what are the stacking rules for effects?

Post » Sat May 28, 2011 7:42 am

will you get 35% or will the greater override the lesser, thus giving you only +25?

i want to give a perk that gives +% damage depending on skill level but am not sure if this will stack with another perk's effects (my intent is for it to)
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Tha King o Geekz
 
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Post » Sat May 28, 2011 6:12 pm

I believe that perks have a "Priority" tab on their fields tab.
From the geck

"Priority: Used to control order of operations when two perk entries affect the same values."

How this works exactly I am not sure.
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Zualett
 
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Post » Sat May 28, 2011 9:39 am

i guess that would help tell which calculation goes first. normally id think it would stack but i seem to remember some perk mods saying its useless to take x perk because the effects wouldnt stack
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Kevin S
 
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Post » Sat May 28, 2011 7:02 pm

The same effect doesn't stack (e.g. wine and beer). Different effects that modify the same value do stack (e.g. Mentats and beer)

Percentile increments are another matter though, they can either add a plain 10 to a percentile value (e.g. increase the critical hit chance from 25% to 35%) or increase a value by that percentage (e.g. increase the critical hit chance by 10% from 25% to 27.5%)

So depending on whether you add or multiply, 10% + 25% can either be +35% or +37.5% (1.10 * 1.25 = 1.375)

The priority comes into play when you used mixed calculations: 50 + 10 * 1.25 = 75 but 50 * 1.25 + 10 = 72.5
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daniel royle
 
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Post » Sat May 28, 2011 8:21 am

again JOG to the rescue!

i dont know if you remember but i pestered you (as SonOfCapiz) on the Drakensang:TROT mod forums too. thanks for being so accommodating as always :biggrin:

btw, how to add a plain x to a percentile value? example.
1) i have Guns 50
2) i have perk A that increases damage by 20 % (50 + 20% = 60)
3) i want to make a perk B to add 5% to the damage increase (50 + 25% = 62.5) not (50 + 20% (from perk A) = 60 + 5% (from perk B = 63)
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Cayal
 
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Post » Sat May 28, 2011 2:33 pm

again JOG to the rescue!

i dont know if you remember but i pestered you (as SonOfCapiz) on the Drakensang:TROT mod forums too. thanks for being so accommodating as always :biggrin:

btw, how to add a plain x to a percentile value? example.
1) i have Guns 50
2) i have perk A that increases damage by 20 % (50 + 20% = 60)
3) i want to make a perk B to add 5% to the damage increase (50 + 25% = 62.5) not (50 + 20% (from perk A) = 60 + 5% (from perk B = 63)


In this case I'd use two conditional Perk Entries for Perk1:
multiply damage by 1.20 if HasPerk (Perk2) == 0
multiply damage by 1.25 if HasPerk (Perk2) == 1


Perk2 does nothing by itself. If the player should be able to select Perk2 without Perk1 then use
multiply damage by 1.05 if HasPerk (Perk1) == 0

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Marcin Tomkow
 
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