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Cooldown Bonus explanation? Please help me understand how it works!


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13 réponses à ce sujet

#1
Cloaking_Thane

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OK so math wasn't exactly my best subject in school so if this is completely wrong please correct me.

For Ease of illustration I'll use a 1 second cooldown time.

So Concussive Shot has a 1 second CD time

I equip only a pistol for 200% cooldown

is the cooldown then 1x.5= .5 and then .5x.5= .25?

Is this how it works?

#2
Beatrix Tair

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Rel' to my interests.

Your supplied math makes no sense in my head...seems like you've done some sort of "Apply 100% then apply 100% again" which doesn't seem right to me. Then again I'm terrible at %-based mathematics.

Regardless...I'd like to know the specifics too...just how much is each % of CDR actually worth?

#3
Kronner

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http://social.biowar...7/index/9291444

#4
Cloaking_Thane

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Thanks, the math makes no sense to me, but there it is.

I dont venture into the spoiler forum!

#5
maxulic

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Cloaking_Thane wrote...

OK so math wasn't exactly my best subject in school so if this is completely wrong please correct me.

For Ease of illustration I'll use a 1 second cooldown time.

So Concussive Shot has a 1 second CD time

I equip only a pistol for 200% cooldown

is the cooldown then 1x.5= .5 and then .5x.5= .25?

Is this how it works?


X% means it is X/100 times faster. So if we take your 200% it is twice (200/100) faster, hence 0.5 second.

#6
SeiLah

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maxulic wrote...

X% means it is X/100 times faster. So if we take your 200% it is twice (200/100) faster, hence 0.5 second.


Wouldn't it be 1 + X/100 times faster? So we get 0% is the base cooldown time, 100% faster is twice faster and 200% would be 3 times faster.

#7
Guest_the satirist_*

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SeiLah wrote...

maxulic wrote...

X% means it is X/100 times faster. So if we take your 200% it is twice (200/100) faster, hence 0.5 second.


Wouldn't it be 1 + X/100 times faster? So we get 0% is the base cooldown time, 100% faster is twice faster and 200% would be 3 times faster.


this.

To not confuse ppl too much, you could also say the recharge time is a third of the base value, when you have a +200% bonus.

CD = base recharge time * (1/1+x)

#8
Guest_the satirist_*

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That's a quite a tricksy system for negative bonuses/overweight, though.

If the overweight states a penalty of -50% on cooldown, you would think the rechargetime is 1.5 times the base value. According to the formula however, it's 2 times the base value.

new recharge time = base recharge time * (1/1-50%) =base rechargetime * (1/0.5)

#9
SeiLah

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the satirist wrote...

SeiLah wrote...

maxulic wrote...

X% means it is X/100 times faster. So if we take your 200% it is twice (200/100) faster, hence 0.5 second.


Wouldn't it be 1 + X/100 times faster? So we get 0% is the base cooldown time, 100% faster is twice faster and 200% would be 3 times faster.


this.

To not confuse ppl too much, you could also say the recharge time is a third of the base value, when you have a +200% bonus.

CD = base recharge time * (1/1+x)


2 things:
1st i think you meant CD = base recharge time * ( 1 / 1 + (x/100))

And 2nd: When you look at overweight multipliers you get negative numbers. If we throw a -100 as X on that formula we could break the entire universe (or return NAN). 

If i were to guess i would say the formula is something like:
CD = Base recharge time * ( 1 + ( |x|/100)) ^ a,
where x is the percentage and 
a = 1 if x <= 0
       -1 if x > 0

Edit: forgot it's |x|

Modifié par SeiLah, 22 février 2012 - 02:33 .


#10
Guest_the satirist_*

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SeiLah wrote...

the satirist wrote...

this.

To not confuse ppl too much, you could also say the recharge time is a third of the base value, when you have a +200% bonus.

CD = base recharge time * (1/1+x)


2 things:
1st i think you meant CD = base recharge time * ( 1 / 1 + (x/100))

And 2nd: When you look at overweight multipliers you get negative numbers. If we throw a -100 as X on that formula we could break the entire universe (or return NAN). 

If i were to guess i would say the formula is something like:
CD = Base recharge time * ( 1 + ( |x|/100)) ^ a,
where x is the percentage and 
a = 1 if x <= 0
       -1 if x > 0

Edit: forgot it's |x|

oh gawd, I devided by zero!!!!!!
Image IPB

And no, I meant exactly what I wrote, Your objection is right of course. And now I'm confused. :blink:
I need to think this over again.

Modifié par the satirist, 22 février 2012 - 02:39 .


#11
Guest_the satirist_*

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ok, here you find the official statement:
click me


quote:

Formula 2 – Recharge Speed Upgrades

Recharge speed (aka cooldown) use a formula called divide by bonus sum. The formula is as follows:

New Value = Base Value at Rank 1 * (1.0 / (1.0 + Sum of all rank bonuses + Dynamic Bonuses))

The
definitions of the values are the same as above. So if recharge speed
is 10 seconds at Rank 1, the sum of your rank bonuses is 50% and the
dynamic bonuses total at 25%, using the formula above what you find is
the value is 5.7. Only recharge speed is calculated using this formula.
Also, it should be noted that Henchmen power recharge speeds are always
double what Shepard’s recharge speed is (there may be one or two
execptions, but those are close to double). This is to stop the henchmen
from being overpowered.


So my formula was right. (I copied it from that link, after all^^). That still leaves us with the problem, that an overweight penalty of -100% would cause the formula to go to hell. I can only assume, that either the overweight penalty is limited to a maximum value of something like 90%, or that they use a different formula for negative bonuses (i.e. just add the penalty as you would normaly expect: -50% bonus = 1.5 times recharge time).
The latter would also take care of the counterintuitive effect, I explained above.

Modifié par the satirist, 22 février 2012 - 02:55 .


#12
SeiLah

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That wouldn't work with negative numbers at all.
Just made a small test: I created a new infiltrator and was able to get -1% weight bonus. The cooldown on rank 1 cloak ( no ranks in any skill besides rank 1 cloak) was 10 seconds. Then i got -200% weight penalty and i got a 30 seconds cooldown on cloak (3 times the base cooldown). If we were to use that formula we would get CD = 10 * ( 1 / (1 - 2)) = -10 seconds.
My formula gives the right number for the -200% cooldown, and on the positive porcentage ( a = -1) it's the same formula as the one from the post.
My guess is he tried to simplify it since this forum is not about math.

@OP: Here's a graph of the cooldown ( y times base cooldown) on the bonus porcentage:
Image IPB

#13
Stormbringer3

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Thanks for the work on this. I find it very helpful.

#14
Variasaber

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That graph gets the point across very efficiently. Good work, SeiLah.

While the mathematics of this can be interesting, if you're looking to predict recharge times you don't actually need it. Under your Powers section each non-passive power has a listing for its recharge time, and that number automatically adjusts to fit the bonus based on the weapons you have equipped (as well as recharge time bonuses in the power tree, of course).

My policy is simply "larger percentage = faster cooldown" without really worrying too much about the actual seconds.

Also: -200% bonus gives Tactical Cloak a 30 second cooldown? Good lord, that doesn't seem worth any two heavy weapons. On that note, why do some people carry a Claymore and a Widow? I've been trying to avoid those just because of how heavy they are separately o.0