douse this mean 15% - 5% = 10% jamm rate ore douse this mean 15% - (15%*5%) = 14.25% ?? jamm rates for the diferent CUAC's 2 = 14% 5 = 15% 10 = 16% 20 = 17% i am thinking that if this is option 1 the CUAC2's m8 be worth a try as they have the lowest jamm rate to start ... i know what i am going to try next; Summoners Spoiler SMN-Prime Omnipods Spoiler [table] [tr][td]RA Omnipod (1E)[/td][td]RT Omnipod[/td][td]CT Omnipod[/td][td]LT Omnipod (1M)[/td][td]LA Omnipod (1B)[/td][td]RL Omnipod[/td][td]LL Omnipod[/td][/tr] [tr][td]Additional Structure +11[/td][td]Additional Structure +8[/td][td]Acceleration Rate +20%[/td][td]LRM Spread -2%[/td][td]Additional Structure +11[/td][td][/td][td][/td][/tr] [tr][td]ERPPC Velocity +7.5%[/td][td]Acceleration Rate +5%[/td][td]Deceleration Rate +20%[/td][td]SRM Spread -2%[/td][td]LBX Cooldown +5%[/td][td][/td][td][/td][/tr] [tr][td]ER PPC Range +2%[/td][td]Deceleration Rate +5%[/td][td]Speed +5%[/td][td]Missile Velocity +2%[/td][td]Ballistic Cooldown +5%[/td][td][/td][td][/td][/tr] [tr][td]Energy Cooldown +2%[/td][td][/td][td][/td][td][/td][td]LBX Velocity +10%[/td][td][/td][td][/td][/tr] [tr][td][/td][td][/td][td][/td][td][/td][td]LBX Spread -5%[/td][td][/td][td][/td][/tr] [tr][td][/td][td][/td][td][/td][td][/td][td]Arm Movement Rate Pitch +2%[/td][td][/td][td][/td][/tr] [/table] SMN-B Omnipods Spoiler [table] [tr][td]RA Omnipod (2M)[/td][td]RT Omnipod[/td][td]CT Omnipod[/td][td]LT Omnipod (1AMS/1M)[/td][td]LA Omnipod (2M)[/td][td]RL Omnipod[/td][td]LL Omnipod[/td][/tr] [tr][td]LRM Spread -1%[/td][td]Additional Structure +8[/td][td]Acceleration Rate +10%[/td][td]AMS Range +10%[/td][td]LRM Spread -1%[/td][td][/td][td][/td][/tr] [tr][td]SRM Spread -1%[/td][td]Reverse Rate +5%[/td][td]Deceleration Rate +10%[/td][td]NARC Cooldown +2%[/td][td]SRM Spread -1%[/td][td][/td][td][/td][/tr] [tr][td]LRM Velocity +1%[/td][td][/td][td]Reverse Rate +5%[/td][td]NARC Velocity +2%[/td][td]LRM Velocity +1%[/td][td][/td][td][/td][/tr] [tr][td]SRM Velocity +1%[/td][td][/td][td]Speed +5%[/td][td][/td][td]SRM Velocity +1%[/td][td][/td][td][/td][/tr] [/table] SMN-C Omnipods Spoiler [table] [tr][td]RA Omnipod (2E)[/td][td]RT Omnipod[/td][td]CT Omnipod[/td][td]LT Omnipod (1M)[/td][td]LA Omnipod (1B)[/td][td]RL Omnipod[/td][td]LL Omnipod[/td][/tr] [tr][td]Laser Duration -2%[/td][td]Additional Structure +8[/td][td]Acceleration Rate +10%[/td][td]Streak SRM Cooldown +2%[/td][td]Additional Structure +11[/td][td][/td][td][/td][/tr] [tr][td]Energy Heat Gen -4%[/td][td]Turn Rate +5%[/td][td]Deceleration Rate +10%[/td][td][/td][td]UAC Cooldown +5%[/td][td][/td][td][/td][/tr] [tr][td][/td][td][/td][td]Turn Rate +5%[/td][td][/td][td]Ballistic Cooldown +5%[/td][td][/td][td][/td][/tr] [tr][td][/td][td][/td][td]Speed +5%[/td][td][/td][td]UAC Velocity +10%[/td][td][/td][td][/td][/tr] [tr][td][/td][td][/td][td][/td][td][/td][td]UAC Jam Chance -5%[/td][td][/td][td][/td][/tr] [tr][td][/td][td][/td][td][/td][td][/td][td]Arm Movement Rate Pitch +2%[/td][td][/td][td][/td][/tr] [/table] SMN-D Omnipods Spoiler [table] [tr][td]RA Omnipod (2E)[/td][td]RT Omnipod (1AMS/1B)[/td][td]CT Omnipod[/td][td]LT Omnipod (1AMS/1B)[/td][td]LA Omnipod (2E)[/td][td]RL Omnipod[/td][td]LL Omnipod[/td][/tr] [tr][td]ER Laser Cooldown +1%[/td][td]AMS Range +15%[/td][td]Acceleration Rate +10%[/td][td]AMS Range +15%[/td][td]ER Laser Cooldown +1%[/td][td][/td][td][/td][/tr] [tr][td]Laser Cooldown +1%[/td][td]Machine Gun Range +2%[/td][td]Deceleration Rate +10%[/td][td]Machine Gun Range +2%[/td][td]Laser Cooldown +1%[/td][td][/td][td][/td][/tr] [tr][td][/td][td][/td][td]Torso