Quote:
|
Originally Posted by TheMaster42
Essentially, should I figure the lerp for accuracy at X range, round it, figure the total movement penalty, round it, and then add them together? Or should I figure the lerp for accuracy at X range, add it to a fractional movement penalty, and then round the final result?
|
Think addition. Each calculation is done independently, then all the values are added together to determine the result. Does that help?
Quote:
|
Originally Posted by Laz
I've been told I don't quite understand how reload works so I'll use the examples I was thinking of.
30% reload give me 1.3 labor.
On a 20 second cannon that means a reload time of 15.38?
This gives me a reload reduction of 4.62 seconds, or 46.2% of the max (100% reload cap) yield of 10 seconds in reduction?
If this is correct than 70% more reload is only going to give me 53.8% more reload time or 5.38 seconds reduction?
|
That's correct, but...
Quote:
|
Originally Posted by Laz
It doesn't seem very economical to upgrade past 30% reload in my opinion if this is correct.
|
Try thinking of it a different way. Say you have a 3 second reload rate. If you dropped your reload rate to 2 seconds, you'd effectively increase your DPS by 50% (30 shots per minute nstead of 20). Now, if you could drop it another second, that extra drop would be a 100% DPS increase over your *new* value (60 shots per minute instead of 30). The lower your reload rate gets in seconds, the less it needs to decrease to hit the same percentage DPS bonus. No matter what your reload rate, adding 1% reload = 1% DPS.