.06 07:53:00 -
[185] - Quote
First off, I really want to take the time to thank you for this. It is amazing, the ease of use, depth/attention to detail, prettiness. It is really nice to know there is someone out there taking his/her time to help us all out.
Ok, now I have read through the thread and I am very sorry if I missed it... Is there an easy way to export/copy skills from Chankk Saotome's skill planner (ver. 0.8.35, a wonderful tool in its own right). Also, if I may be so bold as to request some sort of auto-update between these two sheets, specifically Saotome's planner with your "Skills & Characters" sheet. I feel bad suggesting this and I am not sure if it is even possible, just thought to ask.
TY! |
hydraSlav's
Ostrakon Agency Gallente Federation
194
|
Posted - 2013.06.06 13:18:00 -
[186] - Quote
Ajax Stormbringer wrote:First off, I really want to take the time to thank you for this. It is amazing, the ease of use, depth/attention to detail, prettiness. It is really nice to know there is someone out there taking his/her time to help us all out.
Ok, now I have read through the thread and I am very sorry if I missed it... Is there an easy way to export/copy skills from Chankk Saotome's skill planner (ver. 0.8.35, a wonderful tool in its own right). Also, if I may be so bold as to request some sort of auto-update between these two sheets, specifically Saotome's planner with your "Skills & Characters" sheet. I feel bad suggesting this and I am not sure if it is even possible, just thought to ask.
TY!
Thank you for the feedback.
Currently, there is no link, however Chankk said he was starting work on some cross-sheet features.
So, what would you guys like to see: - Setup a skill plan in Chankk's tool first, and then import it into the Fitting tool? - Or setup a dropsuit fitting first, and then import that into the Skill Planner to figure out the time/SP required?
I will put this on the backlog. In the meanwhile, the next major "improvement" will be Rynx Sinfar's tanking calculator/comparator |
hydraSlav's
Ostrakon Agency Gallente Federation
194
|
Posted - 2013.06.06 19:01:00 -
[187] - Quote
Breaking news!
TL;DR: While Conclusion D still applies, the in-game fitting screen is using only the rounded values for dropsuit validity checks.
Huge thanks to Rynx Sinfar for coming up with this fit to test the edge case, and spending his SP to actually try it in-game
Relevant skills (only for CPU/PG): Dropsuit Core Upgrades 2 Dropsuit Electronics 5 Dropsuit Engineering 4 Light Weapon Operation 2 Sidearm Operation 1
Fit: Gallente Medium Frame G-I Base PG: 30 After skills PG: 30 * 1.20 * 1.02 = 36.72 (rounded in-game and in the tool to 37)
Actual fitting PG cost: Basic Shield Extender 3 PG Complex Armor Repairer 11 PG Enhanced Armor Plates 6 PG Basic Armor Plates 1 PG Templar' Drop Uplink 9 PG Dren' Assault Rifle 3 PG Scrambler Pistol2 PG Locus Grenade 2 PG Total: an even 37 (no rounding anywhere)
So, from Conclusion D we know that full un-rounded values are used throughout the fitting when calculating totals and skills. By the looks of it, this fit should fail, because 37 out of 36.72 is insufficient. However the game marks it as valid: http://imgur.com/a/7RAcJ#1
Therefore: Conclusion E: In-game fitting tool is using rounded (up or down) CPU/PG values when checking validity of the fitting |
hydraSlav's
Ostrakon Agency Gallente Federation
194
|
Posted - 2013.06.06 19:25:00 -
[188] - Quote
Released 3.2.0 - June 6th Some quick notes before i dump the change list:
- If you've previously saved a fitting that contains a starred (*) item, and this item was fixed in this release (i.e. star removed), your fitting will fail to load. To fix it, go to Saved Fittings sheet, find the fitting, and manually remove the stars from it. Also, don't save fittings with starred (*) items as they are invalid fittings anyways and will save you the hassle later
- I've cross-referenced Dropsuit Slot layouts with wiki.dust514.info. Any discrepancies have been verified in-game. If you still find discrepancies, please let me know.
