Are you truely that stupid? They are using a formula that makes it virtually impossible to get a 0 second locktime. Which is a good thing, the 75% reduction is correct, but due to the formula it has the effect of 40-45%
huh?.. internet…
the mechanic you described works fine. lots of games take that approach.
the fact is, you never state increases/decreases that way… there was no math applied to correct the formula and display it to the user… in mathematical terms, it is a 43% reduction/decrease.
furthermore, in this instance there really is no need to use this approach and the extra math…
just make it a 43% reduction… each further reduction still has diminishing returns… this is like grade 6 math… the two are in fact identical. the current method is stated/displayed incorrectly.
the mechanic you described works fine. lots of games take that approach.
the fact is, you never state increases/decreases that way… there was no math applied to correct the formula and display it to the user… in mathematical terms, it is a 43% reduction/decrease.
furthermore, in this instance there really is no need to use this approach and the extra math…
just make it a 43% reduction… each further reduction still has diminishing returns… this is like grade 6 math… the two are in fact identical. the current method is stated/displayed incorrectly.
I’ll try to exlpain this in a way even a 6 year old can understand:
There is a 75% reduction to your lock time put into the formula, then after math, it becomes a ~43% actual reduction. If they made the reduction a 43%, you would only get ~18% actual reduction.
And it is not the only item/implant effecting your lock on time, so the formula is needed in it’s current form to prevent insta-locks.