||03-20-2012 02:24 PM
Originally Posted by Teleon
I would like to know, what is the order of operations with regard to how the weapon damage modifiers work and in what order?
What is calculated first, Weapon base damage, Console upgrades, skill bonus, Bridge officer abilities or weapons power settings?
Basically, Iím trying to figure out the complex math that goes on behind the scenes so that I can understand how people are doing 4,000 + damage with an energy weapon single shot at a time. W/O beam overload.
Any help would be so very welcome. Thanks guys. :)
Check the "Insights..." link my signature, at some point I believe CaptainGeko posted some insights and I put the information somewhere in that thread. When I come back less lazy, I may quote it again. ;)
Usually in STO, there is no "order of operations". There are basically two concepts:
1) Multiply stuff. Like Shield Resistance. 10 % shield resist means a damage multiplier of 0.9. If you got 10% twice, you get 0,9 * 0,9 = 0,81 = 19 % shield resist.
2) Add stuff and put it some crazy formula. Armor Resists work like that. Skills work like that. And also damage multipliers. 20 % damage bonus means that 20 % is added to all the other modifiers and then the total is multiplied by the base damage. 20 % + 20 % = 40 % = 1.4 x base damage.
What makes things more complicated is that Rarity, Ship Level and skill level are all seperate multipliers and not all of them are immediately apparent.
Unless I am mistaken, one special exception seems to be energy levels. They apply an additional multiplier to all the rest. So at level 50 with a damage bonus of +100 % for a Mark X weapon, +100 % for a Tier 5 ship and +110 % for weapon skill bonuses and +30 % from some buff , you'd have an effective +340 % from the standard Mark 0 item. But at 100, it's effective twice that. (IIRC the energy formula correctly).
I presume that Auxiliary Power works in a similar manner.