Change notes:
Implemented Equipment Stats on Simple Fitting Tool (may have to scroll down a little), thanks Rynx Sinfar. Implemented 'Conclusion E'. While full unrounded CPU/PG values are used throughout the calculations ('Conclusion D'), for the purposes of validating a fit, the in-game Fitting Screen uses rounded values. For research, refer to post #187
Implemented 'Used', 'UsedR and 'FittingR' columns on Adv Fitting Tool. This addresses an edge case scenario where the 'Used' column on Simple Fitting Tool could show incorrectly rounded value, if the usage was higher than 'Total'. 'Used' value on Simple Fitting Tool will no longer fluctuate when Total (ModsR column) changes.
Implemented display changes so that Simple Fitting Tool Validation column now reads its validation state from Adv Fitting Tool. There is no calculation/validation happening directly on Simple Fitting Tool anymore. Any bugs associated with this were display bugs only, as the 'Valid Fitting' at the top had always been read from Adv Fitting Tool.
Updated Tactial Assault Rifles' ROF: 789.50 -> 400, Clip Size: 23/40 -> 18, and accuracy, as per CCP's latest patch Added undocumented bonus for Nanocircuitry: -5% Fitting CPU Nanocircuitry (unknown if bug or intentional) Added Nanocircuitry skill for Nanohives and Nanite Injectors Added missing CPU/PG fitting cost to existing 'Templar' Weapons, CN-V Light Damage Modifier Added missing slot/weapon layouts to 'Templar' Dropsuits Fixed Gallente Light Frame G/1-Series missing second High Slot Fixed Gallente Light Frame G-I, Militia Minmatar Light Frame and Militia Gallente Medium Frame having an extra High Slot Fixed Militia Minmatar Medium Frame having an extra Low Slot Fixed 'Neo' Logistics M-I having an extra High Slot and Low Slot Fixed 'Neo' Logistics M/1-Series having an extra High Slot, Low Slot and Equipmet Slot Fixed 'Fossil' and 'Skinweave' Militia Minmatar Medium Frame from Small to Medium Capacity Grenade Fixed Range Amplification skill not applying its bonus. Removed warning from Explosives skill. CCP fixed their bug Reduced font size of modules' summary on Simple Fitting Tool |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
798
|
Posted - 2013.06.06 19:38:00 -
[189] - Quote
As a note, in a correspondence with support they said that because the Templar items were unreleased they couldn't comment on any fitting values (namely CPU/PG). Therefore while the values are likely to remain unchanged, I wouldn't go spending millions of SP based on it or anything like that. |
Byozuma Kegawa
The Tritan Industries RISE of LEGION
127
|
Posted - 2013.06.10 04:41:00 -
[190] - Quote
Actually, the Templar item data was leaked during the Templar event. I wrote them down and made comparisons... they really are just named skilless BPO versions of their Standard level counterparts. The Templar Laser Rifle is a Laser Rifle, so on, so forth. |
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Chankk Saotome
SyNergy Gaming EoN.
364
|
Posted - 2013.06.10 11:57:00 -
[191] - Quote
Just an update... Trying to figure out how to get hydraSlav's tool to work offline in OpenOffice... but that's another story. I'm working with the current function:
=IF(ISERROR(VLOOKUP(A51;$G$23:$H$37;2;0));0;VLOOKUP(A51;$G$23:$H$37;2;0))
Where G23:H37 is actually an Array that lists G: Relative Skill, and H: Skill Level requirement
This is linked via function: =VLOOKUP($C29;$'Dropsuit Modules'.$B$3:$K$155;3;0) Where C# is a linked dropdown list of related modules and the following relates to the aforementioned Relative Skill and Level Requirement as listed in my own Skill Planner chart.
I've segmented this down to High Slot module selection, Low Slot module selection, and Equipment currently on a test sheet... https://docs.google.com/spreadsheet/ccc?key=0AmaDmQ0quOz3dDZ3WXUyVE9QdENGMUcwN01BRnhMYmc#gid=0
It's a mess there honestly, but I'm working on it... Have to basically work BACKWARDS up the prerequisite skills and it requires writing the function elements for every teir of prereq... i.e. one skill requires lvl3 of something, another requires lvl2... etc, etc... Its a nightmare, wondering why I started this as I'm not updating my own piece... but still, I really want to see this happen... |
hydraSlav's
Ostrakon Agency Gallente Federation
202
|
Posted - 2013.06.12 02:46:00 -
[192] - Quote
Just got a response to a petition stating that the bonus is intended (and can in-fact be viewed in the "short" description, if anyone goes to buy skills through the market interface). They will fix the actual description to include this.
