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#26
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Moving Target ![]() ![]() Group: Members Posts: 152 Joined: 12-January 10 Member No.: 18,033 ![]() |
Modifying the modified value ends up with different results depending on the order of adjustment. It's just bad design. Only if you mix multiplication and addition. For example, if you have an effect that gives +10 to a stat, and an effect that gives +100% to the same stat, applying one before the other can make a difference of + or - 10. That can be solved with a general rule like "apply all additive effects first, then multiplicative effects" (or vice versa. It doesn't really matter as long as you're consistent.) That is why the developers made it so that modifiers stacked rather than multiplied. It neatly voids this situation. No getting secondhand alphaware for cheap. When did this change from what's in Augmentation? (Augmentation says it multiplies using real math, rather than some D&D-math-lite) |
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#27
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,188 Joined: 9-February 08 From: Boiling Springs Member No.: 15,665 ![]() |
When did this change from what's in Augmentation? (Augmentation says it multiplies using real math, rather than some D&D-math-lite) It isn't D&D-math-lite. A developer said that modifiers are added together THEN applied to Essence. Like CeeJay said: QUOTE Of course this leads to the absurd situation were second hand alpha 'ware is in all accounts better than standard cyberware, costing the same amount of nuyen.gif but less essence. I mean Emy, why would anyone get regular cyberware when you can get secondhand Alpha 'ware for the same price, but a little easier on your Essence? |
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#28
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Moving Target ![]() ![]() Group: Members Posts: 152 Joined: 12-January 10 Member No.: 18,033 ![]() |
It isn't D&D-math-lite. A developer said that modifiers are added together THEN applied to Essence. Like CeeJay said: Which developer and where? Why should I take that over what's actually written in the relevant rulebook? I mean Emy, why would anyone get regular cyberware when you can get secondhand Alpha 'ware for the same price, but a little easier on your Essence? I agree that it's absurd--and I never said otherwise--but that's how it works. As CeeJay said, Augmentation spells that out, and even uses secondhand Alphaware as its example. x.96 essence cost, x1 (IMG:style_emoticons/default/nuyen.gif) cost |
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#29
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,245 Joined: 27-April 07 From: Running the streets of Southeast Virginia Member No.: 11,548 ![]() |
Which developer and where? Why should I take that over what's actually written in the relevant rulebook? I agree that it's absurd--and I never said otherwise--but that's how it works. As CeeJay said, Augmentation spells that out, and even uses secondhand Alphaware as its example. x.96 essence cost, x1 (IMG:style_emoticons/default/nuyen.gif) cost The dev post was after Augmentation was released. Basically, the text in Augmentation was incorrect. Besides, it simply makes things far easier to figure up if all modifiers (positive and negative) are summed first and then multiplied against the base value. |
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#30
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,088 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 ![]() |
It isn't D&D-math-lite. Of course it is, adding multiplicators together would be an exception and not exactly the mathematically correct way. QUOTE A developer said that modifiers are added together THEN applied to Essence The German printing of Augmentation includes the errata, want to guess what approach is used there? It ends with "plication" (IMG:style_emoticons/default/wink.gif) |
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#31
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,801 Joined: 2-September 09 From: Moscow, Russia Member No.: 17,589 ![]() |
The German printing of Augmentation includes the errata, want to guess what approach is used there? It ends with "plication" (IMG:style_emoticons/default/wink.gif) My German is rusty at best, but could we please see the exact wording? Or better yet, a scan or a photo of just that line, if it's not too much to ask for. |
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#32
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
Only if you mix multiplication and addition. For example, if you have an effect that gives +10 to a stat, and an effect that gives +100% to the same stat, applying one before the other can make a difference of + or - 10. That can be solved with a general rule like "apply all additive effects first, then multiplicative effects" (or vice versa. It doesn't really matter as long as you're consistent.) When did this change from what's in Augmentation? (Augmentation says it multiplies using real math, rather than some D&D-math-lite) Why does 'real math' matter? This isn't a math class. We're talking game design. 'Real math' isn't the most critical factor. Good design is. There shouldn't be an "Only if". If a mechanic is designed properly there shouldn't be conditionals like that. Having all modifiers adjust the base value avoids the need for conditionals - you're not required to keep adding additional rules on top of it just to clarify and explain the original rule. Which is what adding in "apply all additive effects first, then multiplicative effects" is. Extra rules just to clarify other rules. Bad design. -karma |
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#33
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Moving Target ![]() ![]() Group: Members Posts: 250 Joined: 16-January 09 From: Nowhere near you... unless you happen to be near Cologne. Member No.: 16,776 ![]() |
A developer said that modifiers are added together THEN applied to Essence. I vaguely remember having read that somewhere here on Dumpshock... Could you link to that thread? Besides, adding several multipliers before multiplying with a base value, makes the mathmatician in me cringe. Sometimes I think this (wrong) math stems from the habit of using percentage values as modifiers. A +10% modifier and a -10% modifier seem to cancel each other out but that's not the case. Of course it's much easier to calculate that way and as KarmaInferno said game design is an important factor as well. Who likes to play a game requiring constant use of a calculator. (IMG:style_emoticons/default/rotate.gif) -CJ |
