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Magius Paulus
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Posted - 2007.04.16 08:10:00 -
[1]
I'm wondering if there is a standard calculation for this. For instance, when i have Sentry drones i can have the skill Drone Interfacing 4, Battleships 3(flying a Domi) and a Rig which all do them makes more damage. But it matters quite a bit in which order this calculation is done. Any ideas?
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dalman
Finite Horizon
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Posted - 2007.04.16 08:31:00 -
[2]
Originally by: Magius Paulus But it matters quite a bit in which order this calculation is done.
No.
Am I forced to have any regret? I've become the lie, beautiful and free In my righteous own mind I adore and preach the insanity you gave to me |
Thalagar
Caldari
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Posted - 2007.04.16 08:51:00 -
[3]
Order of the calculations doesn't matter. X * Y = Y * X.
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Washell Olivaw
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Posted - 2007.04.16 09:08:00 -
[4]
1.8 * 1.3 * 1.1 * 1.2 (sentry 4) = 3.0888
1.1 * 1.3 * 1.2 * 1.8 = 3.0888
It really does not matter.
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Magius Paulus
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Posted - 2007.04.16 09:29:00 -
[5]
Thanks, i feel so stupid now...
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Asmosis
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Posted - 2007.04.16 16:30:00 -
[6]
how about multipliers in the same area, such as different skills that do the same thing, or inherent bonuses on a ship that also have a skill mod (like caldari destroyers that add 50%+10% range per level).
Do two skills that do the same thing (i.e. increase weapon damage) multiply or do they add together first then multiply against every other effect?
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CaptainSeafort
Gallente Through the Looking Glass
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Posted - 2007.04.17 23:21:00 -
[7]
skills dont add, just multiply ;)
(except in some odd circumstances. ignore that =D)
"Planets and moons no longer hitch rides on player ships. Their towel privileges have been revoked." HHGG Lives on in EVE! |
podadot
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Posted - 2007.04.18 21:55:00 -
[8]
Does it matter where there is a staking penalty involved? Let's say I have a damage control unit and 3 armor hardeners? (Sorry, not so good at math)
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Mamarto
Minmatar Space Raiders
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Posted - 2007.04.20 07:56:00 -
[9]
Skills never get hit by stacking penalties and skills are always calculated before any modules.
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Gartel Reiman
Project F3
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Posted - 2007.04.20 12:37:00 -
[10]
Do ship bonuses from skills count as a 'skill' bonus or a 'module' bonus in the context of stacking?
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dalman
Finite Horizon
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Posted - 2007.04.20 12:38:00 -
[11]
Originally by: Mamarto Skills never get hit by stacking penalties and skills are always calculated before any modules.
Well, that's not 100% true. Modules that give a flat bonus, not %, is applied first. Like plates, extenders, cap batteries etc.
Then all the rest is multiplied to the value. Skills and implants don't have stacking penalties applied. Most modules (including rigs, remote modules used on you and gang modules used to boost you) are subject to stacking penalties (and the important thing is the attribute, some modules gives bonus to many different attributes).
The only skills afaik that doesn't multiply but are added together are the social connection skills.
Am I forced to have any regret? I've become the lie, beautiful and free In my righteous own mind I adore and preach the insanity you gave to me |
Gobblock
AWE Corporation Intrepid Crossing
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Posted - 2007.04.20 17:57:00 -
[12]
Edited by: Gobblock on 20/04/2007 17:54:59 I've often wondered, exactly how skill %'s are applied
does a skill that gives 10% less of something give
base * (100-(10%*skilllvl)) = 50% base @ lvl 5
or does it give
base * (.9^skilllvl) = 59% base @ lvl 5
otherwise said as
base * .9 *.9 * .9 *.9 *.9 = 59% @ lvl 5
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Lurtz
Caldari Gunrunners and Gamblers
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Posted - 2007.04.22 05:00:00 -
[13]
Originally by: Gobblock Edited by: Gobblock on 20/04/2007 17:54:59 I've often wondered, exactly how skill %'s are applied
does a skill that gives 10% less of something give
base * (100-(10%*skilllvl)) = 50% base @ lvl 5
or does it give
base * (.9^skilllvl) = 59% base @ lvl 5
otherwise said as
base * .9 *.9 * .9 *.9 *.9 = 59% @ lvl 5
Each skill is applied once. If 2 skills affect the same thing each is applied once.
Example:
Mining 5 = 25% bonus (5%/level) Astrogeology 5 = 25% bonus (5%/level)
each is applied seperately, and even though they affect the same thing as seperate skills they each give a 25% to the current total. for a net of 56.25% rather than 50
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.04.22 08:33:00 -
[14]
Originally by: Gobblock base * (100-(10%*skilllvl)) = 50% base @ lvl 5
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nobucketforyou
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Posted - 2007.04.22 17:03:00 -
[15]
What I'm wondering is how a skill bonus and a ship bonus for the same thing apply. An example such as the Raven's cruise/torpedo velocity bonus along with the Missile Projection skill. Will both be applied to the base value such that a torp with a base velocity of 1250 will receive +50% of that number from the Raven, and the same from a maxed Missile Projection such that 1250 +(.5 * 1250) + (.5 * 1250) = 2500 or will it result in this equation: 1250 * 1.5 * 1.5 = 2812.5
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Shoele Lialos
Gallente Elite United Corp Antigo Dominion
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Posted - 2007.04.22 17:18:00 -
[16]
Originally by: nobucketforyou What I'm wondering is how a skill bonus and a ship bonus for the same thing apply. An example such as the Raven's cruise/torpedo velocity bonus along with the Missile Projection skill. Will both be applied to the base value such that a torp with a base velocity of 1250 will receive +50% of that number from the Raven, and the same from a maxed Missile Projection such that 1250 +(.5 * 1250) + (.5 * 1250) = 2500 or will it result in this equation: 1250 * 1.5 * 1.5 = 2812.5
The latter, virtually everything in Eve is multiplicative.
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KillerOfMacros
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Posted - 2007.04.24 02:05:00 -
[17]
There are 2 kinds of skills in the game, the ones that increase things and the ones that decrease things. Both catagories are Multiplicitive.
1st the one that add... Small Energy turrets 5% per level to small turret damage. Level 1 = Base gun damage * 1.05 Level 2 = Base gun damage * 1.10 Level 5 = Base gun damage * 1.25
2nd The ones that subtract... Repair Systems Level 1 = Base rep time * .95 Level 2 = Base rep time * .90 Level 5 = Base rep time * .75
That is how all skills in the game function (there are a few of the processing skills that work a little differently then you'd expect but the math can besolved the same way when you learn what the variables are).
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