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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
andsimo wrote: lordjeroen wrote: MfM only gives 5% hull to industrial freighters, Doesn't say if the 2% of all else (like speed) is still applied. The wiki page is a bit outdates (blame sundog), if you go to the MfM skill ingame you see that industrial freighters get different stats as MfM. I thought MfM still gave the other bonuses to Industrial Freighters, just reduced hull space bonus compared to other ships. _________________ 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 |
Mon Mar 14, 2016 6:37 am |
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Site Admin / Dev Team
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Rank: Councilor Main: The SI Level: 2016 Joined: Wed Sep 01, 2010 4:24 pm Posts: 531 |
anilv wrote: andsimo wrote: lordjeroen wrote: MfM only gives 5% hull to industrial freighters, Doesn't say if the 2% of all else (like speed) is still applied. The wiki page is a bit outdates (blame sundog), if you go to the MfM skill ingame you see that industrial freighters get different stats as MfM. I thought MfM still gave the other bonuses to Industrial Freighters, just reduced hull space bonus compared to other ships. This is correct. This is the bit of code where MFM gives its bonuses, should help increase your calculator accuracy. Code: m_fShield *= (1.0 + (0.10 * skill)); m_fEnergy *= (1.0 + (0.02 * skill)); m_fSpeed *= (1.0 + (0.02 * skill)); m_fTurning *= (1.0 + (0.02 * skill)); m_fDamage *= (1.0 + (0.02 * skill)); m_fShieldCharge *= (1.0 + (0.02 * skill)); m_fEnergyCharge *= (1.0 + (0.02 * skill)); m_fThrust *= (1.0 + (0.02 * skill)); m_fVisibility *= (1.0 + (0.05 * skill)); if (hull && hull->GetSpec()->classType != Item::INDUSTRIAL_FREIGHTER) m_fSpace *= (1.0 + (0.10 * skill)); else m_fSpace *= (1.0 + (0.05 * skill)); m_fWeight *= (1.0 - (0.02 * skill)); m_fTracking *= (1.0 + (0.02 * skill)); m_fRadar *= (1.0 + (0.02 * skill)); m_fRange *= (1.0 + (0.02 * skill)); _________________ Hey, I'm Ryan! I've been playing Star Sonata since early 2005 and I've been involved with the development of the game since 2009. I do server and client programming mainly focusing on bug fixes, but I've also dabbled in creating a little bit of content too such as Captain Kidd. |
Mon Mar 14, 2016 8:45 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
SI wrote: snip SI'd _________________ 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 |
Mon Mar 14, 2016 9:28 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
SI wrote: This is the bit of code where MFM gives its bonuses, should help increase your calculator accuracy. Code: m_fShield *= (1.0 + (0.10 * skill)); m_fEnergy *= (1.0 + (0.02 * skill)); m_fSpeed *= (1.0 + (0.02 * skill)); m_fTurning *= (1.0 + (0.02 * skill)); m_fDamage *= (1.0 + (0.02 * skill)); m_fShieldCharge *= (1.0 + (0.02 * skill)); m_fEnergyCharge *= (1.0 + (0.02 * skill)); m_fThrust *= (1.0 + (0.02 * skill)); m_fVisibility *= (1.0 + (0.05 * skill)); if (hull && hull->GetSpec()->classType != Item::INDUSTRIAL_FREIGHTER) m_fSpace *= (1.0 + (0.10 * skill)); else m_fSpace *= (1.0 + (0.05 * skill)); m_fWeight *= (1.0 - (0.02 * skill)); m_fTracking *= (1.0 + (0.02 * skill)); m_fRadar *= (1.0 + (0.02 * skill)); m_fRange *= (1.0 + (0.02 * skill)); Furthermore why does a skill such as Merchant Feet Master give +% in damage, tracking, range, tracking? Edit: Not to mention the negative increase in visibility, wouldn't that hurt stealthy trade slaves? PS: Calculator updated. |
Mon Mar 14, 2016 10:25 am |
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Site Admin / Dev Team
Team:
Rank: Councilor Main: The SI Level: 2016 Joined: Wed Sep 01, 2010 4:24 pm Posts: 531 |
andsimo wrote: SI wrote: This is the bit of code where MFM gives its bonuses, should help increase your calculator accuracy. Code: m_fShield *= (1.0 + (0.10 * skill)); m_fEnergy *= (1.0 + (0.02 * skill)); m_fSpeed *= (1.0 + (0.02 * skill)); m_fTurning *= (1.0 + (0.02 * skill)); m_fDamage *= (1.0 + (0.02 * skill)); m_fShieldCharge *= (1.0 + (0.02 * skill)); m_fEnergyCharge *= (1.0 + (0.02 * skill)); m_fThrust *= (1.0 + (0.02 * skill)); m_fVisibility *= (1.0 + (0.05 * skill)); if (hull && hull->GetSpec()->classType != Item::INDUSTRIAL_FREIGHTER) m_fSpace *= (1.0 + (0.10 * skill)); else m_fSpace *= (1.0 + (0.05 * skill)); m_fWeight *= (1.0 - (0.02 * skill)); m_fTracking *= (1.0 + (0.02 * skill)); m_fRadar *= (1.0 + (0.02 * skill)); m_fRange *= (1.0 + (0.02 * skill)); Furthermore why does a skill such as Merchant Feet Master give +% in damage, tracking, range, tracking? Edit: Not to mention the negative increase in visibility, wouldn't that hurt stealthy trade slaves? PS: Calculator updated. This bit only applies to trade slaves. I assume the damage, tracking, range, and tracking would help with mining slaves? And yes, it would seem that if you want to have stealthy trade slaves MFM is not the way to go. _________________ Hey, I'm Ryan! I've been playing Star Sonata since early 2005 and I've been involved with the development of the game since 2009. I do server and client programming mainly focusing on bug fixes, but I've also dabbled in creating a little bit of content too such as Captain Kidd. |
Mon Mar 14, 2016 10:35 am |
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Team:
Rank: Officer Main: number666.5 Level: 8924 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
+Vis on Tslaves on MfM just seems wierd. Bug?
