These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Skill Discussions

 
  • Topic is locked indefinitely.
 

Skill Bonus Calculation, Theorycrafting and Math

Author
Xyne Talice
Ganis Support Corporation
#1 - 2013-12-04 15:47:05 UTC
Hi,

I spend the last hour searching for a simple answer regarding some Navigation Skills. I didn't find anything conclusive so I'm simply posting here in search of accurate answers.

    Afterburner:
  • 5% reduction to Afterburner duration
  • 10% reduction in Afterburner capacitor use per skill level

    Fuel Consumption:
  • 10% reduction in afterburner capacitor needs per skill level

So now I can imagine a lot of ways to calculate the resulting cap use. Is it done multiplicative, additive or a combination of both and which one comes first?

For the sake of simplicity I refer to an examplaratory Afterburner with 100 cap per cycle an 10 sec cycle time

First simple part - single skill calculus: addition before calculation of result?

Skill
    0. = 100 cap/cycle
  1. -10% = 90
  2. -20% = 80
  3. -30% = 70
  4. -40% = 60
  5. -50% = 50

or is it on the last value?
Skill
    0. = 100 cap/cycle
  1. -10% = 100 * 0.9 = 90
  2. -10% = 90 * 0.9 = 81
  3. -10% = 81 * 0.9 = 72.9
  4. -10% = 72.9 * 0.9 = 65.61
  5. -10% = 65.61 * 0.9 = 59.049


With two skill affecting the same thing (cap use of afterburner) it gets even more complicated.

Does training both of them to 5 result in:

  • - 100% cap use = 0 cap/cycle
  • -50% * -50% = 100 *0.5 * 0.5 = 25 cap/cycle in my example
  • 100 * 0.9 * 0.9 * 0.9 * 0.9 * 0.9 * 0.9 * 0.9 * 0.9 * 0.9 * 0.9 = 34.868 cap/cycle

?

see you Xyne
Sable Moran
Moran Light Industries
#2 - 2013-12-04 17:50:26 UTC  |  Edited by: Sable Moran
Xyne Talice wrote:
  • -50% * -50% = 100 *0.5 * 0.5 = 25 cap/cycle in my example

  • Bingo!

    Edit: Stacking penalties notwithstanding.

    Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene.

    Tau Cabalander
    Retirement Retreat
    Working Stiffs
    #3 - 2013-12-04 18:32:16 UTC  |  Edited by: Tau Cabalander
    There are few skill bonuses that are not applied as a flat bonus amount.

    Bonuses are applied as multipliers: (1 + %bonus1) * (1 + %bonus2) * (1 + %bonus3) * ...

    Stacking penalties are similar:

    (1 + penalty1 * %bonus1) * (1 + penalty2 * %bonus2) * (1 + penalty3 * %bonus3) * ...

    Ordered from highest bonus (no penalty) to lowest bonus (largest penalty).

    Stacking Penalty
    1 1.000000000000
    2 0.869119980800
    3 0.570583143511
    4 0.282955154023
    5 0.105992649743
    6 0.029991166533
    7 0.006410183118
    8 0.001034920483
    9 0.000126212683
    10 0.000011626754
    11 0.000000809046

    Modules and rigs with the same effect are penalized, the only exceptions being:
    * Damage Control.
    * Implant bonuses.
    * Ship based bonuses.
    * Skill based bonuses.
    * Booster bonuses.
    * Drug bonuses.

    Resists bonuses are applied to the difference between 100% and the current resist.
    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #4 - 2013-12-04 19:32:12 UTC

    The damage control & the reactive armor hardener stack with each other, but not with anything else.

    Nanatoa
    #5 - 2013-12-04 23:26:31 UTC  |  Edited by: Nanatoa
    Bonuses from levels of a single skill are additive (5 times a 10% reduction is 50% reduction). Only exception: margin trading.
    Bonuses from different skills and other sources (modules, rigs, fleet) are multiplicative.

    "Stay the course, we have done this many times before." - (CCP) Hilmar, June 2011

    Sable Moran
    Moran Light Industries
    #6 - 2013-12-06 13:48:48 UTC
    Tau Cabalander wrote:
    Modules and rigs with the same effect are penalized


    Cargo expander modules are not stacking penalized.

    Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene.

    Major Xadi
    Ministry of War
    Amarr Empire
    #7 - 2013-12-12 01:26:05 UTC
    I've been curious about why certain skills, like the afterburner skill, will give a % reduction in a modules duration. Shouldn't they give an increase in duration since a decrease will cause the mod to cycle faster and thus eat more cap? Am I thinking about this wrong or is the skill description in error?
    RavenPaine
    RaVeN Alliance
    #8 - 2013-12-12 02:04:20 UTC
    Major Xadi wrote:
    I've been curious about why certain skills, like the afterburner skill, will give a % reduction in a modules duration. Shouldn't they give an increase in duration since a decrease will cause the mod to cycle faster and thus eat more cap? Am I thinking about this wrong or is the skill description in error?



    Cap use used to be an issue with that skill. It now ALSO gives a 10% cap reduction bonus.
    Zor'katar
    Matari Recreation
    #9 - 2013-12-12 04:39:27 UTC  |  Edited by: Zor'katar
    Major Xadi wrote:
    I've been curious about why certain skills, like the afterburner skill, will give a % reduction in a modules duration. Shouldn't they give an increase in duration since a decrease will cause the mod to cycle faster and thus eat more cap? Am I thinking about this wrong or is the skill description in error?

    Afterburner used to give longer AB duration without a direct modification to cap. The result was less cap use due to the longer cycle, but meant that if you needed to switch from speed to agility you had to wait out a longer cycle. So they changed it a while back... made it a reduction in duration instead, and added the reduction in cap use to compensate.
    Salpad
    Carebears with Attitude
    #10 - 2013-12-13 10:56:13 UTC
    Sable Moran wrote:
    Tau Cabalander wrote:
    Modules and rigs with the same effect are penalized


    Cargo expander modules are not stacking penalized.


    In theory, CCP alwats writes it in the "show info" window, if a given module is stacking penalized. Rigs too, IIRC.

    In practice, it's possible that they may have forgotten to write it in one or two cases, or that they've written erroneously on a module (or rig) that isn't penalized, or that was penalized but isn't any longer. In many cases such errors are easy for players to notice and get corrected, but not all.