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Equiped Items stats change based on augs/mods
http://forum.starsonata.com/viewtopic.php?f=3&t=59273
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Author:  RandomDude3P1C [ Wed Jul 02, 2014 1:59 pm ]
Post subject:  Equiped Items stats change based on augs/mods

As simple as that, if i have a GGnT equiped to my efdread , the stats on the ggnt change to reflect the actual ammount it is contributing to my regen and shielding. as well as if i have elec temp it changes the elec cost to represent that which would make auging and mods much more understandable for newer players

Author:  Golfman560 [ Wed Jul 02, 2014 2:16 pm ]
Post subject:  Re: Equiped Items stats change based on augs/mods

I would absolutely love this.

Author:  redalert150 [ Wed Jul 02, 2014 3:14 pm ]
Post subject:  Re: Equiped Items stats change based on augs/mods

Pretty sure they are working on something like this.

Author:  Blue Dwarf [ Wed Jul 02, 2014 3:35 pm ]
Post subject:  Re: Equiped Items stats change based on augs/mods

Not in the item description.

Would get extremely complicated and costly to do, not to mention confusing for newer players.

Author:  Golfman560 [ Wed Jul 02, 2014 3:59 pm ]
Post subject:  Re: Equiped Items stats change based on augs/mods

Then would it be possible to get the proper math at some point? I'll put together a calculator. Just whether skills come first (And what if different types are calcualted in different spots) and then augs and diffusers and ship stats. Things like that.

Author:  Blue Dwarf [ Wed Jul 02, 2014 4:14 pm ]
Post subject:  Re: Equiped Items stats change based on augs/mods

http://wiki.starsonata.com/index.php/Fo ... r_Addition

In the way the bonuses apply...

overallStat = baseStat * (AT + AUG_MODS) * skills * itemMods + aura_mods.

AT is what you get from the Augmenter Tweaking calculation.
AUG_MODS are items inbuilt mods, eg +speed% on Vazaha Cloaks, this includes Overloaders and your hull.
Skills is anything that's a skill, unless it specifically says it does something hard (eg, +/-1 damage from the Lagrange skills).
itemMods is modifications, as in Ion Peashooter* [Dynamic].
aura_mods are basically everything else, such as neurotweaks, auras, weapon side effects etc (things which cause the floaty tweak icons, taking into account only the highest absolute magnitudes).

I feel like I'm missing something from this. But I'm not sure what.

You should also remember certain skills/bonuses are purely additive (multifiring) and some work by division instead of multiplication (eg, anything where < 0 is better, and 0 should never be obtained, so visibility, rate of fire, and resistances).
PS: It's best to convert resistances into vulnerabilities (aka damage multipliers) and run with them like that, it makes so much more sense (on a hull, 40% resistance is 0.6 damage mult). Only on items that give raw resistances, mind you, not bonuses (do it on hulls, but not augmenters, for example).

Author:  anilv [ Wed Jul 02, 2014 4:30 pm ]
Post subject:  Re: Equiped Items stats change based on augs/mods

Golfman560 wrote:
Then would it be possible to get the proper math at some point? I'll put together a calculator. Just whether skills come first (And what if different types are calcualted in different spots) and then augs and diffusers and ship stats. Things like that.


viewtopic.php?f=17&t=42444

Read that to understand how augs and item inbuilts work (together the two are called augmods). With very few exceptions, all skills multiply with each other and with your total bonus from augmods. The exceptions I can think of are the three Crit stats (although there is no Crit Resistance augmod anyway) and Multifiring. Other than those, all skills granting a bonus to some stat will multiply with every other skill that grants the same bonus, and with your total bonus from augmods (cf. my guide).

As BD said, there are a few skills that multiply "by division," i.e. the way they are expressed in the game is actually the reciprocal of the way they work. Resistance and Elec Tempering are the ones that come to mind here. My guide works out a few examples with Resistance so you should be able to figure the rest out from there. In both cases the bonus from skills does still multiply with your augmod bonus, however. I must also repeat his solid advice to think about resistance in terms of vulnerability, if you don't already do so. Not only does it make the computations much simpler, it also grants superior understanding of what setups are actually good in this game.

EDIT: for completeness I'll also mention Recoil, Visibility, and Inertial Dampening as some other bonus types that work by reciprocal (even though RoF is expressed as a positive augmod, skills that grant that bonus express it in terms of negative Recoil). Also, Inertial Dampening isn't granted by any skill I know of, but presumably it would work by reciprocal as well. In principle, Transference Efficiency would also function this way but it's not granted by any skill either (although Transference Resistance is, and it does the exact same thing).

