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Team: Suns of Hades
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Main: LemonPrime
Level: 8087

Joined: Wed Sep 29, 2010 10:14 pm
Posts: 5747
Post Re: Formulas for a "ship builder"
andsimo wrote:
So the wiki states that Imperial Tweaking gives a bonus to Field Generation Power, however according to the ship window you don't get that effect. Is this a bug or intended, if so should I update the wiki?


I never knew it should do that. It gives a bonus to Neurotweaking and some auras are neurotweakable, maybe that's what it's referring to.

Here's skill description.

Attachment:
imp twea.png


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Tue Nov 17, 2015 2:40 pm
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Team: Deep Space Federation
Rank: Operator
Main: Brugle
Level: 4111

Joined: Sun Feb 17, 2013 5:24 am
Posts: 362
Location: Norway
Post Re: Formulas for a "ship builder"
Thnx Elite for the tooltip, it helps to get some in-game confirmation.


Fixed:
- Field Generation Power is now calculated correctly
- Auras are now calculated correctly with field power (Not implemented tweakable yet)
- Did small edits to Imperial Tweak skill on wiki to make it clearer that it is only effecting the tweakable auras.
- Now using the correct icon for exterminators and lighthouses.

Added:
- You can now switch on and off the effects from temporary effects (Right now only source is auras)


Tue Nov 17, 2015 3:23 pm
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Team: Eminence Front
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Main: Blizzara
Level: 6660

Joined: Wed Dec 05, 2007 4:25 pm
Posts: 1974
Location: Finland
Post Re: Formulas for a "ship builder"
I don't like how I can't select items that are higher than my character's skills or augs higher than hull tech. Adding all primary skills on all chars just feel like uneccessary step. And when I'm theorycrafting, I would prefer if calculator app doesn't have too many restrictions.

EDIT: I just ran into situation where I am unable to equip Wattage aug (t19) on Panther slave but I can equip Divine Watt aug (t21). I also couldn't equip Golden aug (t7) on tech 10 ship.


Tue Nov 17, 2015 4:53 pm
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Main: enkelin
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Joined: Wed Aug 01, 2007 12:28 pm
Posts: 11109
Post Re: Formulas for a "ship builder"
andsimo wrote:
So the wiki states that Imperial Tweaking gives a bonus to Field Generation Power, however according to the ship window you don't get that effect. Is this a bug or intended, if so should I update the wiki?


I think it means it gives a bonus to Neuro Tweaking. I've never heard of IT affecting field generation power. And you are correct in assuming that "tweakable" on an auramod means that it is improved by the Neuro Tweaking of the affected target (not the one projecting the aura).

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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


Wed Nov 18, 2015 2:19 am
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Team: Deep Space Federation
Rank: Operator
Main: Brugle
Level: 4111

Joined: Sun Feb 17, 2013 5:24 am
Posts: 362
Location: Norway
Post Re: Formulas for a "ship builder"
Antilzah wrote:
I don't like how I can't select items that are higher than my character's skills or augs higher than hull tech. Adding all primary skills on all chars just feel like uneccessary step. And when I'm theorycrafting, I would prefer if calculator app doesn't have too many restrictions.

EDIT: I just ran into situation where I am unable to equip Wattage aug (t19) on Panther slave but I can equip Divine Watt aug (t21). I also couldn't equip Golden aug (t7) on tech 10 ship.
I disabled the functionality until I can implement an on/off toggle.


Thu Nov 19, 2015 6:38 am
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Team: Deep Space Federation
Rank: Operator
Main: Brugle
Level: 4111

Joined: Sun Feb 17, 2013 5:24 am
Posts: 362
Location: Norway
Post Re: Formulas for a "ship builder"
Added:
- Toggle to allow all items or disable none usable items for build / skills. Toggle will be stored pr. build.


Thu Nov 19, 2015 2:53 pm
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Team: Fireflies
Rank: Director
Main: Dr Feelgood
Level: 5893

Joined: Mon Mar 18, 2013 9:16 am
Posts: 185
Post Re: Formulas for a "ship builder"
andsimo wrote:
PS: The toggle is not saved in the database so needs to be toggled on at each visit.


Have you heard of cookies yet


Thu Nov 19, 2015 5:03 pm
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Team: Deep Space Federation
Rank: Operator
Main: Brugle
Level: 4111

Joined: Sun Feb 17, 2013 5:24 am
Posts: 362
Location: Norway
Post Re: Formulas for a "ship builder"
Such charisma, you are free to eat as many cookies as you want.


Thu Nov 19, 2015 6:41 pm
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Team: Deep Space Federation
Rank: Operator
Main: Brugle
Level: 4111

Joined: Sun Feb 17, 2013 5:24 am
Posts: 362
Location: Norway
Post Re: Formulas for a "ship builder"
Added:
- Buffered on shields (On wiki and in calculator)


Sat Nov 28, 2015 5:13 am
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Team: Deep Space Federation
Rank: Operator
Main: Brugle
Level: 4111

Joined: Sun Feb 17, 2013 5:24 am
Posts: 362
Location: Norway
Post Re: Formulas for a "ship builder"
Added:
- You can now delete a build
- You can now delete a character

Fixed:
- Date sorting now correct in build viewer

Soon 100 ship builds and minimum one ship build has been edited pr. day since I created it.. Not bad.


Tue Dec 01, 2015 2:15 pm
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Team: Deep Space Federation
Rank: Operator
Main: Brugle
Level: 4111

Joined: Sun Feb 17, 2013 5:24 am
Posts: 362
Location: Norway
Post Re: Formulas for a "ship builder"
Added:
- 59 missing ships (Mostly under tech 5)


Fri Dec 04, 2015 4:20 am
Profile
Team: Deep Space Federation
Rank: Operator
Main: Brugle
Level: 4111

Joined: Sun Feb 17, 2013 5:24 am
Posts: 362
Location: Norway
Post Re: Formulas for a "ship builder"
Added:
- You can now filter the item viewer on a specific build. So the items that your build (Skills + Ship type) can't use will be marked in grey and specified with why you can't use the item.
- Skill and Ship requirements on a bunch more items. Still some to go.


Fri Dec 04, 2015 5:35 am
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Team: Deep Space Federation
Rank: Operator
Main: Brugle
Level: 4111

Joined: Sun Feb 17, 2013 5:24 am
Posts: 362
Location: Norway
Post Re: Formulas for a "ship builder"
Fixed:
- For identical items with identical modifications the mod bonus is now added together before applied to the overall bonus calculation.

For three T20 weapons with the Evil mod the difference will then be 0.036 %.

Before: ( 101.1% * 101.1% * 101.1% ) = 103.336%
After: ( 100% + (1.1% * 3) = 103.3%


Tue Dec 08, 2015 5:28 am
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Team: Deep Space Federation
Rank: Operator
Main: Brugle
Level: 4111

Joined: Sun Feb 17, 2013 5:24 am
Posts: 362
Location: Norway
Post Re: Formulas for a "ship builder"
Added:
- An explanation/warning for users how have not created a character and added skills, before trying to create a build, to do so.


Tue Dec 08, 2015 5:45 am
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Team: The Originals
Rank: Director
Main: hawk
Level: 1366

Joined: Wed Dec 26, 2012 3:58 pm
Posts: 115
Post Re: Formulas for a "ship builder"
hey not sure where it going wrong but when i add in a OS 5 my range goes from +415% to -39.9%


Thu Dec 31, 2015 5:49 pm
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