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#34
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
Which developer and where? Why should I take that over what's actually written in the relevant rulebook? That post was made by Synner(line developer at the time) and its from the augmentation Errata that still hasn't been released. There have been periodical wondering on why its hasn't been realised, even from those who wrote it, becouse at some point it was ready and to be posted at the SR4 site, but for some reason it wasn't posted. |
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#35
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,088 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 ![]() |
My German is rusty at best, but could we please see the exact wording? Sure, just open your copy of Augmentation and look at the lines in question, they are exactly the same in both languages (IMG:style_emoticons/default/wink.gif) - The example for used cyberlimbs uses the same calculation - THe compiled tables at the end list both used cyber and implant grades as "essence cost multipliers" - Nowhere does the description of the new qualities or Adapsin say "ignore what you learned about math and calculate it like this:" Since all other parts of the evasive Augmentation Errata have been included (at least as far as we were told), I find it hard to believe that we are supposed to use wrong math although it's not mentioned anywhere. And @Ceejay: The cost modifiers are nice even numbers, who needs a calculator to calculate something like 1.2*0.9*0.9? 9*9 is 81, 81*12 is 810 + 160 +2, final cost modifier is 0.972 (IMG:style_emoticons/default/wink.gif) |
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#36
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Moving Target ![]() ![]() Group: Members Posts: 250 Joined: 16-January 09 From: Nowhere near you... unless you happen to be near Cologne. Member No.: 16,776 ![]() |
The cost modifiers are nice even numbers, who needs a calculator to calculate something like 1.2*0.9*0.9? Lazy people like me? (IMG:style_emoticons/default/grinbig.gif) Of course, I also use an excel spreadsheet regularly when making characters, so for me it comes down to the question of excel using the correct formula to calculate essence costs. -CJ |
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#37
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,801 Joined: 2-September 09 From: Moscow, Russia Member No.: 17,589 ![]() |
Sure, just open your copy of Augmentation and look at the lines in question, they are exactly the same in both languages (IMG:style_emoticons/default/wink.gif) First you say the German version has the way multiple modifiers work explicitly stated, now you return to logical arguments. I concur with the logic behind them, but if it's covered in canon material specifically, why wouldn't you just quote it and thus end the discussion? And there's no errata neither in nor for English Augmentation. |
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#38
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,245 Joined: 27-April 07 From: Running the streets of Southeast Virginia Member No.: 11,548 ![]() |
I vaguely remember having read that somewhere here on Dumpshock... Could you link to that thread? Besides, adding several multipliers before multiplying with a base value, makes the mathmatician in me cringe. Sometimes I think this (wrong) math stems from the habit of using percentage values as modifiers. A +10% modifier and a -10% modifier seem to cancel each other out but that's not the case. Of course it's much easier to calculate that way and as KarmaInferno said game design is an important factor as well. Who likes to play a game requiring constant use of a calculator. (IMG:style_emoticons/default/rotate.gif) -CJ It may make you cringe but when that +10% & the -10% are EACH of the base value, it makes perfect sense. 2nd hand ware is +20% Essence cost. Alpha ware is -10% Essence Cost. So 2nd Hand Alpha ware is +10% Essence over Standard or a 1.1 multiplier. It makes perfect sense. It also does NOT violate the EBMDAS rules. You aren't making fruit salad of addition & multiplication. You are keeping them confined to their respective areas. Besides, 100 + (-10% + 20%) IS mathmatically different from (100-10%) +20% 100 + (-10% + 20%) = 110 (100-10%) +20% = 108 (100+20%) - 10% = 108 Think of it another way. Where I live has a 5% sales tax and a 6.5% Restaurant tax. Assume I buy $100 of stuff. After sales tax, I pay $105. Now if that was food from a restaurant, the bill would have been... $111.50: $100 (base cost of the bill) +$5 (5% Sales tax) +$6.5 (6.5% Restaurant tax). It would not have been ($100 +$5) + 6.5% Restaurant tax. Doing it this way would make it... ($100 +$5) +6.5% or $111.825. As you can see, that does significantly change the outcome. This is the reason that all modifiers are based off the base value in question, not the modified value. Thus, if you have a discount and a price increaser, you add those values together BEFORE applying the result to the base price. Besides, if adding multipliers together makes the mathmatician in you cringe, then "A(+2x - 5x)" should make you cry. That little tidbit of algebra is exactly what is being done by adding all multipliers (X in the example formula) together and then applying them to a base value (A in the example formula). |
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#39
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Moving Target ![]() ![]() Group: Members Posts: 606 Joined: 14-April 08 From: Phoenix, AZ Member No.: 15,884 ![]() |
So, assuming addition our best effect is:
Base (100%) Delta (-50%) Suite (-10%) Biocompatability (-10%) Adapsin (-10%) = 20% of base, allowing for ~29.49 "base Essence" worth of cyberware Assuming multiplication, our best effect is: Base (100%) Delta (x0.5) Suite (x0.9) Biocompatability (x0.9) Adapsin (x0.9) = 36.45% of base, allowing for ~16.18 "base Essence" worth of cyberware |
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#40
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,188 Joined: 9-February 08 From: Boiling Springs Member No.: 15,665 ![]() |
@darthmord: Alpha ware is a 20% reduction in the Essence cost, not a 10%. This makes getting secondhand alpha ware just as Essence "friendly" as standard 'ware.
