The T3 cuts one off too .. that's 16.5%. If nothing else, this thread did increase the amount of available information by uncovering that.
This means that the formula(s) for tuners above are indeed correct.
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All in all, the suppression calculation itself could be accepted. What stands as really problematic is how the math implementation affects the tuners--while pretty much every other tuner in the game applies the bonus as you'd expect, SS tuners effectively convey twice their stated bonus per tuner. I'd like a statement of whether this is intended behaviour, ideally.
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Problem description:
The general tuner formula is as follows
1) Y = Base * (1 + %change)^number of tuners.
Strictly speaking, the same formula is used for sensor tunings, but the caveat is that instead of base, (base + 1) is used. Like so:
2) Y = (Base + 1) * (1 + %change)^number of tuners.
An alternative way to write this is like so:
2) Y = Base * (1 + %change)^number of tuners + number of tuners * %change.
The second formula demonstrates the issue more clearly as it's apparent what tangible effect the (base + 1) has (+ number of tuners * %change). This means that, effectively, tuners do apply their bonus double on suppressors while pretty much every (most?) other item in the game simply applies the bonus from the tuners directly (= just one time). The result is that the suppressor tuner effect is significantly more potent than the bonuses other tuners convey
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Solution:
1. Either modify the base value for tuners internally so that it's .4 and not 1.4 and then change the formula that's used to calculate the bonus to celebro's formula (see below*). This would allow the tuner formula to remain the same is it is now.
2. Specifically modify the tuner formula that's used to calculate the sensor suppressor bonus to
y = (base - 1) * (1 + %change)^number of tuners.
*
Celebro's Formula: Y = Base * (1 + Robot Bonus *.03 + SS Skill * 0.03) + Robot Bonus *.03 + SS Skill * 0.03