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TomB
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Posted - 2003.09.05 12:56:00 -
[1]
Edited by: TomB on 09/09/2003 00:44:52 Edited by: TomB on 08/09/2003 01:08:49 We will be changing how stacking of modules where an attribute gets multiplied, such as shield hardeners, damage modifiers and a few other modules.
Here is a list of attributes that will get penalized a bit if two or more modules (note: only modules, not skills) are multiplying the same attribute:
Armor Resistance (armor platings and hardeners) Shield Resistance (shield hardeners and amplifiers) Max Target Range (sensor boosters and dampeners) Scan Speed (sensor boosters and dampeners) Tracking Speed (tracking computers and enhancers) Damage Multiplier (heat sinks, gyrostabilizers, magnetic field stabilizers) Rate of Fire (heat sinks, gyrostabilizers, magnetic field stabilizers) Shield Bonus (shield boost amplifiers) Optimal Range (tracking computers and enhancers)
Other attributes that will not be penalized by this because they are not having as dramatic affect on gameplay: Capacitor Recharge Time Shield Recharge Time Cargo Space CPU Output Powergrid Output Structure Hitpoints Armor Hitpoints Shield Hitpoints Max Velocity
Post your thoughts, no flaming unless you flaming someone else than me 
Edit with Formula:
When stacking modules that affect attributes like listed above, this formula will be applied: x^(1/n^0.25)
Here are 3 quick made graphs to see how dramatic these changes are (since graphs are the spice of knowledge): Damage Modifiers Sensor Dampeners Shield Hardeners NOTE: The shield hardener has been nerfed from 70% (TQ) to 50% (Chaos), the display on the graphs is as TQ was 50%
This is currently working on Chaos.
TODO: - the total bonus will not get lower than the bonus of the best module - fix neutral multipliers, i.e. many modules have bonus of 0% in the database and code is thinking they should count in as stacking nerf
"Where is my hat?" |

TomB
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Posted - 2003.09.05 15:17:00 -
[2]
Please read the starting post again, the penality my look very extreme right now, but as new tech and new modules are coming in, dramatic changes are needed to some multipliers. 
"Where is my hat?" |

TomB
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Posted - 2003.09.05 15:41:00 -
[3]
Quote: In a way I hate to see ships slowed down because travel is so boring 
We are looking at In-Space fitting, where players would be able to fit for example MWD for travelling to a location of battle and unfitting before going to the war. This kind of feature might come in very soon and might also take very long.
"Where is my hat?" |

TomB
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Posted - 2003.09.05 17:25:00 -
[4]
Quote: one thing to consider when applying the formula is how this affects mounting modules of different multipliers... you could actually get less bonus from two items if the second one has a much lower multiplier than the first one...
The outcome all worked, but if there are any modules not working correctly, just post it here and it will be fixed.
"Where is my hat?" |

TomB
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Posted - 2003.09.05 17:41:00 -
[5]
Quote: TomB,
can you give an example of what the damage bonus would be if I fit a 1.091 and 1.07 heatsink??? With the current model, I would get a bonus of 1.16737... what would it be after the nerf???
You can test this yourself on Chaos like I just did: Tachyon Beam - Base with skills: 5.712 dmg Tachyon Beam - 1 Extruded: 6.27 dmg Tachyon Beam - 1 Extruded + normal 1.07 heat sink: 6.71 dmg Tachyon Beam - 2 Extruded: 6.88 dmg
"Where is my hat?" |

TomB
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Posted - 2003.09.05 18:27:00 -
[6]
The stacking penality is not working for all modules currently, will need to fix this.
And afterburners and microwarpdrive will probably be removed from the stacking penalities.
"Where is my hat?" |

TomB
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Posted - 2003.09.06 12:44:00 -
[7]
Quote: Just take the following case: You're using three 1.07 stabilizers then the multiplier would be = 1.07^(1/sqrt(3)) = 1.07^(1/1.7321) = 1.07^(0.5774) = 1.0398
Each modifier would have gotten that damage modification.
Quote:
At this point i'd like to repeat my suggestion for the formular:
Modifier = X^(N^(2/3))
Thanks for your feedback Lurk, we will lessen the effect of stacking penality, I will post any changes when they happen.
"Where is my hat?" |

TomB
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Posted - 2003.09.06 18:36:00 -
[8]
Quote: Am I missing something though? If you put 1 module that has +10% (1.10 multiplier) alongside with 3 modules that give you +1% (1.01 multiplier), wouldn't the end result be smaller than if you only had the 10% one?
That's true, we won't let any outcome of modifiers go below the minimum possibility of the highest modifying module.
"Where is my hat?" |

TomB
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Posted - 2003.09.06 18:39:00 -
[9]
Quote: I'm not that concerned about the particular nerf implimentation, because I think stacking of any sort for most modules is wrong; the nerf implimentation is just a lesser degree of wrongness.
People should be able to specialize their ships for some kind of action by stacking modules, but it's not suposed to be as powerful as it is currently.
"Where is my hat?" |

TomB
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Posted - 2003.09.06 20:59:00 -
[10]
Edited by: TomB on 06/09/2003 21:02:05 Thread starting post has been edited with very simple possible solution:
Stacking of modules affecting the same attribute listed above will nerf all these modules to 75% effiency, here are two graphs for examples (Since they are the spice of knowledge):
Damage Modifiers Shield Hardeners
Hurry up and post your comments here 
"Where is my hat?" |

TomB
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Posted - 2003.09.08 00:54:00 -
[11]
Edited by: TomB on 08/09/2003 01:00:40 No idea how this post became this ... I'm a forum newbie. Anyway, check the starting post again, latest information from some guy. The nerf is currently working on Chaos, details from this guy.
"Where is my hat?" |

TomB
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Posted - 2003.09.08 17:29:00 -
[12]
Currently one bug where some modules have neutral multiplier, will be fixed on Chaos today.
Example: EM Hardener gives 0.5 bonus to EM and 1.0 none-bonus to other resistances. It's currently affecting stacking but won't later today.
"Where is my hat?" |

TomB
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Posted - 2003.09.09 00:47:00 -
[13]
Updated my first post:
Quote: TODO: - the total bonus will not get lower than the bonus of the best module - fix neutral multipliers, i.e. many modules have bonus of 0% in the database and code is thinking they should count in as stacking nerf
Yes there are new ships on the way in to the game, more specialized ships.
"Where is my hat?" |
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