NuclearTech76 wrote...
capn233 wrote...
Power Recharge Speed limits are set at +200%, -200% in coalesced.
PRS is only one part of the cooldown formula. If you were limited, than Tech Armor would have no effect on cooldown when you are sitting at -200% PRS, for example.
Dynamic bonuses to cooldown, rank bonuses from power evolutions, and bonuses from armor mods, gear, or intel in XP, all add separately from PRS in the cooldown calculation.
Are the numbers represented in the builders accurate without taking into account the weight glitches on mods, and global game speed modifiers for Plat and Gold?
Global game speed modifiers don't affect calculated cooldown time. They just change the length of "game seconds."
To answer the other question, when I said dynamic cooldown modifiers, I was in fact talking about powers like Tech Armor, Fortification, etc... basically cooldown effects from powers. You could consider armor and intel (SP) and armor module / gear bonuses as part of that as well if you want.
Rank bonuses of the powers themselves are a different term.
Elaboration:
Most everything related to cooldown is expressed in terms of "encumbrance." This includes weapon weights, weight capacity, and cooldown penalties or bonuses. Depending on the context, they will show up in different formats, like a "percentage" for Power Recharge Speed, an integer for Weight Capacity bonuses, or they may be somewhat hidden like actual weapon weights.
Power Rechage Speed (I will abbreviate as PRS from here on out) is just a single variable that you get, and it is clearly defined. It is displayed in the Weapon screen, and is what is capped at -200 or +200% (-2 or 2 in terms of encumbrance).
PRS = 2.0 + StartingEncumbrance + SumWeightCapacityBonus - SumWeaponEncumbrance
StartingEncumbrance is 0.75 for Shepard ("75"), and varies by character in MP (it is at least 0.3, or "30" when written like capacity bonuses).
SumWeightCapacityBonus is basically all your weight capacity bonuses from passive. They will be expressed in encumbrance in the formula, so a bonus of "50" from the power screen is 0.5 for the calculation.
SumWeaponEncumbrance is just the total weight of your weapons. A Claymore X has an encumbrance of 2.0, for example. In theory the weight adding mods would increase this number, but it is bugged. Passive evolution bonuses to weapon weight, such as "Reduce Shotgun weight by 20%" essentially add here. On this hypothetical character, that means that a Claymore X would be 2.0 - 0.2 or 1.8. It is really a pure weight capacity bonus that is only added for that weapon type, not a percent weight reduction.
After the game runs that equation, it will then compare to the PRS limits. If it is above or below the limits, it just uses -2 or +2.
Next are Rank Bonuses, which are pretty simple. They are just the cooldown bonuses you get when you rank up a power. Nearly every power has one at Rank 2 (+ 25%, which will be 0.25 for calculations).
Finally we can just make a catchall for Dynamic Bonuses and say it is the sum of everything else, minus penalties from powers like Tech Armor. Specifics will differ from MP to SP (armor and intel vs armor modules and gear). Note again that when the game says Tech Armor has a "50% cooldown penalty" that just means -0.5 in these equations. Or when Power Efficiency Module gives you "30% faster power recharge" it is just adding 0.3 here.
TotalBonus = PRS + Rank Bonus + Dynamic Bonus
The total bonus does not have a limit, although as others have pointed out there isn't a great reason to add on more random bonuses if you are at 200% PRS.
The cooldown formula used will depend on if the TotalBonus is positive or negative. If positive:
Cooldown = BaseCD * [ 1 / (1 + TotalBonus) ] , where BaseCD is the base cooldown of the power.
If negative:
Cooldown = BaseCD* [ 1 - TotalBonus]
Modifié par capn233, 14 octobre 2013 - 09:59 .