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Post Formulas for a "ship builder"
Brugle made a new public ship calculator, all credits to him


Last edited by The White Wizard2 on Fri Nov 13, 2015 12:28 pm, edited 2 times in total.

Thu Jul 30, 2015 12:56 pm
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Post Re: Formulas for a "ship builder"
Coming 2025


Thu Jul 30, 2015 1:15 pm
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Post Re: Formulas for a "ship builder"
sabre198 wrote:
Coming 2025

Shut up I'm not in the ss dev team


Thu Jul 30, 2015 1:19 pm
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Post Re: Formulas for a "ship builder"
I think everything you need is here http://wiki2.starsonata.com/index.php/Formula


Thu Jul 30, 2015 4:03 pm
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Post Re: Formulas for a "ship builder"
For augs, the formulas on the wiki are correct but it doesn't clearly state how tweaking is applied. Here's how you do it:

1) Once you have converted all augs to "factors" in the way it describes, and added up all the "factors", multiply that number by your tweaking amount (2.06 if AT 25 and IT 3, for example).

2) Meanwhile, also convert all other augmenter-like bonuses such as those from overloaders and other equipped gear into "factors" as well.

3) You now have two numbers: one "factor" for all the augmenters, which has been multiplied for tweaking, and one "factor" for all other gear. Add those numbers together.

4)Finally, do the conversion it describes to get back to a bonus. The conversion is just +1 if the final number was positive, but it's more complicated if the final number was negative.

Damage Example (positive)
Sup. Damage augmenter (29%), Zombie Bunny Stop (20%), AT 25, IT 3
1) 0.29 x 2.06 = 0.5974
2) 0.2
3) 0.2 + 0.5974 = 0.7974
4) 0.7974 => 1.7974 total damage multiplier

Elec Temp Example (negative)
Divine Wattage augmenter (-30%), Kidd's Wrath (-6%), AT 25, IT 3
1) -0.4286 x 2.06 = -0.8829
2) -0.0638
3) -0.0639 - 0.8829 = -0.9467
4) -0.9467 => 0.5137 total firing energy multiplier

Visibility Example (mixed)
Anger augmenter (+100%), Sup. Stealth augmenter (-80%), AT 25, IT 3
1) -4 x 2.06 = -8.24
2) 1.00
3) 1.00 - 8.24 = -7.24
4) -7.24 => 0.1214 total visibility multiplier

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Thu Jul 30, 2015 4:16 pm
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Post Re: Formulas for a "ship builder"
For resistance, the augmod calculation is exactly the same as for the other ones. However, once you come out with a final number you divide the incoming damage by that number.

Example
Sup. Resistance augmenter (29%), AT 25, IT 3
1) 0.29 x 2.06 = 0.5974
2) -
3) -
4) 0.5974 => 1.5974 total resistance augmod

If your ship has 40% energy resistance, you have a Volatile Energy Diffuser equipped, and you have Impervious Armor 20, an energy weapon that does 1000 base damage will instead do:

1000 x (1-0.4) x (1-0.67) / (1+20*.05) / 1.5974 = 61.9757

where these numbers are (in order):

base damage, ship resistance, diffuser, class skill, augmod.

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Thu Jul 30, 2015 4:20 pm
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Post Re: Formulas for a "ship builder"
As a rule, the following sources of bonuses are all multiplied together (so it doesn't matter what order you apply them in, since a*b = b*a).

Class bonuses (all multiply each other as well)
Diffusers
Item modifications (all multiply each other as well)
Augmods (including augs and all other item bonuses, see above to figure out the total augmod for each type of bonus)

There are a few exceptions to this rule. If two modded items are in the same inventory stack (i.e. they are completely identical), then their mods add, not multiply. That means you will have more elec bonus from (Peashooter*radio, Peashooter*radio evil) than from (two Peashooter*radio).

Critical Hit Percentage and Multifiring are additive across all sources (currently supintel cchance is multiplicative but I've been told that will be fixed).

Rate of Fire & Recoil Example
Speed Demon 22 (66%), Speedy Firing 20 (60%), Sup. Firing augmenter (35%), AT 25, IT 3, overclocked weapon (-10% Recoil)
1) 0.35 * 2.06 = 0.721
2) -
3) -
4) 0.721 => 1.721 total Firing augmod
Firing multiplier: 1.66 x 1.6 x 1.721 / (1-0.1) = 5.0789

Example (modifications)
Zombie Bunny Stop*extended, amplified (23k bank), Titan Radar*reso (+7.5%)
Total bank: 23,000 x 1.1 x 1.2 x 1.075 = 32,637

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Thu Jul 30, 2015 4:28 pm
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Post Re: Formulas for a "ship builder"
anilv wrote:
For resistance, the augmod calculation is exactly the same as for the other ones. However, once you come out with a final number you divide the incoming damage by that number.

Example
Sup. Resistance augmenter (29%), AT 25, IT 3
1) 0.29 x 2.06 = 0.5974
2) -
3) -
4) 0.5974 => 1.5974 total resistance augmod

If your ship has 40% energy resistance, you have a Volatile Energy Diffuser equipped, and you have Impervious Armor 20, an energy weapon that does 1000 base damage will instead do:

1000 x (1-0.4) x (1-0.67) / (1+20*.05) / 1.5974 = 61.9757

where these numbers are (in order):

base damage, ship resistance, diffuser, class skill, augmod.


Awesome, you're the person I was looking for.

In this resistance example, total damage reduction is 93.80243%, and that's what would be displayed in ship info window?

Ignore the first question, I didn't refresh page when I came back from afk

So that's all I needed to know, I can get to work now, thanks


Last edited by The White Wizard2 on Thu Jul 30, 2015 5:12 pm, edited 2 times in total.

Thu Jul 30, 2015 5:03 pm
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Post Re: Formulas for a "ship builder"
Yes, that's the number that would be displayed under hull resistance in the Ship window.

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http://www.starsonata.com/features


Thu Jul 30, 2015 5:09 pm
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Post Re: Formulas for a "ship builder"
viewtopic.php?f=17&t=60128

Poach what you need from here as well.

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Sun Aug 09, 2015 1:55 pm
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Post Re: Formulas for a "ship builder"
There was also this https://github.com/dburgess560/sscalc from viewtopic.php?f=17&t=59350

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Mon Aug 10, 2015 11:36 am
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Post Re: Formulas for a "ship builder"
How is it going with the ship builder The White Wizard2?


Thu Aug 20, 2015 5:14 am
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Post Re: Formulas for a "ship builder"
cough 2025


Thu Aug 20, 2015 7:48 am
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Post Re: Formulas for a "ship builder"
I do not know fraks ship builder, can anyone link please?

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Thu Aug 20, 2015 1:20 pm
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Post Re: Formulas for a "ship builder"
I'm not sure, but I'm guessing it is this one?
http://starsonata.info/builds.php


Thu Aug 20, 2015 1:23 pm
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