@Chankk, i've been playing around with ideas in my head about a way to import a skill list from your tool into mine (and vice versa if needed). Haven't tried anything yet, but i can think of a couple ways of achieving it, as long as skill names remain exactly same. We would need to decide if we want a "dynamic" import, where live changes in your tool would be immediately (with delay ) reflected in mine, or a "static" import, that would import the state of skills at a particular time, and keep it that way.
What do you think? I will work on a prototype maybe by the end of week. No time at work now. |
Driftward
Subdreddit Test Alliance Please Ignore
183
|
Posted - 2013.06.12 19:33:00 -
[193] - Quote
hydraSlav's wrote:Just got a response to a petition stating that the bonus is intended (and can in-fact be viewed in the "short" description, if anyone goes to buy skills through the market interface). They will fix the actual description to include this. @Chankk, i've been playing around with ideas in my head about a way to import a skill list from your tool into mine (and vice versa if needed). Haven't tried anything yet, but i can think of a couple ways of achieving it, as long as skill names remain exactly same. We would need to decide if we want a "dynamic" import, where live changes in your tool would be immediately (with delay ) reflected in mine, or a "static" import, that would import the state of skills at a particular time, and keep it that way. What do you think? I will work on a prototype maybe by the end of week. No time at work now.
I imagine that a static import would decrease the workload and would be easier to handle. As in you plug in the correct key for your personal google doc and have a saved list of skills and current levels that is copied to a data sheet in the fitting tool. Then this list is copied to a specific character name in the fitting tool (new column).
You could also do this in reverse and take a skill tree from the fitting tool and import it to a skill spreadsheet.
The difficult thing and one of the more important features in my opinion would be a pre-req tool that requires certain skills to "equip" items in the fitting screen. Or a retrospective this is the fitting I want, what skills do I need type of function. Would require an extra column of level requirement/equipment item in data tabs and a skill pre-req formula like the one in my or chanks sheets (probably ignore CPU/PG reqs too as this would require weighting skills and stuff to determine the lowest sp requirement to get a certain fitting so forth). |
Cross Atu
Conspiratus Immortalis Covert Intervention
1156
|
Posted - 2013.06.15 23:28:00 -
[194] - Quote
tagged and +1 |
Seiya Chrome
Subdreddit Test Alliance Please Ignore
1
|
Posted - 2013.06.18 17:35:00 -
[195] - Quote
I don't have any idea if this has already been taken care of and just not implemented yet, but I threw together a couple of formulas for DPS (with and without reload).
I'm more than happy to share them if it would be helpful. |
hydraSlav's
Ostrakon Agency Gallente Federation
204
|
Posted - 2013.06.18 19:32:00 -
[196] - Quote
Seiya Chrome wrote:I don't have any idea if this has already been taken care of and just not implemented yet, but I threw together a couple of formulas for DPS (with and without reload).
I'm more than happy to share them if it would be helpful.
I am interested.
There will be a few formulas: - for weapons with clipsize - for single-shot weapons - for multi-projectile weapons (swarms)
If you want to share it privately, let me know and i will explain how to get my email address
Thanks |
Seiya Chrome
Subdreddit Test Alliance Please Ignore
2
|
Posted - 2013.06.18 20:06:00 -
[197] - Quote
Yes, I did only make calculations for clip based weapons. I could do swarms and single shots as well, I just didn't need them for my fits.
Let me know how to get a hold of you and I will share my modified spreadsheet with you. |
Greg Dopson
Shining Flame Amarr Empire
1
|
Posted - 2013.06.19 07:24:00 -
[198] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
hydraSlav's
Ostrakon Agency Gallente Federation
205
|
Posted - 2013.06.19 13:12:00 -
[199] - Quote
Seiya Chrome wrote:Yes, I did only make calculations for clip based weapons. I could do swarms and single shots as well, I just didn't need them for my fits.
