Electronic guidance.....

So yes, falcon-m has 40 precent chance of critical just by synergy.

 

add 2 modules with 10 precent +. and you have 65.

 

this is why people only fly with falcon-m if they got the ship and or trying to get it.

 

the DPS with that thing with 180% extra damage, aswell as dps upp to 2500-3000 with mk4. 

 

2500 dps + 180 precent = 7000 dps. aswell as critical damage can be done upp to 70 precent and use implant upp to 95, around 100 with module = double damage with critical.

 

so thats 7000 dps + 65-75 precent chance of critical hit, and 70-100 precent critical damage . + a plasma arc dealing like? 7-8 k dps for 3 seconds?

 

thats just overpowered. with critical that goes beyond 10 000 dps, for 5 seconds aswell as a plasma arc with plasma web aswell.

 

uhm. this is why people mostly only use This Ship because it never Gets Nerfed.!!! 

betatrash, is that you? SCNR, and you probably don’t know who I’m talking about :wink:

betatrash, is that you? SCNR, and you probably don’t know who I’m talking about :wink:

nah, betatrash at least was good with numbers, this guy (it is Leikis) just fails everywhere 

really this is like normal math from school.

 

you dont need more than that to tell anything like i did.

I may be wrong, but I thought percentages in this game were subjected to dinimishing returns. So 30%+30% is not 60%. It would be 30% of the already 30% or something like that.

 

I’m terrible at math so let’s wait for someone who actually knows how it works…

 

I believe the confusion here is that everybody asumes as a linear measurement.

 

When you shoot, you dont fire straight, neither in a spread horizontal line, it spreads like a cone. So, if we consider the volume of the cone (since it varies as the degrees of spread of the cone angle) as the thing diminished we can see something like an aparent diminishing returns.

 

Example (math not right): Cone with 2 degrees spread, has lets say, 100ml volume. With 1,8 degrees has 70ml volume, hence 30% reduction.

 

Also, as residente stated, if every module has a smaller effect (which would be very true) lets say that CPU slots activate number 1, then 2, then 3. The reduction will be the 30% of the 1, then 30% of the result with the 1 (2) , then 30% of the 2.

 

Example: 100 of something -30% = 70 - 30% = 49 - 30% = 34,3.

 

I dont know the expression in english, but it is like the commercial interest that you are charged with when taking a loan but with a negative interest.

I’ll just say that if you’re getting 0.9 spread with HB, you don’t have much to complain about haha.

 

Is this right or wrong?  (Assuming 30% reduction for MK. IV…don’t know the real value, but it doesn’t matter.  This is a model)

 

Let’s say 2 deg spread is base:

 

Module 1 = 2.0 Deg x 0.7 = 1.4 Deg

Module 2 = 1.4 Deg x 0.7 = 0.98 Deg, so 1.0 Deg

Module 3 = 0.98 x 0.7 = 0.686 Deg, so 0.7 Deg.

 

I feel like the value for reduction is a bit high in my model, so the values are lower than they should be for each module.  However, I feel that the modules are sequential, so each is not reducing by 0.6 (the first deviation) each time.  They are instead taking the reduced value from the module before it and reducing THAT.  It is exponential decay, and you can never hit zero.

 

Perhaps this would make sense with the real values, whatever they are.

I believe the confusion here is that everybody asumes as a linear measurement.

 

When you shoot, you dont fire straight, neither in a spread horizontal line, it spreads like a cone. So, if we consider the volume of the cone (since it varies as the degrees of spread of the cone angle) as the thing diminished we can see something like an aparent diminishing returns.

 

Example (math not right): Cone with 2 degrees spread, has lets say, 100ml volume. With 1,8 degrees has 70ml volume, hence 30% reduction.

 

Also, as residente stated, if every module has a smaller effect (which would be very true) lets say that CPU slots activate number 1, then 2, then 3. The reduction will be the 30% of the 1, then 30% of the result with the 1 (2) , then 30% of the 2.

 

Example: 100 of something -30% = 70 - 30% = 49 - 30% = 34,3.

 

I dont know the expression in english, but it is like the commercial interest that you are charged with when taking a loan but with a negative interest.

i mentioned 2 modules this does not affect.

