Galaxy Legion Forum http://galaxylegion.com/forum/ |
|
Issue with buffs on rift http://galaxylegion.com/forum/viewtopic.php?f=5&t=44774 |
Page 1 of 1 |
Author: | stevo2012 [ Sat Dec 22, 2018 2:37 pm ] |
Post subject: | Issue with buffs on rift |
Hey all, so Iv thought Ive noticed this before, but Im sure now - I have activated both the Bio-Con Control and VARA Interface Link abilities on my rift (45x arty) and noted the amount of artifact the planet was producing prior to the activated abilities - 43678 units/hr - this did not change after activating both those abilities. Anyone else experienced this issue? Current buffs on planet -Gateway Link (Max) : Production +6% -Trellith Influence : Artifact +30% -Solar Radiance : Production +25% -Gift of the Makers : Production +9% -Klorvis Supply Conduit : Production +30% -Regional Science Summit : Research +25% -Scruuge Logistics : Artifact +20% -Omni-Harvest : Production +20% -Q-Pedd Docking : Production +5% -Lutuma Command Codes : Production +13% -Bio-Con Control : Production +4% -VARA Interface Link : Production +4% Cheers, Fox |
Author: | juiceman [ Sun Dec 23, 2018 9:18 pm ] |
Post subject: | Re: Issue with buffs on rift |
I dunno man, its glitchy, we had someone in legion with over 102k prod on their rift and those buffs were all working |
Author: | Thaumanovic [ Sun Dec 23, 2018 9:36 pm ] |
Post subject: | Re: Issue with buffs on rift |
Are you sure something else didn't expire as you used them? Two stacked 4% buffs would give about the same as an 8%. |
Author: | Deigobene [ Sun Dec 23, 2018 10:10 pm ] |
Post subject: | Re: Issue with buffs on rift |
It is a known phenomena. There is a level, somewhere over 5x where it seems to round down until it gets over the hump and suddenly stuff will be applied again. It has been this way for years. viewtopic.php?f=6&t=44730 |
Author: | Thaumanovic [ Sun Dec 23, 2018 10:13 pm ] |
Post subject: | Re: Issue with buffs on rift |
Deigobene wrote: It is a known phenomena. There is a level, somewhere over 5x where it seems to round down until it gets over the hump and suddenly stuff will be applied again. It has been this way for years. viewtopic.php?f=6&t=44730 People will probably joke about Danmath, but working with floating point numbers can actually be pretty inaccurate. |
Author: | FerrusManus [ Mon Dec 24, 2018 2:06 am ] |
Post subject: | Re: Issue with buffs on rift |
Guide wrote: Deigobene wrote: It is a known phenomena. There is a level, somewhere over 5x where it seems to round down until it gets over the hump and suddenly stuff will be applied again. It has been this way for years. viewtopic.php?f=6&t=44730 People will probably joke about Danmath, but working with floating point numbers can actually be pretty inaccurate. Even single precision shouldn't have difficulty with numbers in these ranges. A single precision float should be able to be accurate down to about 0.004 (1/256), which would be a 0.4% boost, with numbers as large as 65536, if my calculations are correct. Up to double that, you should still have accuracy down to a 0.8% boost, which I don't think exists. Of course, if they're using something worse than a 32-bit float then that would likely explain it. |
Author: | Thaumanovic [ Mon Dec 24, 2018 2:50 am ] |
Post subject: | Re: Issue with buffs on rift |
FerrusManus wrote: Guide wrote: People will probably joke about Danmath, but working with floating point numbers can actually be pretty inaccurate. Even single precision shouldn't have difficulty with numbers in these ranges. A single precision float should be able to be accurate down to about 0.004 (1/256), which would be a 0.4% boost, with numbers as large as 65536, if my calculations are correct. Up to double that, you should still have accuracy down to a 0.8% boost, which I don't think exists. Of course, if they're using something worse than a 32-bit float then that would likely explain it. See: Code: guide@usebcmathinstead:~$ php -a Interactive mode enabled php > echo floor((0.7 + 0.1) * 10); 7 Also, welcome back, FerrusManus. |
Author: | FerrusManus [ Mon Dec 24, 2018 4:32 am ] |
Post subject: | Re: Issue with buffs on rift |
Guide wrote: FerrusManus wrote: Guide wrote: People will probably joke about Danmath, but working with floating point numbers can actually be pretty inaccurate. Even single precision shouldn't have difficulty with numbers in these ranges. A single precision float should be able to be accurate down to about 0.004 (1/256), which would be a 0.4% boost, with numbers as large as 65536, if my calculations are correct. Up to double that, you should still have accuracy down to a 0.8% boost, which I don't think exists. Of course, if they're using something worse than a 32-bit float then that would likely explain it. See: Code: guide@usebcmathinstead:~$ php -a Interactive mode enabled php > echo floor((0.7 + 0.1) * 10); 7 Also, welcome back, FerrusManus. I guess maybe this is more of an issue for web development then? I don't have the same problem in C++. Switch to fixed point for the win? |
Author: | Thaumanovic [ Mon Dec 24, 2018 4:41 am ] |
Post subject: | Re: Issue with buffs on rift |
FerrusManus wrote: I guess maybe this is more of an issue for web development then? I don't have the same problem in C++. Switch to fixed point for the win? There's BCMath, but it relies on you expressing your numbers as strings. The usage is horrible (bcadd("0.1", "0.7"), or bcadd((string) $someInt, "10")) and it scales poorly. PHP offers no other alternatives as far as I'm aware. |
Author: | stevo2012 [ Sat Dec 29, 2018 2:13 am ] |
Post subject: | Re: Issue with buffs on rift |
Thank you guys for the responses. Buffs didn't expire as I used them, iv noticed this before with these 2 buffs. I'm really confused about the rest of the responses though lol. |
Page 1 of 1 | All times are UTC |
Powered by phpBB® Forum Software © phpBB Group https://www.phpbb.com/ |