You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The following is in Raw HP, because it's easier to check it against the numbers in 'Attributes':
Get any ship.
Fit a Medium Ancillary Remote Armor Repairer. Load it with Nanite Paste
Drag same fit into 'projected', so that one instance of that fit is projecting on.
Set HP to 'Raw' and observe 72.5 HP/s as expected (145 * 3 / 6 from the attributes).
Do 'change quantity' on the projection and set it to 2.
Expected:
Repair rate becomes 145 HP/s
Actual:
Repair rate becomes 290 HP/s (i.e. 4x rather than 2x)
Setting it to 3 gets 942.5, to 4 gets 2900.
The text was updated successfully, but these errors were encountered:
It's multiplying the amount by three each time. It almost certainly has to do with the fact that the nanite repair paste multiplies the repair amount by three. We are probably not being careful with where / how we apply that. I'll look into it some more tomorrow.
.
The following is in Raw HP, because it's easier to check it against the numbers in 'Attributes':
Get any ship.
Fit a Medium Ancillary Remote Armor Repairer. Load it with Nanite Paste
Drag same fit into 'projected', so that one instance of that fit is projecting on.
Set HP to 'Raw' and observe 72.5 HP/s as expected (145 * 3 / 6 from the attributes).
Do 'change quantity' on the projection and set it to 2.
Expected:
Repair rate becomes 145 HP/s
Actual:
Repair rate becomes 290 HP/s (i.e. 4x rather than 2x)
Setting it to 3 gets 942.5, to 4 gets 2900.
The text was updated successfully, but these errors were encountered: