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Wolf-Rayet Damage Modifier Stacking Penalty #159
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From effect script thing:
Perhaps it's missing the |
Issue is a bit deeper. Guns are easy - i am pretty sure they are stacking penalized, because Celestials are (or, at least, were) not immune to penalization, and both dmg mods and celestial effects use postMul. Missiles which you used for bechmark, however, are different. Effects which modify damage of all missiles - usually do not modify missiles directly, they change on-character attribute.
This is effect for BCS damage bonus. All penalizations (between multiple BCS' and rigs, for example) apply to multiplier carried by character object, after that multiplier is applied from character to missiles (to me it is unknown if it uses preMul or postMul). Thus, chain looks like:
Even if wolf-rayet uses same modification type as BCS effect, they will never be in the same stacking penalization chain because BCS effect has intermediate attribute. In pyfa, we do not have intermediate attribute (character in pyfa doesn't really carry any attributes and effects anyway), thus we have to reflect this 'virtual' stacking penalty chain some other way. But before that, i would like to know what kind of modification that on-character effect has. To find it out, i need following data: To find out what modification type character applies, please post exact fit you have used for your test ("My in-game volley was 4037, and with my skills in a WR in pyfa said 3774 volley"). I suspect they are still stacking penalized, just in an non-obvious way. |
Quick note for @DarkFenX: also, fit replication for easy copying:
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Damage from BCS: (1+0.1)×(1+0.1×0.86911998)×(1+0.1×0.86911998^4) = 1.263822301 multiplier Thus yes, wolf-rayet damage bonus is not stacking penalized with BCS damage bonus at all, which means we have 2 possible variants:
To verify which of these claims is right, I need to have some turret-based ship with few damage modules in wolf-rayet, and following data:
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Gyrostabilizer II Limited 1MN Microwarpdrive I 250mm Light Artillery Cannon II, Republic Fleet EMP S Small Projectile Ambit Extension I
Note that my small artillery spec is level IV, and all other damage-bonusing gunnery skills are at V.
So it appears that only missile damage is off, or CCP's in-game calculation is wrong. |
Thanks. It means that on-character missile damage multiplier is applied to missiles using preMul operator, and celestial bonuses are still stacking penalized. I will review patch and make necessary adjustments after this weekend. |
I believe that the wormhole effects (I have only tested in-game the wolf-rayat small gun damage modifier bonus, but I think also the magnetar effect is incorrect) are applying damage modifier stacking penalties where they really shouldn't be.
I tested in-game a RLML cerberus in a c5 wolf rayat. My in-game volley was 4037, and with my skills in a WR in pyfa said 3774 volley. This is consistent with the attached spreadsheet screenshot; the pyfa values match my calculated values if the stacking penalty was applied due to the wolf rayat gun damage modifier, affecting only the damage bonus part of damage mods.
the values in pyfa are consistent with the small gun bonus being affected by stacking penalties, whereas in game values do not reflect this.
Looking at pyfa it also appears that magnetar damage bonuses are also affected by stacking penalties. I don't think this is the case in game, although I do not have access to a magnetar to confirm this.
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