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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. |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
19
|
Posted - 2013.07.23 05:55:00 -
[2] - Quote
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) |
Sgt Kirk
SyNergy Gaming EoN.
935
|
Posted - 2013.07.23 05:56:00 -
[3] - 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. |
Callidus Vanus
Seraphim Auxiliaries CRONOS.
126
|
Posted - 2013.07.23 05:57:00 -
[4] - Quote
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. |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
19
|
Posted - 2013.07.23 05:57:00 -
[5] - Quote
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? |
Sgt Kirk
SyNergy Gaming EoN.
935
|
Posted - 2013.07.23 05:58:00 -
[6] - Quote
MarasdF Loron wrote: What is ever in this game?
I haven't got the slightest clue man... |
Protocake JR
Internal Error. Negative-Feedback
236
|
Posted - 2013.07.23 06:02:00 -
[7] - Quote
CCP needs to have modified damage stats viewable so we can figure this stuff out ourselves and make more informed decisions. |
Killar-12
Intrepidus XI EoN.
285
|
Posted - 2013.07.23 06:04:00 -
[8] - 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) Cal Logi with complex CPU Mods |
Sgt Kirk
SyNergy Gaming EoN.
936
|
Posted - 2013.07.23 06:07:00 -
[9] - 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. |
BobThe 844-1 CakeMan
Onikanabo Brigade Caldari State
55
|
Posted - 2013.07.23 06:11:00 -
[10] - Quote
Sgt Kirk wrote: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) 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. this game seems to add passive resist skills into the equation because if u put a 10% no skills it does 10% if u have a 2% resist bonus and a resist thingy on u get some wierd 11.## result. it's really weird man. |
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
260
|
Posted - 2013.07.23 06:14:00 -
[11] - Quote
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 |
Kane Fyea
DUST University Ivy League
1396
|
Posted - 2013.07.23 06:15:00 -
[12] - Quote
If CCP does it the same way as EVE (which I'm pretty sure they do) then this is the equation to find out the stacking penalty
Quote: S(n) = 0.5^[((n-1) / 2.22292081) ^2]
n = the nth module added S = stacking effect for this particular module addition
For complex damage mods it would go
1: 10% 2: 19.6 3: 26.4 4: 29.9 5: 31.3 6: 31.7 |
2100 Angels
The Southern Legion
198
|
Posted - 2013.07.23 06:20:00 -
[13] - Quote
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. |
Sgt Kirk
SyNergy Gaming EoN.
941
|
Posted - 2013.07.23 06:23:00 -
[14] - 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? |
Kane Fyea
DUST University Ivy League
1396
|
Posted - 2013.07.23 06:26:00 -
[15] - Quote
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 below? All skills do not apply stacking penalty. So if your have 5% from skills and put a 10% module on then it would be 15%. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
261
|
Posted - 2013.07.23 06:30:00 -
[16] - Quote
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. |
Sgt Kirk
SyNergy Gaming EoN.
941
|
Posted - 2013.07.23 06:42:00 -
[17] - 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. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
261
|
Posted - 2013.07.23 06:45:00 -
[18] - Quote
Sgt Kirk wrote: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.
Yah, my bad. |
2100 Angels
The Southern Legion
198
|
Posted - 2013.07.23 06:51:00 -
[19] - Quote
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)) |
Sgt Kirk
SyNergy Gaming EoN.
942
|
Posted - 2013.07.23 06:59:00 -
[20] - 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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2100 Angels
The Southern Legion
199
|
Posted - 2013.07.23 07:19:00 -
[21] - Quote
Sgt Kirk wrote: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.
easiest way to test it is to predict the numbers for, say a sniper rifle, and then hit someone once, wait for the game to end and look at how much damage you did at the end of the game |
I-Shayz-I
Not Guilty EoN.
448
|
Posted - 2013.07.23 08:14:00 -
[22] - Quote
Fit a militia tank with 4 militia damage resistance modifiers and look at the stats on the right.
You're welcome. |
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Pages: 1 :: [one page] |