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Badmin
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Posted - 2009.03.15 23:53:00 -
[1]
Question:
Trained Heavy Missiles to V and am adding on the Heavy Missile Specilization.
Was wondering from the change from IV to V on the missile spec, does the formula for these skills stack? Such as 10 second missiel launcher -5% = 9.5 - 2 =9.0 3 =8.6 4 =8.17 5 =7.765
So basically decreased rewards with the increase in level? Or do they stack in some other way?
Thanks.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2009.03.16 00:06:00 -
[2]
The RoF bonus for the spec skill is not -5% per level, it's only -2% per level. If it would have been 10 at skill level 0, 9.8 at level 1, then it would be 9.0 sec at level 5. Basically, it's NoSpecSkillROF[seconds] * (1 - 0.02*level).
_ Create a character || Fit a ship || Get some ISK |
Badmin
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Posted - 2009.03.16 00:10:00 -
[3]
Originally by: Akita T The RoF bonus for the spec skill is not -5% per level, it's only -2% per level. If it would have been 10 at skill level 0, 9.8 at level 1, then it would be 9.0 sec at level 5. Basically, it's NoSpecSkillROF[seconds] * (1 - 0.02*level).
So its a straightforward calculation that gives a Raw bonus. Alright good to go.
Does it bonus with the BCU's as well? Does the 2% stack on that bonus or is that straight forward as well?
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Marine HK4861
Caldari Radical Technologies
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Posted - 2009.03.16 00:13:00 -
[4]
Edited by: Marine HK4861 on 16/03/2009 00:15:43 Total all levels in a single skill, then multiply that against the skill's effect, thus at Heavy Missile Specialisation 5, you'd have (5 * 2%) 10% reduction.
Reductions from different sources stack, so suppose you add Rapid Launch (15% at 5), Missile Launcher Operation (10% at 5) and a single T2 BCU (10.5%), you'd get:
10 * 0.9 * 0.85 * 0.9 * 0.9 * 0.895 = 5.55 seconds overall.
This applies for all skills and modules, with the exception of the LP connections skills.
Edit: got the bonus for a T2 BCU wrong
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2009.03.16 00:22:00 -
[5]
Skills and implants simply multiply together. With modules and rigs, it's slightly more complicated, but basically, they just multiply together with the rest. The only difference is that if there's more than one module or rig that affects RoF, they are subjected to the so-called "stacking nerf", which basically means each subsequent module (arranged descendingly by bonus value) gives less and less of a bonus.
So, for instance, if you have a -5% RoF implant, Missile Launcher Op lvl.5 (-10% RoF), Rapid Launch lvl.5 (-15% RoF), corresponding spec skill at L4 (-8% RoF) and three T2 BCSs (-10.5% RoF bonus each base), the first BCS would give -10.5%, the second one gets only around 87% of its effectiveness (so aprox -9.135%), the third only around 57% (so aprox -5.985% RoF). Overall, you get BaseRoF[sec] * 0.95 * 0.9 * 0.85 * 0.92 * 0.895 * 0.90865 * 0.94015 = (aprox) BaseRoF[sec] * 0.5112
_ Create a character || Fit a ship || Get some ISK |
Akita T
Caldari Navy Volunteer Task Force
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Posted - 2009.03.16 00:22:00 -
[6]
Exact multipliers for stacking penality (for anything that is affected by it) is:
Penality mod for Nth module/rig = 0.5 ^ [ ((N-1) / 2.22292081)^2 ]
1 : 1.0000000000 2 : 0.8691199806 3 : 0.5705831430 4 : 0.2829551534 5 : 0.1059926494 <- not good 6 : 0.0299911664 <- already pretty worthless 7 : 0.0064101831 <- practically pointless 8 : 0.0010349205 9 : 0.0001262127 10 : 0.0000116268 11 : 0.0000008090 <- this can only be acheived with 8 mods and 3 rigs, but as you can see it's negligible anyway
_ Create a character || Fit a ship || Get some ISK |
Sniper Wolf18
Gallente A Pretty Pony Princess General Tso's Alliance
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Posted - 2009.03.16 02:49:00 -
[7]
Formulae Though, in hindsight; I really should put in some sort of spacer between my post and signature |
Apoctasy
The Carebear Stare
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Posted - 2009.03.16 04:09:00 -
[8]
Use EFT to save brain space doing math
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