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Sgt Kirk
SyNergy Gaming EoN.
935
|
Posted - 2013.07.23 05:51:00 -
[1] - Quote
What exactly are the stacking penalties for the damage modifiers (or all modules in that case)
I'd really love to have a solid equation and not just random pseudo guesses. |
Sgt Kirk
SyNergy Gaming EoN.
935
|
Posted - 2013.07.23 05:56:00 -
[2] - Quote
MarasdF Loron wrote:I may be wrong here but it should be as follows:
1st - 100% effect 2nd - 87% effect 3rd - 57% effect 4th - 28% effect 5th - 10.5% effect (not sure you can fit 5th anyway on any suit) That's what I thought for the longest of time but that doesn't appear to be correct. |
Sgt Kirk
SyNergy Gaming EoN.
935
|
Posted - 2013.07.23 05:58:00 -
[3] - Quote
MarasdF Loron wrote: What is ever in this game?
I haven't got the slightest clue man... |
Sgt Kirk
SyNergy Gaming EoN.
936
|
Posted - 2013.07.23 06:07:00 -
[4] - Quote
MarasdF Loron wrote:Sgt Kirk wrote:MarasdF Loron wrote:I may be wrong here but it should be as follows:
1st - 100% effect 2nd - 87% effect 3rd - 57% effect 4th - 28% effect 5th - 10.5% effect (not sure you can fit 5th anyway on any suit) That's what I thought for the longest of time but that doesn't appear to be correct. What is ever in this game? Callidus Vanus wrote:Im fairly sure that the effectiveness of a mod is halved for each additional mod you use. So for complex damage mods the base bonus is 10% the second mod will be 5% and the third would be 2.5% etc. So if you fit two complex damage mods on a suit you would be getting a 15% bonus to the damage of a gun. Is that for damage mods only because that is not the case for other modules? yeah with modules (Example Shield amplifiers) They it seems to drop down to 7.82% then (if my memory is correct) somewhere down to almost 3%. Again I'm not sure about the third penalty but the second one is only 7.82% efficient.
while with my armor resistant plates (which I have some skills for which gives me 4% inherently) it doesn't follow the same equation as the first one.
I'm missing something here, there must be hidden values that CCP doesn't show in the game. |
Sgt Kirk
SyNergy Gaming EoN.
941
|
Posted - 2013.07.23 06:23:00 -
[5] - Quote
2100 Angels wrote:as follows:
11 20.869119981 30.570583143 40.282955153 50.105992649 60.029991166 70.006410183
However, in the example of complex damage mods, they are calculated in the following way:
Base Damage*(1 + (0.1*1))*(1+(0.1*0.869119981))*(1+(0.1*0.570583143))*(1+(0.1+0.282955153))*(1+(0.1*0.105992649)) etc.
This seemed to yield correct stacking figures for my calculations, even though it does not mean that the second module has ~87% effectiveness, the third has ~57% effectiveness etc.
If this were the case, the equation would be:
Base Damage*(1 + ((0.1*1)+(0.1*0.869119981)+(0.1*0.570583143)+(0.1*0.282955153)+(0.1*0.105992649))), which it does not seem to be. So where do your passive skills come into play?
Lets say I have 15% to damage as well as three damage mods.
Is the 15% added to the product of the equation above? |
Sgt Kirk
SyNergy Gaming EoN.
941
|
Posted - 2013.07.23 06:42:00 -
[6] - Quote
Son-Of A-Gun wrote:Son-Of A-Gun wrote:Didn't read the thread but here you go. The exact numbers:
Stacking Penalties
1st mod: 100.0% effectiveness 2nd mod: 86.9% effectiveness 3rd mod: 57.1% effectiveness 4th mod: 28.3% effectiveness-á 5th mod: 10.6% effectiveness 6th mod: 3.0% effectiveness Also, the the mods stack, for example: First mod 10% = 1.10 Second mod 86.7% = 1.19557 =/= 1.1869 [Edit>>> oops misplaced two decimals. Fixed now.
Loll ok I was wondering where you were getting such I high number from until I noticed it may just be the decimal point. |
Sgt Kirk
SyNergy Gaming EoN.
942
|
Posted - 2013.07.23 06:59:00 -
[7] - Quote
2100 Angels wrote:Sgt Kirk wrote:2100 Angels wrote:as follows:
11 20.869119981 30.570583143 40.282955153 50.105992649 60.029991166 70.006410183
However, in the example of complex damage mods, they are calculated in the following way:
Base Damage*(1 + (0.1*1))*(1+(0.1*0.869119981))*(1+(0.1*0.570583143))*(1+(0.1+0.282955153))*(1+(0.1*0.105992649)) etc.
This seemed to yield correct stacking figures for my calculations, even though it does not mean that the second module has ~87% effectiveness, the third has ~57% effectiveness etc.
If this were the case, the equation would be:
Base Damage*(1 + ((0.1*1)+(0.1*0.869119981)+(0.1*0.570583143)+(0.1*0.282955153)+(0.1*0.105992649))), which it does not seem to be. So where do your passive skills come into play? Lets say I have 15% to damage as well as three damage mods. Is the 15% added to the product of the equation above? Assuming it's a 15% passive bonus, it's applied to the base damage before the mods. This is how you would add in proficiency skills. As follows: (Base Damage* 1.15)*(1 + (0.1*1))*(1+(0.1*0.869119981))*(1+(0.1*0.570583143))*(1+(0.1+0.282955153))*(1+(0.1*0.105992649)) Yeah I factored that in. I appreciate the assistance.
Thank you all by the way. Now all I can do is hope that these are the official numbers (which I'm fairly confident of) and I can put my mind to rest...for now. |
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