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Post Re: Equiped Items stats change based on augs/mods
anilv wrote:
Code:
overallStat = augmentedStat * (1 + auraMods)


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

That's because not all AuraMods are percent values and that part of the code is encapsulated in another function to just return a static value of extra buff the tweak gives.

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Thu Jul 03, 2014 11:37 am
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Post Re: Equiped Items stats change based on augs/mods
If your line works, so does mine. All I did was reverse the distributive property to increase clarity of what actually happens with auras.

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Thu Jul 03, 2014 11:47 am
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Post Re: Equiped Items stats change based on augs/mods
I feel like I should add if the AuraMod is a static bonus (eg, +250 shield charge), then that just replaces the value for the aura bonus, e.g.,
Code:
overallShieldCharge = augmentedShieldCharge + 250

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Thu Jul 03, 2014 11:54 am
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Post Re: Equiped Items stats change based on augs/mods
Ok. And I'm assuming that multiple items with mods do not stack but instead becomes mod1 * mod2 * mod3, etc.? And there are a few skills where they have extra modifiers based on conditions. Like Shadow Ambush for the Seer has +1% crit chance but gets another +2% if unseen by target. Would that become stacked as +3% or is it (+1% * +2%)?

I already have most skills added into the calculator and I'll just have to run the math and fit it into a gui (Which will probably take the longest time since I wrote this in Python...)

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Post Re: Equiped Items stats change based on augs/mods
Golfman560 wrote:
Ok. And I'm assuming that multiple items with mods do not stack but instead becomes mod1 * mod2 * mod3, etc.? And there are a few skills where they have extra modifiers based on conditions. Like Shadow Ambush for the Seer has +1% crit chance but gets another +2% if unseen by target. Would that become stacked as +3% or is it (+1% * +2%)?

I already have most skills added into the calculator and I'll just have to run the math and fit it into a gui (Which will probably take the longest time since I wrote this in Python...)


In brief pseudo-code:
Code:
damage = weapon->baseDamage;
isEthereal = weapon->isEthereal; // our weapon is ethereal
skillSeerLevel = 20; // this guy is a seer, woo
skillSpeedDemonFiringLevel = 20; // and also a Speed Demon?

if (isEthereal)
  damage *= 1 + 0.01 * skillSeerLevel;

damage *= 1 + 0.02 * skillSpeedDemonFiringLevel;

// our weapon is also Dynamic modded
damage *= 1.04;



Edit:
Just realised this doesn't really answer your question, the inbuilt item mods (AUG_MODS) get added to your augmenter bonuses one by one before any of the above occurs. So it'd be like:
Code:
// for every item which has a damage AUG_MOD
augBonus += item->aug_damage


Or in my early example, if they had an Overloader and their hull gave +5% damage:
Code:
baseDamage = 200,
AT, IT and any other aug tweakage skill = no bonus,
aug1 = 10% damage,
AUG_MODS = +15% damage (Overloader), +5% damage (Hull)
skill = no bonus,
itemMods = no bonus,
auraMods = +20%,

augBonus  = 1.10 + 0.15 + 0.05 -- Aug, OL, Hull

augmentedStat = baseDamage * augBonus * skill * itemMods
augmentedStat = 200 * 1.3      * 1.0   * 1.0
augmentedStat = 200 * 1.3
overallDamage  = augmentedStat + (augmentedStat * auraMods)
overallDamage  = 260 + 52

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Thu Jul 03, 2014 2:22 pm
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Post Re: Equiped Items stats change based on augs/mods
Golfman560 wrote:
Ok. And I'm assuming that multiple items with mods do not stack but instead becomes mod1 * mod2 * mod3, etc.? And there are a few skills where they have extra modifiers based on conditions. Like Shadow Ambush for the Seer has +1% crit chance but gets another +2% if unseen by target. Would that become stacked as +3% or is it (+1% * +2%)?

I already have most skills added into the calculator and I'll just have to run the math and fit it into a gui (Which will probably take the longest time since I wrote this in Python...)


I'm just going to continue re-answering your questions since I find BD's pseudocode difficult to read.

1) Look at your inventory. If two modded items are displayed in a single stack (i.e. completely identical mods) then those bonuses are added together. Otherwise, all differently stacked mod bonuses are multiplied.

2) Crit chance is additive no matter what so that particular example is flawed. Among stats that are treated multiplicatively, I can't think of any example of a skill that gives +% bonus with an additional contingent bonus to the same stat.

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Thu Jul 03, 2014 3:29 pm
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Post Re: Equiped Items stats change based on augs/mods
Ok both parts of that answer my two separate questions perfectly actually. Here's what I have so far for a gui at least:

Image

I'm hoping I'll be done by next week (Busy for the 4th). So it still needs a day or two of work

Also this is on hold until Sunday since I want to play tonight. The math is mostly coded in, it'll probably need a bit of tweaking since I haven't actually tried running that part of the code.

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Post Re: Equiped Items stats change based on augs/mods
Sweet. I'll pay few bils if your calculator ends up being both good and public.


Thu Jul 03, 2014 11:04 pm
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Post Re: Equiped Items stats change based on augs/mods
The plan was to just dump the source when I finished. Maybe I'll even be arsed to put it on my git.

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Fri Jul 04, 2014 12:52 am
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Post Re: Equiped Items stats change based on augs/mods
Just want to clarify the question about modifications in case I was misunderstood.

Suppose you have two *Radio Titan Lasers equipped, one *Radio+Dynamic, and one *Radio Titan Shield. Each item nominally grants +4.5% elec. The proper computation is

(1 + .045 + .045) x 1.045 x 1.045 = 1.19

so all together you get 19% more elec.

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Fri Jul 04, 2014 2:29 am
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Post Re: Equiped Items stats change based on augs/mods
Golfman560 wrote:
The plan was to just dump the source when I finished. Maybe I'll even be arsed to put it on my git.



If you manage to make this work, and be within 5% of actual results, I'll throw a few bil at you as well.

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Fri Jul 04, 2014 2:30 am
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Post Re: Equiped Items stats change based on augs/mods
Yay for free bils! I'll pick it back up after work tomorrow. First time doing gui stuff so it's taking a tad bit longer then my usual coding.

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Post Re: Equiped Items stats change based on augs/mods
Once you've released the source code, I'd be glad to convert it to a javascript-based web app.

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Sun Jul 06, 2014 11:31 am
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Post Re: Equiped Items stats change based on augs/mods
thecrazygamemaster wrote:
Once you've released the source code, I'd be glad to convert it to a javascript-based web app.

Get out of my head.

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Sun Jul 06, 2014 11:34 am
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Post Re: Equiped Items stats change based on augs/mods
Can it be hooked into the wiki in some way? Because I've done JS work before, I was just making it python so I could code at work in my spare time and still look like I was working

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