Author:  RandomDude3P1C [ Thu Jul 03, 2014 8:55 am ]
Post subject:  Re: Equiped Items stats change based on augs/mods

how about the ship page be updated to actually show your resists and modifiers?

Author:  Blue Dwarf [ Thu Jul 03, 2014 8:57 am ]
Post subject:  Re: Equiped Items stats change based on augs/mods

Pretty sure I've said this before, it's already planned in some flavour.

Author:  Golfman560 [ Thu Jul 03, 2014 8:57 am ]
Post subject:  Re: Equiped Items stats change based on augs/mods

Ok thanks for the links everyone. I knew the AT was in the wiki but wasn't sure whether it had been updated.

Also BD you said + aura_mods, but what about auras that give +15% or something? Assume multiplication? Or just addition still?

Blue Dwarf wrote:
overallStat = baseStat * (AT + AUG_MODS) * skills * itemMods + aura_mods.

aura_mods are basically everything else, such as neurotweaks, auras, weapon side effects etc (things which cause the floaty tweak icons, taking into account only the highest absolute magnitudes).

Author:  Blue Dwarf [ Thu Jul 03, 2014 9:11 am ]
Post subject:  Re: Equiped Items stats change based on augs/mods

Golfman560 wrote:
Ok thanks for the links everyone. I knew the AT was in the wiki but wasn't sure whether it had been updated.

Also BD you said + aura_mods, but what about auras that give +15% or something? Assume multiplication? Or just addition still?

Blue Dwarf wrote:
overallStat = baseStat * (AT + AUG_MODS) * skills * itemMods + aura_mods.

aura_mods are basically everything else, such as neurotweaks, auras, weapon side effects etc (things which cause the floaty tweak icons, taking into account only the highest absolute magnitudes).

Okay, so a simple worked example would be say...

Code:
baseDamage = 200,
AT, IT and any other aug tweakage skill = no bonus,
aug1 = 10% damage,
AUG_MODS = +15% damage (Overloader),
skill = no bonus,
itemMods = no bonus,
auraMods = +15%,
augBonus = 1.10 + 0.15 -- That is, 10% from the aug and 15% from OL

totalBonus = augBonus * skill * itemMods + auraMods
totalBonus = 1.25     * 1.0   * 1.0      + 0.15
totalBonus = 1.40
overallDamage = baseDamage * totalBonus
overallDamage = 280

Author:  Golfman560 [ Thu Jul 03, 2014 9:13 am ]
Post subject:  Re: Equiped Items stats change based on augs/mods

Awesome. I'll put something together soon so that people can use it

Author:  anilv [ Thu Jul 03, 2014 10:49 am ]
Post subject:  Re: Equiped Items stats change based on augs/mods

I just tested and Panther tweak +100% damage is definitely multiplicative with all other sources of bonus damage. You must be reading the code wrong or else explaining it wrong, BD.

Author:  Blue Dwarf [ Thu Jul 03, 2014 11:30 am ]
Post subject:  Re: Equiped Items stats change based on augs/mods

Just looked it up, the equation should look like this (at least for damage):

Code:
augmentedStat = baseStat * (AT + AUG_MODS) * skills * itemMods
overallStat   = augmentedStat + (augmentedStat * auraMods)



So to rectify my example:
Code:
baseDamage = 200,
AT, IT and any other aug tweakage skill = no bonus,
aug1 = 10% damage,
AUG_MODS = +15% damage (Overloader),
skill = no bonus,
itemMods = no bonus,
auraMods = +20%,

augBonus  = 1.10 + 0.15 -- That is, 10% from the aug and 15% from OL

augmentedStat = baseDamage * augBonus * skill * itemMods
augmentedStat = 200 * 1.25     * 1.0   * 1.0
augmentedStat = 200 * 1.25
overallDamage  = augmentedStat + (augmentedStat * auraMods)
overallDamage  = 250 + 50

Author:  anilv [ Thu Jul 03, 2014 11:35 am ]
Post subject:  Re: Equiped Items stats change based on augs/mods

Blue Dwarf wrote:
Code:
augmentedStat = baseStat * (AT + AUG_MODS) * skills * itemMods
overallStat   = augmentedStat + (augmentedStat * auraMods)

overallStat = augmentedStat * (1 + auraMods)


I will never understand why coders refuse to write things in a logical way. :P

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