Yaw Rate +5%[/td][td][/td][td][/td][td][/td][td][/td][/tr] [tr][td][/td][td][/td][td]Torso Turn Angle +5[/td][td][/td][td][/td][td][/td][td][/td][/tr] [tr][td][/td][td][/td][td]Speed +5%[/td][td][/td][td][/td][td][/td][td][/td][/tr] [/table] http://mwomercs.com/forums/topic/193100-march-17-quirk-update/ inportant part summoner c left arm, uac cd 10% speed 10% jamm -5% the -5% douse not look like much but its a sustained dps increas of almost 30%... if u add to that the 10% cd bonus this might be very significant... can some one who owns a summoner test this (as i sadly dont)
In the past a reduction of '5%' meant 5 basis points in the language of PGI, so 15% jam chance - 5% = 10%.
fore a uac thats a sick quirk, i am realy tempted to buy a summoner but i have no idea if it will be worth it
i could not belive my it ... i was literaly jumping op and down in my chair having a nerdgasm, they gave the jager DD a 30% sustaind dps bonus they gave it uac jamm chance -5% this feels like a trap, its too good to be true
The JM6-DD Chainsaw will be pretty mean with a 10% Jam chance. Just wanted to check my calcs here. UAC5 has a cooldown of 1.66 s, which are quirked to 1.41 s, or 0.71 s if you double tap every shot. So if there's a 10% chance of jamming, that means you have a 90% chance of having a 0.71 s cooldown, and a 10% chance of having a 5.5 s cooldown. The combined cooldown would then be 0.71*0.9+5.0*0.1 = 1.13 s, which is an equivalent of 4.4 DPS, or 13.2 DPS with 3 UAC5s. Before the jam chance quirk, the combined cooldown would be 0.71*.85+5*0.15 = 1.35 s, which is the equivalent of 3.7 DPS, or 11.1 DPS with 3 UAC5s. Standard AC5s, on the other hand, have a cooldown of 1.66 s, or 1.54 s after quirks, which is a DPS of 3.3, or 9.9 DPS for 3 AC5s. So yeah, before the jam chance quirk, the difference in DPS going from AC5 to UAC5 was a 13% improvement. Now, going to UAC5s nets a 35% improvement in DPS over AC5s. I should note that this does not take into account cooling which will affect your total sustained DPS, but for medium length bursts, the UAC5s will just pummel everything in sight. Finally, a quick comparison, the KGB-000 with it's 7.5% ballistic cooldown quirk would have 14.2 DPS running 4 UAC5s, which is 8% better than the JMD-6DD, though at the cost of lower hardpoints.[/S]
if u jamm the cd is 5 s + 1.66 s so 6.66 (no quirks) with quirks(15%cdr), masterd mech (5%cdr) and modules (12%cdr) ==> single tap cd 1.1288 double tap 0.5644 ==> cd if jamm 6.1288 avrage cd 0.5644*0.9 + 6.1288*0.1 = 1.12084 avrage dps now 13.383
Hmm, okay, if the cooldown gets added to the jam time, then we get the following: UAC5s: JM6-DD 3xUAC5 with 10% Jam Chance and -15% Cooldown: 1.28 s Cooldown, 11.8 DPS JM6-DD 3xUAC5 with 15% Jam Chance and -15% Cooldown: 1.56 s Cooldown, 9.6 DPS CTF-IM 3xUAC5 with 15% Jam Chance and -7.5% Cooldown: 1.63s Cooldown, 9.2 DPS KGB-000 4xUAC5 with 15% Jam Chance and -7.5% Cooldown: 1.63 s Cooldown, 12.2 DPS AC5s: JM6-DD 3xAC5 with -7.5% Cooldown: 1.54 s Cooldown, 9.8 DPS CTF-IM 3xAC5 with -15% Cooldown: 1.41s Cooldown, 10.6 DPS KGB-000 4xAC5 with -7.5% Cooldown: 1.54s Cooldown, 13.0 DPS Now something funny happens here, and that is with a 15% Jam chance, AC5s are theoretically better than UAC5s for all the heavy IS ballistic chassis, when it comes to pure sustained DPS (I didn't include the BNC-3E since it can't load 3 UAC5). That said, I know that for me, burst damage is what is important since you are not firing constantly, so in general UAC5s will out-damage AC5s, and this jam chance reduction will definitely widen the gap.