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#41
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
Not according to the math in the example in Arsenal on page 32. A book that is still, sadly, lacking any errata.
Now if everything were actually handled as a percentage off the base essence cost... |
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#42
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Moving Target ![]() ![]() Group: Members Posts: 132 Joined: 30-January 08 Member No.: 15,579 ![]() |
You may be able to get that much cyberware....but WHAT would you get? Bioware just seems much more useful.
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#43
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,088 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 ![]() |
First you say the German version has the way multiple modifiers work explicitly stated It does in the example for used 'ware. QUOTE And there's no errata neither in nor for English Augmentation. There is and several writers have told that they have it on their disk, but for some reason they never bothered the release it to us common folk. Pegasus sent in some deniable assets and was able to secure a copy of the errata for the German printing. |
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#44
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Moving Target ![]() ![]() Group: Members Posts: 606 Joined: 14-April 08 From: Phoenix, AZ Member No.: 15,884 ![]() |
You may be able to get that much cyberware....but WHAT would you get? Bioware just seems much more useful. Move-by-Wire 3, reaction enhancers, four modular cyberlimbs, a cybertorso and a cyberskull, cybereyes and cyberears - all for under 5.40 Essence (this is with Adapsin and eight Genetic Optimization treatments factored in). All my physical attributes are now at augmented maximum + 1, and I still have room for 1.2 Essence worth of bioware. (IMG:style_emoticons/default/smile.gif) |
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#45
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
Move-by-Wire 3, reaction enhancers, four modular cyberlimbs, a cybertorso and a cyberskull, cybereyes and cyberears - all for under 5.40 Essence (this is with Adapsin and eight Genetic Optimization treatments factored in). All my physical attributes are now at augmented maximum + 1, and I still have room for 1.2 Essence worth of bioware. (IMG:style_emoticons/default/smile.gif) At which point you add in some fun stuff like Trauma Damper and Platelet Factories... Keep the Faith |
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#46
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Moving Target ![]() ![]() Group: Members Posts: 285 Joined: 22-April 06 From: Stuttgart, Germany Member No.: 8,495 ![]() |
The German Version of Augmentation has the Errata in it and therefore quite some changes.
Important for this thread is: there are no more cyber-essence-holes and bio-essence-holes. You just get a essence hole, no matter what you remove. There are some other things, like a nanno biomonitor adds +1 rating to any medical nannites you have. According to insiders this Errata is around since August 08, but nobody bothers to release them. It is like the RC errata which was promised over and over again, but has not been seen until now. I guess, if it takes 7month to put a new FAQ on the website, you cannot expect to much. cya Tycho |
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#47
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Moving Target ![]() ![]() Group: Members Posts: 606 Joined: 14-April 08 From: Phoenix, AZ Member No.: 15,884 ![]() |
At which point you add in some fun stuff like Trauma Damper and Platelet Factories... Keep the Faith Well, yes. (IMG:style_emoticons/default/smile.gif) And I forgot the Skillwire Expert System for the Move-by-Wire. So there's 5.50 Essence spent, and we're two thirds of the way to the ideal 6-million-Nuyen mark. |
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#48
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,245 Joined: 27-April 07 From: Running the streets of Southeast Virginia Member No.: 11,548 ![]() |
@darthmord: Alpha ware is a 20% reduction in the Essence cost, not a 10%. This makes getting secondhand alpha ware just as Essence "friendly" as standard 'ware. Thanks for the correction. I didn't have my book handy when I wrote that. But it still keeps my point the same. The cost modifiers should be additive with each other first and then multiplicative with the base cost. |
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