Developer blog from January 23th: Modifier effect addition

Quite often, while improving their own ship pilots are faced with a situation where there is an opportunity to put two items of the same module, but it is not clear how they combine their characteristics and how effective they are going to be in the end. Today we are going to tell about calculating them yourselves.

 

 

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At the moment, the rules of addition of modules for everything but the damage resistance ones, are the same.

There are two values ​​to which every player should pay attention:

First, the base value. This is a characteristic of your ship that can be improved: from speed to radar range. You can study them in more detail on Star Conflict wiki.

The second — the characteristics of the modifier. Modifier is any bonus to improve the baseline ship: various bonuses modules implants.

Some modifiers subtract a certain value from the base, and some — add. First modifiers have a negative value, and the second — positive. Depending on the sign, one of the simple formulas is used:

 

  1. IF mod < 0 THEN newValue = baseValue / (1 ​​- mod)
  2. IF mod > 0 THEN newValue = baseValue * (1 +  mod

 

mod — the sum of module values, in accordance with the graph below (Characteristics of module 1 +…+ Characteristics of module 3 + implant bonus + ship characteristics bonus).

NewValue — total value

baseValue — the base value of the ship, which can be found in the information about the ship or on Star Conflict wiki.

 

It is important to understand that the impact of each subsequent modifier changes the total value in a linear fashion, if the modifier sum is positive ie for those modifiers that enhance a particular parameter. If the modifier reduces the parameter, its impact will be non-linear.

 

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Therefore, if you see that a particular module reduces something by 50%, in calculations the real value of the modifier will be  -1.0 and not -0.5 (see Chart ).

 

The most popular modifiers are for shield and hull. Their base resistance values can be found in the table of tactical and technical characteristics for each ship published in the Star Conflict wiki.

As an example, let’s have a look at Collision Compensators. We have three modules of the same modification, each of which reduces the damage from collisions by 50%. We want to know how the characteristics of the ship are going to change when all three of the compensator will be installed.

 

Procedure:

  • Establish the real value of the parameter. -1.0.
  • Establish the base value, which in this case will be equal to 100% of the damage in a collision.
  • Place the value into the formula.
  • Do the math.

It turns out that installing three Collision Compensators with 50% damage reduction will reduce the damage taken to 25%.

 

In general, this mechanism is similar to the mechanics of damage resistance.

 

With the current addition of modifier effects degradation is not as strong as improvement.

Let us take a closer look: the ‘ceiling’ parameter improvement is much higher than that of their deterioration. Due to the above, it’s impossible to be infinitely lowering characteristics using modifiers with the same penalties.

 

That’s all for today.

And one more thing, we plan to devote the future editions of the blog to dreadnought development. Follow the news!

 

I was wondering why my two -50% collision comps were still allowing collisions!!

And if positive effects get lower and lower the more you use, why don’t negative ones? Or did I just read over something?

Better late than never )))

I was wondering why my two -50% collision comps were still allowing collisions!!

 

 

:fed014:

 

 

It turns out that installing three Collision Compensators with 50% damage reduction will reduce the damage taken to 25%.

 

Better late than never )))

This.

 

Linear returns on increases. Diminishing (but similarly linear) returns on reductions.

Interesting, sensible. But this doesn’t go into damage resistances, which is really the one I want to know. I still have no idea how my adaptives work since the shield stats show what they do before they come online, not after.

 

Still, useful info.

how is the real value for negative modifiers established? simply -abs(2*mod)? because (-0.5)->(-1.0) in this example is a bit obvious for the formula :slight_smile:

 

I find the graph bit confusing :slight_smile:

 

otherwise nice to read such a dedicated article! :slight_smile: