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Teras Menac
Gallente Caldari POS Constructions Inc.
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Posted - 2009.07.26 16:40:00 -
[1]
Ok, so something I've never been clear on is the method by which we calculate the bonuses of a module.
Does it calculate it like
Base * (skill+skill+skill+skill) * (mod+mod+mod+mod) = X
or does it calculate it like
Base * (Skill+skill+skill+mod+mod+mod)
Like does it add all percentage bonuses together and then modify the base or does it add the percentage of mods after already tabulating the percentage from skills?
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Tippia
Raddick Explorations
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Posted - 2009.07.26 16:48:00 -
[2]
Depends.
Usually, it's
Base + (Skill bonus + Skill level) + (Skill bonus + Skill level) + (Skill bonus + Skill level) + (Module bonus + Module skill bonus) + (Module bonus + Module skill bonus + Stacking penalty 1) + (Module bonus + Module skill bonus + Stacking penalty 2) etc…
Very very rarely are bonuses added together in any way. ——— “If you're not willing to fight for what you have in ≡v≡… you don't deserve it, and you will lose it.” — Karath Piki |
Teras Menac
Gallente Caldari POS Constructions Inc.
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Posted - 2009.07.26 21:24:00 -
[3]
Interesting, so Cap Rechargers stack rather than add together then apply the bonus?
So if I recharge 100 capacitor per second and I add a cap recharger then it is 120, and if I add another then it's 120 x 20?
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Estel Arador
Minmatar Estel Arador Corp Services
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Posted - 2009.07.26 21:32:00 -
[4]
Edited by: Estel Arador on 26/07/2009 21:32:35
Originally by: Teras Menac Interesting, so Cap Rechargers stack rather than add together then apply the bonus?
So if I recharge 100 capacitor per second and I add a cap recharger then it is 120, and if I add another then it's 120 x 20?
Cap Recharges reduce the recharge time. If the base recharge time is 100 seconds, one 15% cap recharger will reduce it to 85 seconds (100 * .85). Two 15 cap rechargers will reduce it to 72.25 seconds (100 * .85 * .85).
For the sake of the argument, let's your capacitor capacity is 1000. Average recharge rate without cap rechargers would be 10 (1000/100), with one recharger 11.76 (17.6% increase instead of 15%) and with two rechargers 13.84 (38.4% increase instead of 32.25)
(Multiply the average recharge rate by 3.4 to get peak recharge rate.)
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2009.07.26 21:44:00 -
[5]
Originally by: Estel Arador Multiply the average recharge rate by 3.4 to get peak recharge rate.
*cough* 2.5, you mean...
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Estel Arador
Minmatar Estel Arador Corp Services
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Posted - 2009.07.26 21:54:00 -
[6]
Originally by: Akita T
Originally by: Estel Arador Multiply the average recharge rate by 3.4 to get peak recharge rate.
*cough* 2.5, you mean...
No idea how/why I got that wrong Anyway, fixed. Thanks for the correction
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Teras Menac
Gallente Caldari POS Constructions Inc.
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Posted - 2009.07.26 22:21:00 -
[7]
Edited by: Teras Menac on 26/07/2009 22:22:48
Originally by: Estel Arador Edited by: Estel Arador on 26/07/2009 21:53:10
Originally by: Teras Menac Interesting, so Cap Rechargers stack rather than add together then apply the bonus?
So if I recharge 100 capacitor per second and I add a cap recharger then it is 120, and if I add another then it's 120 x 20?
Cap Recharges reduce the recharge time. If the base recharge time is 100 seconds, one 15% cap recharger will reduce it to 85 seconds (100 * .85). Two 15 cap rechargers will reduce it to 72.25 seconds (100 * .85 * .85).
For the sake of the argument, let's your capacitor capacity is 1000. Average recharge rate without cap rechargers would be 10 (1000/100), with one recharger 11.76 (17.6% increase instead of 15%) and with two rechargers 13.84 (38.4% increase instead of 32.25)
(Multiply the average recharge rate by 3.4 2.5 to get peak recharge rate.)