Let me know how to get a hold of you and I will share my modified spreadsheet with you.
Go to my master spreadsheet (the one in OP), and click the blue "Share" button at the top right. When it prompts you, you can "enter a message" to go with the request. Enter something meaningful there, like your forum name. With this request i will get your email, and will reply back with mine. Also, please post here after you've sent the request.
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Seiya Chrome
Subdreddit Test Alliance Please Ignore
3
|
Posted - 2013.06.19 15:38:00 -
[200] - Quote
Done. |
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Valkary Rising
Zumari Force Projection Caldari State
3
|
Posted - 2013.06.19 22:58:00 -
[201] - Quote
Thanks hydra awesome stuff |
Aliakin Koreck
Chatelain Rapid Response Gallente Federation
0
|
Posted - 2013.06.20 06:29:00 -
[202] - Quote
Great info and great read.
Thanks guys |
Mikael Murray
Kameira Lodge Amarr Empire
3
|
Posted - 2013.06.21 00:51:00 -
[203] - Quote
Amazing info thank you very much. |
2100 Angels
The Southern Legion RISE of LEGION
143
|
Posted - 2013.06.21 06:46:00 -
[204] - Quote
Hey hydra, great spreadsheet once again, just one thing i've noticed; I can't seem to find the stats around hacking speed... any plans to put it in in the future?
If not, maybe you can help me with my calculations: Based on the assumption that a point takes 10 seconds to hack, and the assumption that all relevant skills are Level 5: In a Logistics mk.0 I get 25% reduction to hack time, and a further 25% reduction for having Systems Hacking V, totaling a 50% reduction to hack time.
This gives me an innate hacking speed of 5 (10*.5).
From here, I'm just wondering how to calculate the effect of a Complex Codebreaker. It gives a 25% reduction in hack time, and so im just wondering which figure I take to calculate the new time, the original 10 seconds or the new 5 seconds? This would yield 2.5 seconds or 3.75 seconds depending on which way is correct. From the way that weapon stats are calculated, I would guess the latter, but I just wanted to make sure.
Cheers mate |
Driftward
Subdreddit Test Alliance Please Ignore
223
|
Posted - 2013.06.21 19:22:00 -
[205] - Quote
If you're like me and hate importing your skills over from a skill planning tool....
then you can use my skill planner and replace your first character slot (cell E3) in the fitting tool with the formula [=importRange(E2,-¦Importskills-¦)] (without brackets of course) and then replace cell E2 with the key (in the URL from "key=" up to "&usp") to your copy of the skill planner. Or you could just input the key in the formula rather than referencing an adjacent cell.
There would be a way to implement a script of some sort so that it doesn't try and constantly update. Sadly, I do not have the skill set necessary to implement scripts...
Also, I'm not sure if this formula would transfer when the fitting tool gets updated. But all that being said, it's easy enough to just type the formula back in. |
Planetside2 OnPS4
Namtar Elite Gallente Federation
2
|
Posted - 2013.06.21 19:28:00 -
[206] - Quote
Thanks alot guys, really helpfull. |
Ajax Stormbringer
Planetary Response Organization
2
|
Posted - 2013.06.22 14:17:00 -
[207] - Quote
[/quote] - Setup a skill plan in Chankk's tool first, and then import it into the Fitting tool? [/quote]
Sorry for the late response I was away. This is what I would most like to see. First input my current stats and then try and make builds. Later as I update my stats in Chankk's tool, your tool could be "auto-updated" and the various new weapons, etc would be unlocked. Thanks so much |
Greg FREESEr
Kirkinen Risk Control Caldari State
2
|
Posted - 2013.06.23 07:39:00 -
[208] - Quote
2 examples of what the OP is talking about
Issues Solutions
Thx |
hydraSlav's
Ostrakon Agency Gallente Federation
206
|
Posted - 2013.06.26 13:35:00 -
[209] - Quote
2100 Angels wrote:Hey hydra, great spreadsheet once again, just one thing i've noticed; I can't seem to find the stats around hacking speed... any plans to put it in in the future?
