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Post Re: Augmenter Bonus Calculation
isn't there ship builder?

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Wed Jan 01, 2014 10:52 am
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Post Re: Augmenter Bonus Calculation
This is for people who actually want to know how the calculations work, instead of getting results out for a specific setup.

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Wed Jan 01, 2014 11:03 am
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Post Re: Augmenter Bonus Calculation
Here should be a zip file containing pictures of the formulas typed into Word, making them a little easier to read.


Fri Feb 21, 2014 4:38 pm
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Post Re: Augmenter Bonus Calculation
Thanks, those look really great. It seems the forum is a tad broken right now as I don't have the option to upload attachments… once it's fixed I will definitely slot those images in.

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Fri Feb 21, 2014 5:10 pm
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Post Re: Augmenter Bonus Calculation
Man, formulas so hard, viewed this page 4800 times.

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Sat Mar 08, 2014 2:09 pm
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Post Re: Augmenter Bonus Calculation
Pandine wrote:
Man, formulas so hard, viewed this page 4800 times.


So it was youuuuuu

Also BUMP for new formatting on the math, courtesy of Shadow Wolf.

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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.

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Sat Mar 08, 2014 2:38 pm
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Post Re: Augmenter Bonus Calculation
Please help me explain why this is just wrong. So goddamn wrong.

He told me he used AT25 and IT3.


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Thu Mar 27, 2014 12:36 am
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Post Re: Augmenter Bonus Calculation
I am not sure where those elec temp numbers are coming from. Nothing obvious seems to arrive at them. At any rate he is clearly not doing a proper treatment of the negative bonuses which I explain on the first page.

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Thu Mar 27, 2014 3:07 am
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Post Re: Augmenter Bonus Calculation
anilv wrote:
I am not sure where those elec temp numbers are coming from. Nothing obvious seems to arrive at them. At any rate he is clearly not doing a proper treatment of the negative bonuses which I explain on the first page.



He is using the base stat, say CaL -3% temp. Doubling it to 6, and then adding another 3% ending up with 6.18%. He does the same for emp and Tarkins.

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Thu Mar 27, 2014 6:06 pm
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Post Re: Augmenter Bonus Calculation
Why is he adding another -3%? Anyway, even the part where he doubles -3% to -6% is wrong. I clearly explain the proper approach in the guide.

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Thu Mar 27, 2014 6:08 pm
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Post Re: Augmenter Bonus Calculation
anilv wrote:
Why is he adding another -3%? Anyway, even the part where he doubles -3% to -6% is wrong. I clearly explain the proper approach in the guide.



AT25 and Imp Tweak 3. I can't explain to him how wrong he is. XD

His setup involved 2 Divine Wattage Augs, which gave him well over -100% elec temp in his excel sheet. I laughed and he told me I was wrong.

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Thu Mar 27, 2014 6:09 pm
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Post Re: Augmenter Bonus Calculation
Well unless he is gaining energy while firing his weapons I think we both know who the wrong one is.

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Thu Mar 27, 2014 6:51 pm
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Post Re: Augmenter Bonus Calculation
anilv wrote:
Well unless he is gaining energy while firing his weapons I think we both know who the wrong one is.



I tried so hard to explain that too him, but he didn't believe me. Said he came up correct when he tested it. I was like wat.

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Thu Mar 27, 2014 8:16 pm
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Post Re: Augmenter Bonus Calculation
So I tried to make a calculator.. Missing alot of augmenters and not possible to put any equipment on the ship, so kinda basic. However just wanted someone to double check the calculation at this point.

https://docs.google.com/spreadsheets/d/1J4_zRVwt9PZuKZMs4MSrIFrL79k3X4joaniyzAe0lhw/edit?usp=sharing


Mon Apr 07, 2014 7:02 am
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Post Re: Augmenter Bonus Calculation
I took the liberty of changing the formula in Calculation 2, column L, to the correct value. You had a + sign where a - sign was required. The calculation will now work correctly for any combination of positive and negative augmenters. When in doubt, just remember that if there is no Augmenter Tweaking, a single negative augmod should come out the same as it went in.

BUT

You are currently not combining Augmenters properly with Overloaders and Ship augmods. Between columns K and L on that sheet, there needs to be a step where the Overloader and Ship contribution is added in. You cannot simply wait till the end and add them together as you are currently doing in the Ship Calculator tab.

The same is true for any other augmod on gear, such as the +20% Damage on a Zombie Bunny Stop. It is ultimately up to you whether you want your calculator to encompass all gear or not, but with the great framework you have set up it would seem a real shame to stop just short of the finish line. To be clear, the problem is that in the presence of any negative augmods it is not at all trivial to predict the effect of adding another augmod (such as from a shield or other item).

You are also currently ignoring any negative aug bonuses in your Ship Calculator tab. I assume you'll rectify this now that the calculation has been fixed for negative bonuses?

On the matter of organization, I'm not sure it's necessary to include all seven damage types for Overloaders. To my knowledge there are only +Damage (all) and +Transference Power (which is actually a bona fide augmod in its own right).

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Mon Apr 07, 2014 3:31 pm
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