No Man's Sky

No Man's Sky

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Nordomus Jul 23, 2017 @ 3:14am
Does multi tool comparison includes upgrades?
I mean there is comparison saying it has xx% dmg more for example but more from current BASE multi tool or more from current multi tool with all upgrades?
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Showing 1-15 of 23 comments
stvlepore Jul 23, 2017 @ 3:33am 
I've always assumed it was showing the potential, that all things being equal, upgrades, one will be xx% stronger than the other.
Honestly, it was just an assumption i was making, otherwise the comparison is just about pointless.
p0pt@rt Jul 23, 2017 @ 11:31am 
the green and red arrows reflect the percentage of stat bonus and has nothing to do with the equipment installed.. those are the multipliers applied to the numbers generated by the installed equipment.. only the physical numbers themselves (over the bar graphs) represent the multitool's potential with the currently installed tech..
Nordomus Jul 23, 2017 @ 11:46am 
Whaaaat?
p0pt@rt Jul 23, 2017 @ 12:25pm 
take this screenshot for example: (multitool was modified in the save file)
http://steamcommunity.com/sharedfiles/filedetails/?id=952557466

the stats reflected in the percentage are static, they do not change.. I could empty all 48 slots and those stats would still be the same percentage.. The numbers on the bar graphs below the percentage stats reflect the output potential of the multiool, including the installed tech..

When you compare multitools (or even ships) for purchase, the center section will compare their static percentage stats.. these do not change with the addition or removal of equipment and are more dependent and related to the class of the multitool (or ship)..

They're percentages of bonuses added to the multitool's potential output.. Meaning a C-Class with a given set of tech and 0% bonus in all 3 categories will yield just the base potential output, while a S-Class with 50% in all categories will have a potential output of about 1½ times the base potential output..

The gun in the example has 10 times the base potential for both mining and damage potential and 2½ times the scan range vs the 0% bonus base potential..
Last edited by p0pt@rt; Jul 23, 2017 @ 12:30pm
p0pt@rt Jul 23, 2017 @ 1:01pm 
Originally posted by darkdisciple1313:
In other words, if math is not your strong point (*raises hand*), those numbers don't mean a damn thing. There's also no real logic to it, since a B-class multi-tool of a certain slot number can be "better" than an S-class with fewer slots, which makes no sense at all.
Only in the respects that the B-class multi-tool would be able to house more tech.. which would increase it's base potential.. a small multiplier applied to a higher base potential is better than a high multiplier applied to a lower base potential..

Ex) If I showed you I had a dime in my left hand and a dollar in my right, and I asked: "Which would you rather have, 10 times the amount in my left hand? or two times the amount in my right hand?"
Just because the multiplier is higher doesn't mean you end up with a bigger end result.. but when you can get a 24 slot S class, you can max out your tech and max out your base potential and really reap the benefits of that high multiplier...



Originally posted by darkdisciple1313:
I came across an explorer that looked just awesome, incredible colors, beautiful lines...and it was a C-class with only 15 slots compared to my B-class shuttle with 31.
Unless you're actually factoring in appearance (which is procedurally generated with no weight for style or appearance), the B class has more slots, higher multipliers (providing we're comparing the same type of ship) and would be the overall better choice of the two..


Originally posted by kremit_defrog:
(providing we're comparing the same type of ship)
Different ships have different bonuses.. Fighters yield better damage, Explorers yield better hyperdrive, Haulers yield better shields (because they want protection from pirates) and shuttles have an overall balance.. so a S class shuttle could still appear to have worse stat bonuses than a fighter, but it's all relative to the ship's role.. this is why we can build a fleet of 6 ships, so we can use an explorer for jumping, a fighter for fighting, a hauler for interplanet exploration and harvesting of resources.. and even a shuttle for a junker to take thru a black hole without having to worry about repairing damaged tech..



