Ok. Let's see these numbers now applied to stacked tunings.
Zoom's numbers on stacked modules (weapon tunings)
Accum
# Mods: 1x 2x 3x 4x 5x 6x
T1 1.1 1.21 1.33 1.46 1.61 1.77
T2 1.05 1.1 1.16 1.22 1.28 1.34
T3 1.3 1.69 2.2 2.9 3.7 4.83
T4 1.55 2.4 3.72 5.77 8.95 13.88
T4+ 1.7 2.9 4.9 8.35 14.2 24.14
Damage
# Mods: 1x 2x 3x 4x 5x 6x
T1 1.1 1.21 1.33 1.46 1.61 1.77
T2 1.1 1.21 1.33 1.46 1.61 1.77
T3 1.3 1.69 2.2 2.9 3.7 4.83
T4 1.4 1.96 2.74 3.84 5.38 7.53
T4+ 1.5 2.25 3.38 5.06 7.6 11.4
Some case studies:
Let's assume a bot will have an unstable accum with weapons drawing 2x accum.
This bot could fit:
6 T1's, or 2 T3's, or 1 T4 or 1 T4+
This would achieve dmg increases of:
1.77, 2.2, 1.4, or 1.5
If I want to get the T4 fit or the T4+ fit to perform better, I am looking at accum cost of 3x!
That doesn't make a lick of sense.
Why would people bother buying T4+ or making T4 if they are less useful than T3? I must protest this.
T4 should be better in most cases 1:1 vs other module tech levels. So too with T4+.
If T4 is literally made of all the tech levels below, and if T4+ is going to continue costing a ***, then they should be superior. My post was about making T1, T2, and T3 just usable, but not better than T4.
It seems this is an over-correction.
What would make more sense is that if we could begin discussing how much raw damage multiplication a bot should get with any configuration of head slots before some critical accumulator threshold.
Let's instead frame this around the end-results of the stacking and how they play out, as with the chart above.
Let's say 2.0x accum is the breaking point for weapon tunings, where bots will be unstable (NOTE: this is not true for all weapon types, and certainly not all bots...)
So using this as a tipping point, we can calibrate the ideal fit, with the accumulator penalty as-stacked and resultant damage modification, as-stacked.
A proposed framework (weapon tunings)
Accum
# Mods: 1x 2x 3x 4x 5x 6x
T1 -.- -.- -.- -.- <2 2.0
T3 -.- -.- -.- <2 2.0 >2
T4 -.- -.- <2 2.0 >2 -.-
T4+ -.- <2 2.0 >2 -.- -.-
Damage
# Mods: 1x 2x 3x 4x 5x 6x
T1 -.- -.- -.- -.- <1.5 1.5
T3 -.- -.- -.- <1.75 1.75 >1.75
T4 -.- -.- <2 2.0 >2 -.-
T4+ -.- <2.25 2.25 >2.25 -.- -.-
* T2 omitted because it would not read as clearly, and I don't give a ***.
You see the accum "stability point" is used to control the measure of performance and be the anchor by which to balance across the tech levels. This makes it easy to look at how to adjust the performance of the higher tech levels since we know the accum will curve too steeply after this by +1 module.
I am not saying these are the "right" numbers, I am saying that you can look at how bots perform with their accumulators, see what multiplier renders the bot useless, find a threshold value, and that is your constant across the accumulator chart. Cool, accumulator done!
On the Damage chart, follow this same diagonal, and specify some value a certain tech level at the SAME STABILITY should perform relative to the others. Hell, it could be all equal. But do NOT make T4 less damage than T3!
Reading this chart you can then say:
The stacked-accum multiplier of [2x] is achieved with = 6:T1's, 5:T3's, 4:T4's, 3:T4+'s
The Damage multiplier as-stacked of these are then = 1.5x(6 T1's), 1.75x(5 T3's), 2x(4 T4's) 2.25x(3 T4+)
See? You can fit more tunings of lower tech levels 'as stably as' 1 less tuning of a higher tech level.
BUT, the higher tech level gets more dps at the SAME STABILITY. Ideally this stability-point should be known and balanced among factions and bot types... I'm sure someone did the math on that somewhere..
So now (again, just an example) reverse engineer this with maths to produce the original tuning multipliers for the new balance and apply them across the matrix
A proposed framework, filled out (weapon tunings)
Accum
# Mods: 1x 2x 3x 4x 5x 6x
T1 1.12 1.26 1.41 1.58 1.77 2.0
T3 1.14 1.30 1.48 1.69 2.00 2.28
T4 1.19 1.42 1.68 2.00 2.38 2.84
T4+ 1.26 1.59 2.00 2.52 3.18 4.0
Damage
# Mods: 1x 2x 3x 4x 5x 6x
T1 1.07 1.14 1.22 1.31 1.40 1.5
T3 1.12 1.25 1.40 1.57 1.75 1.97
T4 1.19 1.42 1.68 2.00 2.38 2.84
T4+ 1.31 1.72 2.25 2.95 3.86 5.06
Now everyone can try with their own ideal damages on that accum-critical diagonal and see how the damage multipliers work out, stacked and with different tiers and slots for tunings.
Try it! Think of what the ideal max damage should be, at what cost to the accumulator, how many tuning slots should this use? Then cascade that down with each tech level and take the fractional power of those numbers to get the module's new multiplier.
Also note I haven't looked closely at the effects of the other tuning types and their changes, but I reckon they could benefit from the same methodology.