Has it been confirmed it's -5 points (then 10% jam chance) and not -5% (14.25%)? I know like all the other quirks work, but if I remember correctly it's the first time they ever used the term "multiplier" (and that make me think they might have learn how percentages work). Anyway, yesterday I tried the UAC on the Dragon-5N, and I didn't felt a difference (but that proves absolutely nothing).
Okay, so I've decided to do some testing to see what the jam reduction quirks do, and I gotta say I'm more confused than before. Methodology: Fire UAC5s constantly clicking trigger for 1 minute and determine the number of rounds fired. All mechs were mastered, and no modules were installed. So for the JM6-DD with 3xUAC5, I got the following results: 167, 168, and 161 rounds fired over 60 seconds. This is an average of 160.3 Rounds/min of which is 13.8 DPS (4.6 DPS per UAC5), compared to an expected 12.2 DPS. The average cooldown seen is 1.08 s per UAC5. I got much more variable results on the KGC-000B (no cooldown quirks) with 3xUAC5: 103, 167, 130, 144, 158, and 141 rounds fired over 60 seconds. This is an average of 140.5 Rounds/min which is 11.7 DPS (3.9 DPS per UAC5). The average cooldown seen here is 1.3 s per UAC5. Now, the weird thing is, 11.7 DPS is almost exactly 85% of 13.8 DPS. So I don't know if this is coincidence, or if PGI messed up with their jam quirks. I am certainly seeing much higher than expected DPS for both chassis than expected. Things additionally get a bit odd when I bump the KGB up to 4 UAC5s. For the same KGB-000B with 4xUAC5 the results were 199, 200, and 201 rounds fired over 60 seconds. This is an average of 200 rounds/min which is 16.7 DPS (4.2 DPS per UAC5) compared to an expected 12.1 DPS. The average cooldown seen here is 1.2 s per UAC5. So basically, I need to do many more trials to get a better sample. I'll also try to test and compare the KGB-000 and the CTF-IM which both have 7.5% cooldown quirks to see if there's a significant difference between 3xUAC5 vs 4xUAC5. TLDR: Testing showed that the JM6-DD had 15% shorter total cooldown compared the KGB-000B, which is accounted by the 15% cooldown quirk, while the -5% jam quirk did not seem to do anything.
This time they did the correct operation. Probably not expecting the actual result, but they did it right. And I really hope ALL the quirks and modificators will be multiplicative one day.
At least these folks are working on a robot game. I wouldn't want them to be in charge of my 401K or landing a rover on Mars.
I understand programming is hard and all, but PGI is making me thing that programming is impossible. Every patch is followed up with a hotfix, and changing one thing in a patch somehow effects what should be completely unrelated systems. Why don't percentages show for mech weights in the group queue anymore? Why do I still have problems seeing what mechs my own team piloted on the end of match screens? Programming is hard!
That's probably why they did it this way. But it does not come without problem. Especially for cooldown quirks since cooldown is also modified by mech perks and modules: the more the mech is quirked, the more modules and perks are efficient.