Greetings!

I have been experimenting with combination of CPU modules, Ammunition and Implants concerning Main Weapon Spread Reduction. However, I ran into several issues that I hope can be clarified.

Heads-up: First time posting in forum, not sure about template. Multiple images and calculation involved. Not native speaker so grammar may be a bit confused.

Okay.

The weapon I am testing here is Shrapnel Cannon for Inteceptors

There are three ways to reduce spread on Kinetic Weapon.

1. There is the Electronic Guidance CPU module

2. There is Iridium Slug

3. There is Crew Skill Rank 2 Jericho Implant

[TBC]    hmm… the sequence of the images are a bit messed up…

no matter. i shall post one at a time then.

the Shrapnel Cannon has a base spread of 4.5 Each on their own, Electronic Guidance(EG), Crew Skill(CS), and Iridium Slug(IS) has a calculated value matching the observed value in-game

1. EG-only: 4.5*(1-0.278) = 3.249 ~= 3.2

2. IS-only: 4.5*(1-0.5) = 2.25 ~= 2.3

3. CS-only: 4.5*(1-0.2) = 3.6   When any two of the three are combined

Although not shown in the stat in-game, they have the same 90% effectiveness penalty, similar to when you use two identical modules.

At this point, the calculation still fits the observation

1. CS+EG: 4.5*(1-0.20*0.9)*(1-0.278*0.9) = 2.766762 ~= 2.8

2. CS+IS: 4.5*(1-0.20*0.9)*(1-0.5*0.9) = 2.0295 ~= 2

3. EG+IS: 4.5*(1-0.278*0.9)*(1-0.5*0.9) = 1.855755 ~= 1.9

So far so good.   Now, when you put all three together.

This is where things get interesting and frustrating at the same time.

With CS+IS+EG, following the same logical thinking, each would have a 80% effectiveness penalty due to having identical effects.

So, theoretically, calculation would yield:

4.5*(1-0.2*0.8)*(1-0.278*0.8)*(1-0.5*0.8) = 1.7635968…

However,

stat in-game gives: Now, a 0.1 difference may not seem much (and in fact it indeed has very little impact on gameplay)

However, the inconsistency leads to questions about the logical calculation behind this.

One possible explanation, would be conducting the calculations in a very specific sequence, rounding up/down after each calculation.

For instance,

1st, calculate EG only: 4.5*(1-0.278*0.8) = 3.4992 ~= 3.5

2nd, calculate CS using the rounded value from 1st step: 3.5*(1-0.2*0.8) = 2.94 ~= 2.9

3rd, calculate IS using the rounded value from 2nd step: 2.9*(1-0.5*0.8) = 1.74 ~= 1.7

okay, this fits the value

BUT

rounding after each calculation would be programmingly unnecessary and have too many redundant steps and would be inaccurate.

So the question remains:

【What is the actual underlying logical calculation involved to get the in-game stats?】

On that note. There is another issue with Electronic Guidance CPU module.

On its own, a green EG10 gives a 26.2 reduction in main weapon spread.

However, when a second one is added…

Logically, there would be a 90% effectiveness penalty for using identical modules.

However, the in-game stats give each one, after penalty, at 24.2 reduction

The problem is【90% of 26.2 is NOT 24.2】, in fact it should be 23.58 rounded to 23.6

I am completely lost on why there is this frustrating inconsistency.  And that concludes my post.

Thank you for reading the long and boring mathematics.

I really like it when games get their Mathematics and Science correct.

3 hours ago, Schwarzschild said:

Now, when you put all three together.

This is where things get interesting and frustrating at the same time.

With CS+IS+EG, following the same logical thinking, each would have a 80% effectiveness penalty due to having identical effects.

So, theoretically, calculation would yield:

4.5*(1-0.2*0.8)*(1-0.278*0.8)*(1-0.5*0.8) = 1.7635968…

However,

stat in-game gives: As far as I know do they just cut every number on the hut instead of rounding them, the actual Math behind the scene is done a bit more precise,

3 hours ago, Schwarzschild said:

On that note. There is another issue with Electronic Guidance CPU module.

On its own, a green EG10 gives a 26.2 reduction in main weapon spread.

However, when a second one is added…

Logically, there would be a 90% effectiveness penalty for using identical modules.

However, the in-game stats give each one, after penalty, at 24.2 reduction

The problem is【90% of 26.2 is NOT 24.2】, in fact it should be 23.58 rounded to 23.6

I am completely lost on why there is this frustrating inconsistency.

Did you have checked if the actual calculation is done with 23.58% or with 24.2%