Engineers Engineering stacked with premium ammo?!

This is just an example: https://s.orbis.zone/2u2s <- I already manually added 30% directly on top of the engineering in this

I'm planning on using efficient Plus permanent premium bonuses.

My qeustion is how do they add up. I assumed you tack on 30% to the engineering as they are seperate. But it this true or does it get assigned mixed with the bonuses already existing.

At my current guess: (if it simply is added to engineering mods)

139.7 * 1.3 = 181.6 or: 125.2 *0.9=112.68*1.24=139.7232*1.3=181.64016

If it is blended with preimum mods:

125.2 *1.44(24%-10%+30%)= 180.22

How does premium add to engineering? I'm hoping for the first example. Ammo multiplying with engineering makes more sense as the ammo is separate.
 
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Well, first of all, if I try to take your build, exchange the 4A plasma accelerator through its unengineered version and apply the same effects as you did. I get the damage of 139,7 on coriolis and 139.78 on http://edshipyard.net. Both configurators work in the way: 125,2 (or 125,25) basic damage enhanced with 24-12,4=11,6%. So the enhancements/effects are calculated against each other before they are applied to the basic value. With the precision of edshipyard it's then: 125,25*1,116=139,779. Coriolis seems not to round up, but just to take only the first decimal position.

Now, I'm a bit irritated, how to get coriolis to show your result of 181,6 - I can't found any setting for premium ammo or something like this. So, without this knowledge, there remains only one way for me: 181,6/139,7*100=129,9928... . So quite 30% simply on top, as you said

Assumed, your value is not already calculated, but just faked/proposed, I would follow the logik: even an unengineered weapon must fullfill the promise "30% more damage, if filled with the best ammo". Then this is also an "additional affect", which is applied directly to the basic damage. So I would extend the formula 125,25*(1+0,24-0,124) while following the logik of the both configurators into 125,25*(1+0,24-0,124+0,3) and get 125,25*1,416=177,354 damage.

My idea for physically correct calculation would be: 125,25*1,3 (standard weapon + premium ammo) extended then with weapon effects really stacked step by step: 125,25*1,3*1,24*0,876=176,867. The logic is: if I build a cannon by usind a harder steel, it can sustain more powerful explosions of gunpowder/propelling charges. But if I make the resulted cannon thinner in order to reduce the weight, the hard but thin barrel walls will not sustain the increased propelling charges. So the last must be reduced. But I would always work with the last result and try to answer the question: what can my cannon sustain after the last and before the next modification?

But at the end my result is not far from that of the both configurators: 177,354 by their logic and 176,867 by mine.
 
The 181.61 was simply manually edited in and saved. That is the value if the 139.7 is simply multiplied by 1.3. As far as I can tell there is nothing in coriolis to add premium ammo damage into the build. But you can manually edit any numbers and preserve it. 8)

There is also a 10% or 20% debuff from plasma slug. Not sure which it should at this point. I was using 10% I think. 125.25*0.9*1.24*1.3.

I guess, technically, my question is more about how the 10% reduction is applied. That is the only real difference. Or if the multipliers are ever added instead of multiplied.

24-10+30=44
vs
1.24*0.9*1.3=1.4508

Or wether there is any mixing of bonus types.
 
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The debuff from plasma slug is shown at coriolis with standard values / menues without manual editing with 12,4 %. Edshipyard shows 24% if no experimental effect is chosen, and 11,6 % if plasma slug is added. As far as I understand edshipyard, it always shows the final result in comparison to the non-engineered version. So also there 24 % first and 11.6 % finally shows, that plasma slug is a debuff of 12,4 % in relation to basic damage. And the logic seems to be - all additional effects work with or against each other in absolut percent values before their total effect is applied to the basi weapon value.
So as I said: 125,25*(1+0,24-0,124+0,3) = 125,25*1,416 = 177,354.
 
I think the changing value is effective change that includes it being used with other buffs. I don't think you can use that directly to find the damage value. I could be wrong though.

Nvm, reading that wrong.

11.6 would be 1.24*0.9=1.116

I guess that means it's not at 20% anymore which is good. I wonder if that is true in game. If so my numbers were correct then. I like the 50 damage per APA. 8)
 
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