Originally posted by darkdisciple1313:
I know I'm being harsh, but after the Atlas card v3 turned out to be worth nothing for all the time I put into getting it, I'm really pissed off at this game at the moment. Yeah, I know I'll get the "well, we've been trying to tell y'all" comments, but I prefer finding out that kind of stuff for myself, I guess. Balderdash.
you didn't put in that time for nothing.. not only does the ACv3 sometimes get you additional nanites, carbon, units, health, shield or even an increase in your standing with the native species, but it's also a requirement in the tier of Polo's quests.. you need to achieve your ACv3 while you're on the road to your Warp Reactor Theta.. plus the ACv3 can double as the ACv2, so that's a plus.. just wish it'd double as the ACv1 as well so we could save a slot.. maybe that's something for a future mod...
Last edited by p0pt@rt; Jul 23, 2017 @ 1:02pm
p0pt@rt Jul 23, 2017 @ 1:21pm 
since you're posting on the steam forum, it's assumed you're on PC.. and if so, maybe you might be interested in my https://nomansskymods.com/mods/smile-ship-multitool-inventory-ludicrous-enhancments/ (or one of it's variants C.R.I.S.P.I.E or S.I.D.E).. and if you're going for looks, maybe check out my MoarShips mod[nomansskymods.com].. which replaces those ugly 60's Aistream/Streamline motorhome in space type "Shuttles" with some custom models..
Last edited by p0pt@rt; Jul 23, 2017 @ 1:24pm
MrMesmer Jul 23, 2017 @ 2:35pm 
Originally posted by darkdisciple1313:
...

I post on the Steam forum, btw, because most of the PS4 ones elsewhere are either dead, boring or filled with the human equivalent of tuberculosis. At least here, there are some days where visiting is worth the time.
:)
so true
p0pt@rt Jul 23, 2017 @ 2:39pm 
fair enough.. and my apologies for repetitive occurrences of this in the future.. I will do my best to make a mental note of you (your user name and avatar) as being on PS4, but I can't make any promises on remembering all the time >.>
badchad71 Jul 23, 2017 @ 2:52pm 
I got this experimental 18 slot multi- tool early on and I haven't upgraded to a class A with more slots because of those base stats.
https://steamuserimages-a.akamaihd.net/ugc/852721489084402479/7B689B38A5AA62949B3E7177BCCD795F4DABBEBC/

So am I losing a lot when I see something like this with more slots but lower other stats?
https://steamuserimages-a.akamaihd.net/ugc/852721489084402831/3A23786C4160198652265D4323808A2D8A97FEB4/
Last edited by badchad71; Jul 23, 2017 @ 2:54pm
p0pt@rt Jul 23, 2017 @ 3:29pm 
Originally posted by badchad71:
I got this experimental 18 slot multi- tool early on and I haven't upgraded to a class A with more slots because of those base stats.
Nice find.. experimentals and alien tech are always nice.. great bonuses..

Let's take a look at your first image:
https://steamuserimages-a.akamaihd.net/ugc/852721489084402479/7B689B38A5AA62949B3E7177BCCD795F4DABBEBC/

Here it shows us your 165.8 damage is contributed by 11%, your 144.3 mining is contributed to by 48% and your 292.7 scanning is contributed to by 46%.. While that should be base*percent, I'm using the total/percent to find the base.. so it may not be completely accurate, but close enough to represent a valid decision..

Base stats (if all bonuses were +0%) should be:
(this is what is contributed by the installed tech w/o any stat bonuses)
Damage: 149.369
Mining: 97.5
Scanning: 200.479


Originally posted by badchad71:
So am I losing a lot when I see something like this with more slots but lower other stats?
https://steamuserimages-a.akamaihd.net/ugc/852721489084402831/3A23786C4160198652265D4323808A2D8A97FEB4/

well now that we know the base stats, assuming that's how you want to reconfigure the potential upgrade proposed, you can multiply the base numbers above with their respective stat bonuses..

New Multitool output (with same tech config) should be (roughly):
(This is with same tech config and +18%/+0%/+10%)
Damage: 176.3
Mining: 97.5
Scanning: 220.5

So the Damage already exceeds the old one (as the stat bonuses showed us w/o all the math) and in addition to the new tool's numbers under the same config, you'll have 5 additional slots to add to that config.. so you can add mining tech to in order to enhance your mining output or scanning enhancements to bring that back up.. but either way, you can make that 23 slot multitool just as good, if not slightly better, than the c-class experimental..

of course, then in lies the question if you want to mess with all the tech installation all over again (Tip: When applicable, dismantle your current tech prior to trading; sometimes you cannot do this as a multitool's offering will be lost if you exit the compare menu)
Last edited by p0pt@rt; Jul 23, 2017 @ 3:29pm
badchad71 Jul 23, 2017 @ 4:36pm 
Originally posted by kremit_defrog:
Originally posted by badchad71:
I got this experimental 18 slot multi- tool early on and I haven't upgraded to a class A with more slots because of those base stats.
Nice find.. experimentals and alien tech are always nice.. great bonuses..

