View Full Version : END Reserve Real Cost computation w/Focus...
Enigma
Apr 13th, '03, 08:52 AM
I build an END reserve with a OIF and found the "real" cost changes even when Active cost does not.
23 "Levels" of END reserve + 3 REC = 6 Active Points
-1/2 for OIF = software computes Real Cost: 4
24 "Levels" of END reserve + 3 REC = 6 Active Points
-1/2 for OIF = software computes Real Cost: 5
How can the "real" cost change when Active Cost does not?
Simon
Apr 13th, '03, 08:54 AM
Two words: rounding rules.
Simon
Apr 13th, '03, 04:30 PM
I'll give a little more detail on this one, since Endurance Reserve is a very tricky beast to understand.
First of all, given the point totals that you've stated, you've only applied OIF to the Reserve, not the REC. This is important. Mods need to be applied to both the Reserve and the REC independently.
Now...here's the tricky part: If the same mods are applied to both the Reserve and the REC (or no mods at all), then the two are treated as the same Power for the purposes of rounding.
If there are different mods on the Reserve and the REC, then they are rounded individually and then the rounded values are added together. In essence, they are two different Powers.
So...onto some specifics:
23 END Reserve = 2.3 points = 3 points w/no mods (round up, since you can't get something for nothing)
3 REC = 3 points
Active Cost: 6 points
Apply OIF (-1/2) to the Reserve: 2.3/(1.5) = 1.5 = 1 (figure to one decimal place and round .5 down -- in player's favor).
1 point for the Reserve + 3 points for the REC = 4 Real Cost
--------------------------------
24 END Reserve = 2.4 points = 3 points w/no mods (round up, since you can't get something for nothing)
3 REC = 3 points
Active Cost: 6 points
Apply OIF (-1/2) to the Reserve: 2.4/(1.5) = 1.6 = 2 (round .6 up)
2 points for the Reserve + 3 points for the REC = 5 Real Cost.
-------------------------------
Now, just to be complete, let's apply the same mod to the REC:
23 END Reserve = 2.3 points
3 REC = 3 points
Apply OIF to both, so they are treated as the same Power: 5.3/(1.5) = 3.5 = 3 Real Cost (.5 rounds in player's favor)
--------------------------------
24 END Reserve = 2.4 points
3 REC = 3 points
Apply OIF to both, so they are treated as the same Power:
5.4/(1.5) = 3.6 = 4 Real Cost (.6 rounds up)
Hope this helps!
Enigma
Apr 14th, '03, 04:34 AM
Ah, the system tricks me again. It never occurred to me that the END part and REC part were treated as separate things. As you suggested, I applied the OIF to the END and not the REC (sort of figured it filtered down like they do on a power framework).
Thanks!
Simon
Apr 14th, '03, 04:37 AM
Originally posted by Enigma
Ah, the system tricks me again. It never occurred to me that the END part and REC part were treated as separate things. As you suggested, I applied the OIF to the END and not the REC (sort of figured it filtered down like they do on a power framework).
Thanks!
The reasoning here is that most Mods that are applied really only affect one or the other. "Only recovers when plugged into an electrical outlet" would be an example....it should only affect the REC, not the Reserve.
I either had to come up with a completely new mechanism to specify whether a Mod affected only one and not both, or simply make it so that all mods affect just the one that they are applied to.
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