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Team:
Rank: Director Main: Dr Feelgood Level: 5893 Joined: Mon Mar 18, 2013 9:16 am Posts: 185 |
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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Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
Coming 2025
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Thu Jul 30, 2015 1:15 pm |
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Team:
Rank: Director Main: Dr Feelgood Level: 5893 Joined: Mon Mar 18, 2013 9:16 am Posts: 185 |
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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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
I think everything you need is here http://wiki2.starsonata.com/index.php/Formula
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Thu Jul 30, 2015 4:03 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
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 _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Thu Jul 30, 2015 4:16 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
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. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Thu Jul 30, 2015 4:20 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
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 _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Thu Jul 30, 2015 4:28 pm |
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Team:
Rank: Director Main: Dr Feelgood Level: 5893 Joined: Mon Mar 18, 2013 9:16 am Posts: 185 |
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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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Yes, that's the number that would be displayed under hull resistance in the Ship window.
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Thu Jul 30, 2015 5:09 pm |
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Contributor
Team:
Rank: Soldier Main: Hober Mallow Level: 4888 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
_________________ http://www.starsonata.com/suggestions |
Sun Aug 09, 2015 1:55 pm |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
There was also this https://github.com/dburgess560/sscalc from viewtopic.php?f=17&t=59350
_________________ "What you mean you killed him cha cha cha?!" Support |
Mon Aug 10, 2015 11:36 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
How is it going with the ship builder The White Wizard2?
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Thu Aug 20, 2015 5:14 am |
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Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
cough 2025
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Thu Aug 20, 2015 7:48 am |
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Team:
Rank: Operator Main: Rendghast Level: 3504 Joined: Sat Jan 03, 2015 12:47 am Posts: 512 |
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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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
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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