
Goumindong
Amarr Merch Industrial
|
Posted - 2006.12.27 08:09:00 -
[1]
Originally by: Mnengli Noiliffe please tell me just one thing .. did any of you actually TEST your claims? because I also have lots of ideas how stuff should have worked... problem is how it ACTUALLY works.
Yes, they work just like I-stabs.
Basicially you have a number of statistics on your ships.
Mass: Affects agility
Inertia: Affects agility
Agility: Qualitative distinction based on turn speed and acceleration.
Speed: Affects speed
AB/MWD Boost: Affects speed.
Now, these work in a manner such that.
Speed x [boost x (Mass multiplier)] = final max speed.
Your mass multiplier equals something like "Thrust/Mass" unless mass is LESS than thrust, in which point the number stays at one. This is not a difinitive calculation, not supposed to be a difinitive calculation, and should not be taken as anything difinitive, it is a very rough approximation of the mass/speed boost formula for general use when combined with real world testing.
Basically this means that if you reduce your mass, you will increase your speed up to your max boost increase. Increasing your max boost will give you a speed increase and decreasing your mass will also give you a speed increase. Up to a point, because eventualy, your mass becomes so low that you are capped by the max boost on the propulsion mod.
So looking at our stats again with this in mind we come up with a modifier quality and benefit dynamic.
Mass: No stacking penalty; Typical diminishing returns on percentage reduction[I.E. 15% of .85 is less than 15% of 1.]. Extra diminishing return on boost formula[once you get a low mass, another reduction wont make you go faster]
and
Boost amount: No stacking penalty; Standard returns on percentage increase[I.E. 15% of 1.15 is larger than 15% of 1]; Standard returns on boost formula.
What this means is that up to a certian number of mass reductions may or may not increase the speed of your ship more than the boost amount increase, and past a certian number the boost increase will yield better results. However, since the mass reduction has other benefits as well as increasing maximum speed while under the effects of a propulsion modifier.
The easiest way to determine how many mass reductions you should have on your ship is to stick on your ship is to load up on inertial stabalizers. Then run an MWD in a straight line in a safe area. Disable the stabalizers one by one until you notice more than a drop in amount equal to either A: the amount of speed increase you would get with a boost module in percentage gain[I.E. if you went from 1 max speed to .87 max speed after removing an i-stab you would gain more speed by putting a boost rig in its place] or B: when you drop in amount less than the ratio of speed/(speed+nano)[or speed/(speed+overdrive)], I.E the point at which a nano or overdrive begins to give you more speed boost than the mass reduction does.
I find that the more skills you have in the speed boost nav skill, the more difference mass reductions make, as well, with low skills a progression of stabs/nano's will produce optimal results around [1/0] [1/1] [1/2] [2/2] [2/3] [2/4] [istab/nano] for slower/heavier ships. ---------------------------------------- Thou Shalt "Pew Pew" |