Man this just confuses the hell out of me.
I don't understand why a 15% cap recharger would give a recharge rate of 17.6%.
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Estel Arador
Minmatar Estel Arador Corp Services
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Posted - 2009.07.26 22:49:00 -
[8]
Originally by: Teras Menac Man this just confuses the hell out of me.
I don't understand why a 15% cap recharger would give a recharge rate of 17.6%.
Because a cap recharger doesn't actually increase the recharge rate directly. A cap recharger reduces the recharge time, which has the effect of increasing the recharge rate. However, a 15% reduction in recharge time (which is what the module does) corresponds to a 17.6% increase in recharge rate:
Capacity / Time = Recharge Rate 1000 / 100 = 10.00 [before] 1000 / 85 = 11.76 [after] (11.76-10.00)/10.00*100= 17.6% [increase in Recharge Rate]
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2009.07.26 22:49:00 -
[9]
Originally by: Teras Menac I don't understand why a 15% cap recharger would give a recharge rate of 17.6%.
Because the title on the attribute is inaccurate.
The attribute name is "cap recharge rate", but it's NOT cap recharge rate, it's actually capacitor recharge TIME. Not just that, but you'll notice it's a negative bonus (-15%), not a positive one.
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Teras Menac
Gallente Caldari POS Constructions Inc.
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Posted - 2009.07.27 03:53:00 -
[10]
Originally by: Akita T
Originally by: Teras Menac I don't understand why a 15% cap recharger would give a recharge rate of 17.6%.
Because the title on the attribute is inaccurate.
The attribute name is "cap recharge rate", but it's NOT cap recharge rate, it's actually capacitor recharge TIME. Not just that, but you'll notice it's a negative bonus (-15%), not a positive one.
Right, that all makes sense, but I still don't understand how 15% becomes 17.6%. The math is very confusing and perhaps beyond my meager skills.
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Estel Arador
Minmatar Estel Arador Corp Services
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Posted - 2009.07.27 05:11:00 -
[11]
Originally by: Teras Menac If we're talking about Energy Management (I think that's the Cap Recharge skill right? Or is it Energy Systems Op?) with 5% per skill level, would we add each skill level indepently? Like 5% * 5% * 5% * 5% * 5% or would it just be 25%? And is the skill calculated first before the mods take effect?
Bonusses from levels of the same skills are added together and then applied (so 20% at level 4 and 25% and level 5), bonusses from different skills affecting the same attribute are multiplied. If you have two gunnery skills adding 5% damage per level, one at level 4 (20%) and the other at level 3 (15%), your damage will be increased by 38% (100 * 1.2 * 1.15 = 138).
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cyno make
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Posted - 2009.07.27 05:24:00 -
[12]
Originally by: Teras Menac How are bonuses calculated?
With math.
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Teras Menac
Gallente Caldari POS Constructions Inc.
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Posted - 2009.07.28 21:09:00 -
[13]
Originally by: Estel Arador
Originally by: Teras Menac If we're talking about Energy Management (I think that's the Cap Recharge skill right? Or is it Energy Systems Op?) with 5% per skill level, would we add each skill level indepently? Like 5% * 5% * 5% * 5% * 5% or would it just be 25%? And is the skill calculated first before the mods take effect?
Bonusses from levels of the same skills are added together and then applied (so 20% at level 4 and 25% and level 5), bonusses from different skills affecting the same attribute are multiplied. If you have two gunnery skills adding 5% damage per level, one at level 4 (20%) and the other at level 3 (15%), your damage will be increased by 38% (100 * 1.2 * 1.15 = 138).
Oh nice, I'm starting to get it. No wonder toons with high skills do so much more damage.
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Awesome Possum
Insert Obscure Latin Name
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Posted - 2009.07.28 22:26:00 -
[14]
Originally by: Teras Menac No wonder toons with high skills do so much more damage.
All those little numbers add. :)
Of course, the hardest part of all this to take into account is the attribute penalties for modules. I understand the reasoning for it, but its still a pain to try to calculate. ♥
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