If not, maybe you can help me with my calculations: Based on the assumption that a point takes 10 seconds to hack, and the assumption that all relevant skills are Level 5: In a Logistics mk.0 I get 25% reduction to hack time, and a further 25% reduction for having Systems Hacking V, totaling a 50% reduction to hack time.
This gives me an innate hacking speed of 5 (10*.5).
From here, I'm just wondering how to calculate the effect of a Complex Codebreaker. It gives a 25% reduction in hack time, and so im just wondering which figure I take to calculate the new time, the original 10 seconds or the new 5 seconds? This would yield 2.5 seconds or 3.75 seconds depending on which way is correct. From the way that weapon stats are calculated, I would guess the latter, but I just wanted to make sure.
Cheers mate [Disclaimer: i am being distracted at work as i type this, so forgive mistakes]
I don't have any stats on hacking speed. I've seen one spreadsheet list it uniformly as 8... no idea where they got the data from. I don't want to speculate on the value.
I jumped in to give a quick answer.... but you raise an interesting point (although not really intending too ). The short answer is: i don't have an answer for you (but for different reasons than what you wrote).
I will try to explain and give my thoughts. From everything that we know, bonuses are multipliers. A 25% bonus is a 1+ 0.25 = 1.25 multiplier. Conversely, a 25% reduction is also a multiplier, but a diminishing one: 1+ -0.25 = 0.75.
We also know that skills bonuses and module bonuses (before stacking penalty) are all compounded together. So, two skills giving a bonus of 25% each, have a compound effect of 1.25 * 1.25 = 1.5625 or 56.25% (note that it's higher than a simple addition of two bonuses at 50%). We have plenty of data to support this, just look at effect of Dropsuit Core Upgrades and Dropsuit Electronics/Dropsuit Engineering. Compounded, the two skills have greater effect than simply adding the bonuses, we got the in-game fitting screen to show proof for it. It is better to have 2 skills' bonuses effecting the same attribute, than 1 skill of the same quantity.
Now, when looking at reductions, two reductions of 25% have a compound effect of 0.75 * 0.75 = 0.5625 or 43.75% reduction. This is fine when you consider reductions as penalties, and your compounded penalty is lower. But when you consider the reduction as a bonus.... due to compounding you actually get a lower overall bonus 43.75% reduction bonus, vs 50% reduction bonus. This does have a safeguard effect that the value will never reach 0, which could be by design. But it is still very weird that you get a less overall benefit, which is opposite to what you get when you compound positive bonuses.
The effect of modules is further compounded together, so once again the overall effect is lower than if you would have just added the bonuses. Once again, if you didn't have this in-place, adding 3 Complex Codebreakers and Hacking skill at 5 would have resulted in 100% reduction, which CCP obviously didn't want, so it stands to reason that the compounding of reductions is intentional.
Just have to realize here: it is better to have 1 skill's reduction affecting the same attribute, than 2 skills of the same quantity
Getting back to your question: the module's effect is compounded together with the skills, so in your example, assuming 10 is the base value:
2 skills + 1 module = 10 * 0.75 * 0.75 * 0.75 = 4.21875 seconds 2 skills + 2 modules= 10 * 0.75 * 0.75 * 0.75 * 0.75 = 3.1640625 seconds 2 skills + 3 modules= 10 * 0.75 * 0.75 * 0.75 * 0.75 * 0.75 = 2.373046875 seconds
The problem is that the in-game fitting screen does not show a single attribute that is affected by reductions of skills and modules (besides speed affected by armor plate penalties, and i already list that as known issue in my tool). We have no way to verify these values.
Also, all of the above is completely moot if hacking speed behave like "speed", rather like "duration". So far we are assuming "hacking speed" is a "duration" of x seconds, and we apply reductions to it. If it is actually "speed", like 10 "points" per second on a structure that has 100 "points", then a bonus to hacking speed would imply a bonus to this points amount, which will invert all the maths above. But like i said, we have no information on hacking speed and i don't want to speculate.
Sorry i didn't have time to write a shorter reply |
2100 Angels
The Southern Legion RISE of LEGION
145
|
Posted - 2013.06.26 15:13:00 -
[210] - Quote
hydraSlav's wrote:2100 Angels wrote:Hey hydra, great spreadsheet once again, just one thing i've noticed; I can't seem to find the stats around hacking speed... any plans to put it in in the future?
