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Thread: Control Hub - Dexter's Scientific Magic

  1. #1
    One-Star Admiral Zeus's Avatar
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    Control Hub - Dexter's Scientific Magic

    I'm proud to announce opening of the Modules hunt event

    Share what kind of modules you have composed.

    2 TS-1 chips per day are free.
    to compose 1 module required 5 TS-1 chips...

    chips TS-1 could compose only TS-1 module ...

    ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
    Сезон охоты на модули объявляется открытым

    Делитесь тем что вам выпадет, давайте составим предварительный список того что можно получить ...

    2 чипа TS-1 каждый день бесплатно.
    что бы синтезировать TS-1 модуль надо 5 чипов

    чипы TS-1 могут синтезировать только TS-1 модули.
    41dc480229a39364e614bbb869e2fe49.jpg
    Last edited by Zeus; November 3rd, 2015 at 02:54.
    Zeus.s548 / World 1451 / Android

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  2. #2
    One-Star Admiral Zeus's Avatar
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    this is what i receive ... it starts from 10%
    Attachment 357
    Zeus.s548 / World 1451 / Android

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  3. #3
    Super Moderator z3nithor's Avatar
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    Rover TS-1: SDEF
    Protector TS-1: HP (aka "Tough")
    Ranger TS-1: (i think) DEF... haven't actually seen this one
    Striker TS-1: ATK
    Destroyer TS-1: E-ATK

    All start at 10%, with a max of 30%. That's likely a characteristic of the TS-1 modules.

    I'm not sure at what stage these items come in to the attribute calculation though.

    For example, a lvl78 on my server has the TS-13 Protector module with a 15% boost (+7.5% to non-Protector classes).
    This gives her flagship a total HP of 331473. After removing the chip, her HP drops to 329620 - an increase of 1853 HP from the module, or 0.56% of her equipped total.
    Without her Engine or the module, her HP is 255200
    Without her Engine, but with the module, her HP is 257053 (+1853)
    With her Engine, and no module, HP = 329620
    With her Engine, and the module, HP =331473 (+1853)

    1853/255200 is not 0.075 nor is 257053/255200 = 1.075
    Subtracting out reshape lvls.. 5x78 = 160000
    1853/95200 = 1.94% (getting close, but still not 7.5% improvement)

    Subtracting out HP tech.. -1500 + -6000 + -24000 = -31500
    1853/63700 = 2.90% (closer... but still... ????)

    After equipment, boson, reshape, and tech... all we have left are augments and hull enhance (had to pick FS for this demo, didn't I...)
    Augmented HP.. -0 (that was easy)
    Hull Enhance HP.. -15000
    1853/48700 = 3.80%

    Oh yeah, galactonite...
    -24000

    1853/24700 = 7.502% !!! finally!

    There you have it. The module system is about as effective as moving from +0 to +1 ship augmentation, since it applies only to the very base attributes - no other attributes are (as of 2015-11-03 03:55 UTC) included in the percentage buff from the TS-1 modules.
    Last edited by z3nithor; November 3rd, 2015 at 03:56.
    time's up.

  4. #4
    Lieutenant General Thatzme's Avatar
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    I think the free daily chips will suffice with no real expenditure needed for this feature. I also think one should not waste credits on getting the tuning chances also and just use natural resupply would do.

    That said, this event coincides with my server's hero's accolade so we get to purchase credit daily; the lance event also gives out quite a bit of chips and free chances and since I'm running low on veins/gala chips etc, why not haha
    Thatzme.s15 World 660 IOS
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  5. #5
    One-Star Admiral Zeus's Avatar
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    Ty z3nithor,

    with my brief calculations i made at glance i came to the about the same conclusion and you perfectly confirmed it with the exact numbers.

    i will definitely include info about effectiveness of the modules into the guide I'm preparing now
    Zeus.s548 / World 1451 / Android

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  6. #6
    Fill one bar in Lance event give me the 6 modules 5M more in strenght but I don't really see a difference during the battle in pvp
    Philidox.s199 world199 android
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    Current fleet : incendos / cabal / hunter / aquos
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