Those two variables are defined in percentages, not angles or m/s. How’s that for an answer?
Actually this is the answer. Crit Damage and Crit are percentage values, so they sum up. They do not modify raw values.
Duck.
If the percentage calculation is sequential, (module 2 uses output of module 1 on base value), values grow into the positive, but reduce less into the negative. because a percentage of a reduced number gets smaller. You would not want to use this in positive buffs, but it is nice to use this formula in negative ones, to dampen.
DPS is calculated as damage/seconds, and buffed by firerate (with caps, also there is overheating) or raw damage output, but never directly, so your exampel up there makes no sense.
…
For damage the things are pretty straight forward in my eyes, if i only take the ui numbers into account, which might not be the actual numbers, as snib mentioned. Lets take an Assault Railgun T3, since we all love it that much.
- the offensive booster (e.g. 4% weapon damage) seems integer calculated. so the base damage of the weapon is dam = dam0 + (dam0/100*booster)
- each mk3 cap damage boost i add (9.1%) adds the respected value of dam/100.0*9.1, so the value does not reuse the last addition.
(essentially, that means, if you equip two 9.1% damage modules, you get 18.2% more damage.)
- adding a 4.2% ammo, adds another 4.2% (who would have guessed)
with these examples, lets see the numbers:
given the purple gun, with 528 base damage, this results in 668 = round(528 + 22 + 48.04 + 48.04 + 22.17)
given the mk1 gun, with 422 damage, this results in 533 = round(422 + 16 + 38.4 + 38.4 + 17.72)
so… everything adds up here in the ui. it takes the percentage of the base value and adds it. Where is the problem?
(I do add, that the ship values seem to take the non synergized values as base for the percentages probably)