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stevo2012
Joined: Thu Jul 28, 2011 10:33 am Posts: 813 Location: Begging for cheese in Dalston....
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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
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Sat Dec 22, 2018 2:37 pm |
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juiceman
Joined: Sun Aug 03, 2014 6:17 pm Posts: 2224
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I dunno man, its glitchy, we had someone in legion with over 102k prod on their rift and those buffs were all working
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Sun Dec 23, 2018 9:18 pm |
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Thaumanovic
Joined: Thu Oct 27, 2016 2:52 pm Posts: 321
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Are you sure something else didn't expire as you used them? Two stacked 4% buffs would give about the same as an 8%.
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Sun Dec 23, 2018 9:36 pm |
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Deigobene
Joined: Tue Oct 16, 2012 9:26 pm Posts: 1076
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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
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Sun Dec 23, 2018 10:10 pm |
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Thaumanovic
Joined: Thu Oct 27, 2016 2:52 pm Posts: 321
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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=44730People will probably joke about Danmath, but working with floating point numbers can actually be pretty inaccurate.
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Sun Dec 23, 2018 10:13 pm |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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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=44730People 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.
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Mon Dec 24, 2018 2:06 am |
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Thaumanovic
Joined: Thu Oct 27, 2016 2:52 pm Posts: 321
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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.
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Mon Dec 24, 2018 2:50 am |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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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?
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Mon Dec 24, 2018 4:32 am |
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Thaumanovic
Joined: Thu Oct 27, 2016 2:52 pm Posts: 321
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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.
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Mon Dec 24, 2018 4:41 am |
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stevo2012
Joined: Thu Jul 28, 2011 10:33 am Posts: 813 Location: Begging for cheese in Dalston....
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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.
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Sat Dec 29, 2018 2:13 am |
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