If not, maybe you can help me with my calculations: Based on the assumption that a point takes 10 seconds to hack, and the assumption that all relevant skills are Level 5: In a Logistics mk.0 I get 25% reduction to hack time, and a further 25% reduction for having Systems Hacking V, totaling a 50% reduction to hack time.
This gives me an innate hacking speed of 5 (10*.5).
From here, I'm just wondering how to calculate the effect of a Complex Codebreaker. It gives a 25% reduction in hack time, and so im just wondering which figure I take to calculate the new time, the original 10 seconds or the new 5 seconds? This would yield 2.5 seconds or 3.75 seconds depending on which way is correct. From the way that weapon stats are calculated, I would guess the latter, but I just wanted to make sure.
Cheers mate [Disclaimer: i am being distracted at work as i type this, so forgive mistakes] I don't have any stats on hacking speed. I've seen one spreadsheet list it uniformly as 8... no idea where they got the data from. I don't want to speculate on the value. I jumped in to give a quick answer.... but you raise an interesting point (although not really intending too ). The short answer is: i don't have an answer for you (but for different reasons than what you wrote). I will try to explain and give my thoughts. From everything that we know, bonuses are multipliers. A 25% bonus is a 1+ 0.25 = 1.25 multiplier. Conversely, a 25% reduction is also a multiplier, but a diminishing one: 1+ -0.25 = 0.75. We also know that skills bonuses and module bonuses (before stacking penalty) are all compounded together. So, two skills giving a bonus of 25% each, have a compound effect of 1.25 * 1.25 = 1.5625 or 56.25% (note that it's higher than a simple addition of two bonuses at 50%). We have plenty of data to support this, just look at effect of Dropsuit Core Upgrades and Dropsuit Electronics/Dropsuit Engineering. Compounded, the two skills have greater effect than simply adding the bonuses, we got the in-game fitting screen to show proof for it. It is better to have 2 skills' bonuses effecting the same attribute, than 1 skill of the same quantity. Now, when looking at reductions, two reductions of 25% have a compound effect of 0.75 * 0.75 = 0.5625 or 43.75% reduction. This is fine when you consider reductions as penalties, and your compounded penalty is lower. But when you consider the reduction as a bonus.... due to compounding you actually get a lower overall bonus 43.75% reduction bonus, vs 50% reduction bonus. This does have a safeguard effect that the value will never reach 0, which could be by design. But it is still very weird that you get a less overall benefit, which is opposite to what you get when you compound positive bonuses. The effect of modules is further compounded together, so once again the overall effect is lower than if you would have just added the bonuses. Once again, if you didn't have this in-place, adding 3 Complex Codebreakers and Hacking skill at 5 would have resulted in 100% reduction, which CCP obviously didn't want, so it stands to reason that the compounding of reductions is intentional. Just have to realize here: it is better to have 1 skill's reduction affecting the same attribute, than 2 skills of the same quantityGetting back to your question: the module's effect is compounded together with the skills, so in your example, assuming 10 is the base value: 2 skills + 1 module = 10 * 0.75 * 0.75 * 0.75 = 4.21875 seconds 2 skills + 2 modules= 10 * 0.75 * 0.75 * 0.75 * 0.75 = 3.1640625 seconds 2 skills + 3 modules= 10 * 0.75 * 0.75 * 0.75 * 0.75 * 0.75 = 2.373046875 seconds The problem is that the in-game fitting screen does not show a single attribute that is affected by reductions of skills and modules (besides speed affected by armor plate penalties, and i already list that as known issue in my tool). We have no way to verify these values. Also, all of the above is completely moot if hacking speed behave like "speed", rather like "duration". So far we are assuming "hacking speed" is a "duration" of x seconds, and we apply reductions to it. If it is actually "speed", like 10 "points" per second on a structure that has 100 "points", then a bonus to hacking speed would imply a bonus to this points amount, which will invert all the maths above. But like i said, we have no information on hacking speed and i don't want to speculate. Sorry i didn't have time to write a shorter reply
Thanks mate, this all makes a lot of sense. I appreciate the time you've taken! Cheers |
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