This has probably already been covered somewhere on the forums so I might be restating the obvious, but I felt like messing with the math for my own satisfaction.
*** Ah so, yeah already covered in this topic. Oh well, sorry to repeat!
Ignore Tech Armor for a moment, but I'll get there.
The weapon loadout power bonus/penalty is directly altered by the cooldown reductions from your skill specs.
For instance, Warp has a 25% reduction and a 35% reduction. Important to note, Warp has an 8 second base cooldown (choose a 0% loadout and check Warp level one to verify this).
If you have a +100% weapon loadout and take only the first reduction, you will now have a +125% bonus. If you take both, you will have a +160% bonus. If you have a -100% weapon loadout, it will be -75% and -40% respectively. This final number will be applied to the base cooldown of 8 seconds.
So here are the bonus and penalty functions (or function and inverse):
x = base cooldown
y = absolute value in decimal format of your final bonus/penalty percentage
Bonus: x / (1 + y)
Penalty: x * (1 + y)
This holds true even if you're at a +200% bonus from weapons and spec for further cooldown reduction. It would be +225% and +260% respectively. Thus +200% at weapons, consider the 25% and 35% reductions:
200% is 8 / (1 + 2) = 2.67
225% is 8 / (1 + 2.25) = 2.46
260% is 8 / (1 + 2.6) = 2.22
Go ahead and plug stuff in to check this.
Alright, Tech Armor. I suspect the 80% penalty is also applied directly to your bonus/penalty number, and I suspect the level six spec brings this a 50% penalty.
So to find the effect of having Tech Armor active, I think one may take their weapon loadout, find the base cooldown of the skills you want to consider (for the nice Turian, 8 seconds in the case of Warp and Overload), apply any reductions from your speccing, apply the 80% or 50% penalty, and plug that in to the formula.
Say you're at +150%, and didn't take reductions in Warp and Overload.
Without TA: 8 / (1 + 1.5) = 3.2
With TA 50%: 8 / (1 + 1.5 - .5) = 4
With TA 80%: 8 / (1 + 1.5 - .8) = 4.71
So we should be seeing an addition second, or second and a half here. In contrast, if TA is applied separately and after your weapons/spec bonus/penalty:
TA 50% should be 3.2 * (1 + .5) = 4.8
TA 80% should be 3.2 * (1 + .8) = 5.76
Probably easier to test in the field at loadouts with big penalties. I may get around to this to see if I can verify.
Modifié par Eriseley, 02 avril 2012 - 10:43 .