Let's take a look at your first image:
https://steamuserimages-a.akamaihd.net/ugc/852721489084402479/7B689B38A5AA62949B3E7177BCCD795F4DABBEBC/

Here it shows us your 165.8 damage is contributed by 11%, your 144.3 mining is contributed to by 48% and your 292.7 scanning is contributed to by 46%.. While that should be base*percent, I'm using the total/percent to find the base.. so it may not be completely accurate, but close enough to represent a valid decision..

Base stats (if all bonuses were +0%) should be:
(this is what is contributed by the installed tech w/o any stat bonuses)
Damage: 149.369
Mining: 97.5
Scanning: 200.479


Originally posted by badchad71:
So am I losing a lot when I see something like this with more slots but lower other stats?
https://steamuserimages-a.akamaihd.net/ugc/852721489084402831/3A23786C4160198652265D4323808A2D8A97FEB4/

well now that we know the base stats, assuming that's how you want to reconfigure the potential upgrade proposed, you can multiply the base numbers above with their respective stat bonuses..

New Multitool output (with same tech config) should be (roughly):
(This is with same tech config and +18%/+0%/+10%)
Damage: 176.3
Mining: 97.5
Scanning: 220.5

So the Damage already exceeds the old one (as the stat bonuses showed us w/o all the math) and in addition to the new tool's numbers under the same config, you'll have 5 additional slots to add to that config.. so you can add mining tech to in order to enhance your mining output or scanning enhancements to bring that back up.. but either way, you can make that 23 slot multitool just as good, if not slightly better, than the c-class experimental..

of course, then in lies the question if you want to mess with all the tech installation all over again (Tip: When applicable, dismantle your current tech prior to trading; sometimes you cannot do this as a multitool's offering will be lost if you exit the compare menu)

Wow, thank you for that reply. I guess It's time to finally upgrade.
p0pt@rt Jul 23, 2017 @ 5:51pm 
Originally posted by badchad71:
Wow, thank you for that reply. I guess It's time to finally upgrade.
Cheers :) and good luck.. Nonetheless, I don't think HG intended to make comparing this difficult, but the option is there if a player really wants to get down to the nitty gritty..
Psyclos Jul 23, 2017 @ 7:03pm 
Comparing two identically built 'tools, with different stats.

First, the Experimental class A rifle

http://steamcommunity.com/sharedfiles/filedetails/?id=942877136

with secondly, the Alien class A rifle

http://steamcommunity.com/sharedfiles/filedetails/?id=942748865


the damage/yield/range figures in the right of the bars show the relative effects of all bonuses.

Contrasting with a "standard" class S rifle

http://steamcommunity.com/sharedfiles/filedetails/?id=943526919

although the standard rifle is of a higher class the statistics on its performance remain lower than either of the A class 'tools.

My recommendations - into scanning and mining seek out Experimental 'tools - when resources are no problems, and buzzing sentinels annoy Alien 'tools excel !
My current prreciousssss.........

http://steamcommunity.com/sharedfiles/filedetails/?id=945152915

But still looking for an Experimental S class!

Last edited by Psyclos; Jul 23, 2017 @ 7:29pm
p0pt@rt Jul 24, 2017 @ 12:07am 
Originally posted by Psyclos:
Comparing two identically built 'tools, with different stats.
One has mining beam intensifier where the other has grenade damage radius... so one will have higher mining, the other will have higher damage, they're not identical.. but I will agree they're very similar..
Psyclos Jul 24, 2017 @ 3:56am 
Well spotted!

I forgot that I replaced the intensifier as I opted for better tunnels vs. a small increase to mining yield from the intensifier less important to me than the prospect of making bipeds soar!

Interestingly. the intensifier upgrades do not appear to stack, one upgrade placed in the middle row produced the same result, as one, two, and three upgrades, independent of their respective positions in the upgrade stacks available.

Fitting out 'tools is resource intensive, I've found the cheapest way to try different upgrade combo's is to fill your ship with required raw materials, jump out make changes to the 'tool - if you don't like the result reload, and try again.

Last edited by Psyclos; Jul 24, 2017 @ 4:10am
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Date Posted: Jul 23, 2017 @ 3:14am
Posts: 23