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Weapon Cooldown Calculation Bug


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#1 Alexander Schmidt

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Posted 11 September 2014 - 01:38 PM

Hey Folks,

Some of you might have noticed that there is a slight problem to the cooldown calculation when it comes to several items affecting this stat. The final cooldown value is slightly off of what it is supposed to be when adding up percentages of the modules, the quirks, and the Mech efficiency.

The problem is that some percentage values are currently based off an already modified value, depending on the combination of the three. This leads to an offset of around 3%.
We are currently working on fixing this with one of the next patches.

#2 Appogee

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Posted 11 September 2014 - 01:43 PM

Thanks for letting us know.

#3 Bront

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Posted 11 September 2014 - 01:45 PM

Thanks for the udpate.

#4 Solahma

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Posted 11 September 2014 - 02:18 PM

Thanks for the update, can we get an update why certain weapons do not have weapon modules?

EDIT: Namely the IS UAC5, IS ERLL, AC2, all Clan standard AC, and so on.

Edited by Solahma, 11 September 2014 - 02:19 PM.


#5 Karpundir

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Posted 11 September 2014 - 02:35 PM

Will this correction also implement updated value for heat efficiency in the MechLab once cooldowns mods are equipped?

#6 Bartholomew bartholomew

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Posted 11 September 2014 - 02:37 PM

thanks for the head's up :)

#7 Revorn

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Posted 11 September 2014 - 02:46 PM

Good to get this Update, thanks.

#8 Koniving

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Posted 11 September 2014 - 03:25 PM

View PostSolahma, on 11 September 2014 - 02:18 PM, said:

all Clan standard AC


All standard Clan ACs are LBX placeholders for switchable ammunition.

#9 Russ Bullock

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Posted 11 September 2014 - 03:57 PM

Check this out too

http://mwomercs.com/...weapon-modules/

#10 Ultimax

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Posted 11 September 2014 - 07:44 PM

View PostAlexander Schmidt, on 11 September 2014 - 01:38 PM, said:

Hey Folks,

Some of you might have noticed that there is a slight problem to the cooldown calculation when it comes to several items affecting this stat. The final cooldown value is slightly off of what it is supposed to be when adding up percentages of the modules, the quirks, and the Mech efficiency.

The problem is that some percentage values are currently based off an already modified value, depending on the combination of the three. This leads to an offset of around 3%.
We are currently working on fixing this with one of the next patches.



Thanks for the update Alex.

Can you tell us if the various cooldown reductions are supposed to be additive or multiplicative?

#11 TercieI

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Posted 12 September 2014 - 07:58 AM

View PostUltimatum X, on 11 September 2014 - 07:44 PM, said:



Thanks for the update Alex.

Can you tell us if the various cooldown reductions are supposed to be additive or multiplicative?


+1. This is the question I was going to ask. It's a pretty big deal for how they interact.

#12 Lily from animove

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Posted 12 September 2014 - 08:11 AM

you should simplify it,

weapon cooldown is 1xcdtime

with a 2% module it should be:
(1-0,02) x time

with a 2% module and a quirk imcreasing it for 7,5% it should simply be:
(1-0,02+0,075) x timer
thats easier to calculate and no weird % of % calculation is needed.





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