 

gimme a reason why the hell should it not be equal to all modules but the 

 

Critical Chance and Critical Damage is added perfectly, 10 precent + 10 precent gives you + 20.

 

answer that aswell if you’re in it bob. 

i mentioned 2 modules this does not affect.

 

gimme a reason why the hell should it not be equal to all modules but the 

 

Critical Chance and Critical Damage is added perfectly, 10 precent + 10 precent gives you + 20.

 

answer that aswell if you’re in it bob. 

 

I guess crit numbers are additive because they’re very small, it’s not the same +10% crit chance than +30% spread reduction or target locking time or sensor range etc.

 

Also crit chance as the name says it’s a chance, the spread reduction will be there yes or yes, but the crit chance wont.

I guess crit numbers are additive

It is, across everything (modules, implants, ammo)

betatrash, is that you? SCNR, and you probably don’t know who I’m talking about :wink:

I even did a post about the criticals and how they affect your true potential DPS!

 

nah, betatrash at least was good with numbers, this guy (it is Leikis) just fails everywhere 

There was little he was good at besides the numbers.  It seems as though he’s left the game.

 

i mentioned 2 modules this does not affect.

 

gimme a reason why the hell should it not be equal to all modules but the 

 

Critical Chance and Critical Damage is added perfectly, 10 precent + 10 precent gives you + 20.

 

answer that aswell if you’re in it bob. 

Those two variables are defined in percentages, not angles or m/s.  How’s that for an answer?

I even did a post about the criticals and how they affect your true potential DPS!

 

There was little he was good at besides the numbers.  It seems as though he’s left the game.

 

Those two variables are defined in percentages, not angles or m/s.  How’s that for an answer?

precent means = % nomatter what, 

 

doesn\t matter what the % is about.

 

all the modules goes by %, reduced range, increased range, increased blabla you name it. its all %

 

how is that for an answer? no need for trash comments. 

i mentioned 2 modules this does not affect.

 

gimme a reason why the hell should it not be equal to all modules but the 

 

Critical Chance and Critical Damage is added perfectly, 10 precent + 10 precent gives you + 20.

 

answer that aswell if you’re in it bob. 

 

Sincerely, i think you should study a little about percentages, and also, be aware that are always tools to prevent something to be OP.

And since it is percentages you have 3 slots for example, you cant expect them to add up, like you wish it was, 30+30+30 = 90%. You should expect 30% > 39% > 50,7%.

 

Now, if your spread reduced from the original value 50,7% then it is exactly what i meant.

thats fail cause its exacly what it does. did you even read this?

 

bcus it uses %, i would think it should be based on Original stats of weapon. but no.

 

The Onliest Correct Module In The Hole Game in % Is.

 

Infrared Scanner’

Target Coprocessor

 

those 2 items is the onliest adding the precentages from what the original weapon stat is without any implants, it does it with implants aswell.

 

so the onliest modules made for stacking is those 2 actually. wich is why ships can go very high on those. otherwise there is nothing else. 

 

This is good to know. 

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)

On garm equip 3 mk.4 electronic guidances and ur heavy blaster has 0.3 spread. And equip flat reflector and then ur a rediculous engie sniper

On garm equip 3 mk.4 electronic guidances and ur heavy blaster has 0.3 spread. And equip flat reflector and then ur a rediculous engie sniper

Or you can just fit a positron cannon with two criticals and one fast locking module, and you have a better sniper engi.

Or you can just fit a positron cannon with two criticals and one fast locking module, and you have a better sniper engi.

how much crit bonus does mk4 t3 infrared scanner have? Mk- is 7 and i just dont think its that significant

how much crit bonus does mk4 t3 infrared scanner have? Mk- is 7 and i just dont think its that significant

built right that setup has around 30% chance to crit, and due to positron cannon mechanics that is equivalent to 90% actual chance to crit.

built right that setup has around 30% chance to crit, and due to positron cannon mechanics that is equivalent to 90% actual chance to crit.

isnt positron cannon base crit 15%?

isnt positron cannon base crit 15%?

base crit is 5%