_________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Mon Mar 14, 2016 10:54 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
SI wrote: This bit only applies to trade slaves. I assume the damage, tracking, range, and tracking would help with mining slaves? And yes, it would seem that if you want to have stealthy trade slaves MFM is not the way to go. PS: Updated on Wiki and in calculator (Had to hard code the hull type [Industrial Freighter] effect in regards to capacity bonus, so the skill overview will list wrong bonuses. Will be applied correctly when calculations are done.) |
Mon Mar 14, 2016 11:02 am |
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Contributor
Team:
Rank: Officer Main: SunDog60 Level: 6541 Joined: Sun Dec 25, 2011 2:15 pm Posts: 613 Location: Canada |
carterstrain wrote: The way Paladin explained it to my confused box of soapyness, Sunny only wants to be a Gunner. He doesn't want alts (besides that f2p webchat thing). And IF he had to make more than one character, they're all going to Gunner and Station Mastery, regardless of how little remaining base slots he has. As supreme director of the best team, no one gets to tell him what to do. You see, it's sort of true, but not entirely. Gunner is my favorite class, but I am also a big fan of Speed Demon. My first class was SD, and Enselidus (who at the time was the director of the team I was on) gave me a Faranji Wingship, which was fucking awesome (especially since it was free!). If I were to have alts, it would most likely be an engineer and a second gunner, along with some recon focus characters for fun. As for trade skills, I'm a big fan of StM, but also like ExE. Don't like MfM or CA though. Sadly I lost that Fwing, I had decided I wanted to give it back to Ense since I no longer needed it. I made it a trade slave and took all its gear and left it in Earthforce Celestial Garden Outpost until I could transfer it. A fly flew over and blew it up. Nice calculator by the way. _________________ T21 Skills and Dailies Guide - Personal Wiki Contributions - Monthly Wiki Contributions |
Mon Mar 14, 2016 4:12 pm |
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Main: king kone
Level: 37 Joined: Mon Jan 07, 2008 10:36 pm Posts: 1068 |
Well. At least it wasn't a Space Rat. That's still pretty embarrassing, though.
_________________ ->Aces High ->Fortes Fortuna Juvat ->Up with irons |
Mon Mar 14, 2016 6:28 pm |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
The hull space of bases has been added to the google sheet and calculator. Thnx for the information provided, and sorry for a bit long time to add it.
Also added so the item viewer shows all bases and base items. |
Mon Apr 04, 2016 2:40 am |
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Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
This calc is crazy accurate, i hope the devs showered you with seals or maxed out your bar skills! Can this be added to the top of the website, maybe under game?
_________________ "I still miss the Crack Whores..." - Jeff_L |
Fri Apr 08, 2016 8:04 pm |
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Contributor
Team:
Rank: Soldier Main: Hober Mallow Level: 4921 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
The only thing I've found to be off is the total percentage damage bonus, even when I account for as many things as I can. And even then its not THAT bad.
_________________ http://www.starsonata.com/suggestions |
Fri Apr 08, 2016 9:42 pm |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
redalert150 wrote: This calc is crazy accurate, i hope the devs showered you with seals or maxed out your bar skills! Can this be added to the top of the website, maybe under game? PS: I got a lot of help on the calculations and feedback from players and devs, so any thnx should go to them too. MasterTrader wrote: The only thing I've found to be off is the total percentage damage bonus, even when I account for as many things as I can. And even then its not THAT bad. Do you mean the Permanent Bonus is higher then it should be, but the actual DPS is correct? There are also some effects from advanced sub skills and some items which is dependent on specific situations, which I can't incorporate into the calculator. EDIT: Turning still irritates me. I believe there is a variable on ships I haven't access to / don't know about, which effects the calculation. My best guess is that there is a ship diameter variable as a part of the calculation. |
Sat Apr 09, 2016 6:34 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Added:
- You can now specify amount of extra workers on base, to see the ration consumption - Kalthi skills - Permanent bonuses changed from Station Mastery -> Drone Deployment |
Tue Apr 12, 2016 2:42 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Fixed:
- Weapons with Forceful and/or Dynamic mod will not get their full bonus. I forgot to apply the bonus to both min and max damage (So only half of the bonus were applied). - Effect from Control skills are now added after applying mods. - Overclocked now reduces the recoil (Firing faster), feel I'm back and forth on this one?? PS: Having issues with multiple projectile weapons, when I calculate the damage. All weapons with only one projectile are correct. Any ideas? Mod: Damage +126,92 % Anti-Capital System Mk V [Forceful] (4 projectiles) Ship window = 624 Calculator = 64 * 4 * 1,08 * 2,2692 = 627,388 Abstructor (5 projectiles) Ship window = 325 Calculator = 29 * 5 * 2,2692 = 329,034 Love Cylinder (2 projectiles) Ship window = 532 Calculator = 119 * 2 * 2,2692 = 540 EDIT: It might not look like a large difference, but it has a major impact on DPS. |
Sun Apr 17, 2016 9:16 am |
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