5 New Mods : what we (think) we know

here is the summary of some data based on my own experiments and another people posts
thank you for everyone that had tried the new mods to get data
I will use these abbreviation to make it simpler
Heat Sink = HS
Multi-Hack = MH
Force Amp = FA
Link Amp = LA
Turret = TR

Update Change log
10 July 2013 : fix new hypothesis formula for heat sink
11 July 2013 : fix new more reliable formula for heat sink and multi-hack *credit to sorgo, Robin, and QVinto

Common Properties
1. Availability
same as shields, there are 3 classes of new mods : common, rare, and very rare
but until now, only HS and MH had been confirmed to have this rarity properties
other than HS and MH, all still have rare properties

2. Recycle
common = 40XM
rare = 80XM
very rare = 120XM edited : 100 XM

3. XM Deployment Cost
common = 400XM (tried to HS)
rare = 800XM (tried to TR and FA)
very rare = 1000XM (?? same with shields properties?) *confirmed

Heat-Sink

heat sink

heat sink


heat sink decreases the cool-down time for each hacks
common = -20%
rare = -40% edited : -50%
very rare = -60%(??) edited : -80% (??) edited : -70%
the calculation is based on last value so :
1st Common : -20% > 80% = 4 mins cool-down
2nd Common : -20%-20%*80%(last value) > 64% = 3.12 mins cool-down
etc

New (Hypothesis) Formula for Heat Sink
Deployment of 2nd, 3rd, and 4th mods will decrease less rare mod
the less rare mod parameter will be halved starts from 2nd deployment
example :
HS(C) + HS(C) : 20+8% = 28% = 1-(1-0.2)*(1-0.2/2)
HS(C) + HS(C) + HS(C) : 28+7.2% = 35.2% = 1-(1-0.2)*(1-0.2/2)*(1-0.2/2)

HS(C) + HS(R) : 20+35% = 55% = 1-(1-0.2/2)*(1-0.5)
HS(R) + HS(C) : 50+5% = 55% = 1-(1-0.5)*(1-0.2/2)

for further information or example, please go to
https://github.com/jonatkins/ingress-intel-total-conversion/issues/410
https://docs.google.com/spreadsheet/ccc?key=0AtBPyzAvlFORdC1kemN0YU9MSS1UMmhDbWtBb090ZUE#gid=0
(thanks sorgo)

update : heat-sink not only reduces cool-down, but also burnout time confirmed : heat sink only decrease of cool-down, burn out time is not affected

Multi-Hack

multi-hack

multi-hack


multi-hack increases the cap of hacks by a player before burned out
common = +4 hacks
rare = +8 hacks
very rare = +12 hacks(??) *confirmed
example :
you deploy 1 common, so you can hack it 4(normal)+4(multi-hack) = 8 hacks before you burn out the portal
Update
2nd deployment will reduce less rare mod
it also use formula [1 0.5 0.5 0.5] like HS
example :
MH(C) + MH(R) = 10 = 4/2 + 8
MH(R) + MH(C) = 10 = 8 + 4/2
MH(R) + MH(R) = 12 = 8 + 8/2
MH(VR) + MH(C) = 14 = 12 + 4/2
MH(VR) + MH(R) = 16 = 12 + 8/2
for further information or example, please go to
https://github.com/jonatkins/ingress-intel-total-conversion/issues/410
https://docs.google.com/spreadsheet/ccc?key=0AtBPyzAvlFORdC1kemN0YU9MSS1UMmhDbWtBb090ZUE#gid=0
(thanks sorgo)

there is also report that an agent deploy the mod after he burn out the portal and he got additional hacks from the mod
update : based on report, please notice that MH is per player.. so we can not refresh (remove then deploy new one) by ourself to get additional hack.. we have to add another new one to get additional hack.. the effect of another player placement is still unknown

Force Amp

force amp

force amp


force amp increases the force of portal attack
update : notice that portal attack is not only when you fire Xmp to the portal, but also when you hack the portal
rare :
1st = +2x
2nd = +0.5x > 2.5x
3rd = +0.25x > 2.75x ~ 2.8x
4th = +0.125x > 2.875x ~ 3.0x
example :
L6 portal without FA : base damage = 400 XM
with FA : base damage*2 = 800 XM

Link Amp

link amp

link amp


link amp increases the maximum range of portal link
rare :
base range = X
1st : +X > 2X
2nd : +X/2 > 2.5X
3rd : +X/4 > 2.75X
4th : +X/8 > 2.825X ~ 3X

Turret

turret

turret


turret increases frequency of portal attack
it buffs 2 status :
a. frequency
b. hit bonus
rare : linearly add 2x frequency and 0.2% hit bonus
experiment result and hypothesis :
a. it seems that hit bonus is related to the frequency increment so that the portal won’t always attack two times
b. I tried with my friend, whem he fires one XMP and still get base damage, but when he fires 3 consecutive XMP, logs was : base_damage, base_damage, 2*base_damage

confirmation of some cases are in the comment section
I am sorry that I can not take them all to the main body but please see comment section for the some special cases

again, this is not mine, but us
data will get better if there is more feedback
thank you for all feedback that had been given
that’s all for now
thank you

experiments links :
force amp : https://plus.google.com/102566933418982112950/posts/8Eirjo3WwVb
turret and force amp damage : https://plus.google.com/102566933418982112950/posts/JtYoasEWmcJ
turret and force amp : https://plus.google.com/102566933418982112950/posts/MV1vdVnPoja
heat sink : https://plus.google.com/102566933418982112950/posts/DDD4T5Zdiap
new heat sink and multi-hack :
(mine) https://plus.google.com/102566933418982112950/posts/HBfSQW95Bnp
(Robin) https://plus.google.com/102271631180353383928/posts/U5Fp44t2UcP
(QVinto) https://plus.google.com/u/0/photos/107917688018975026970/albums/5899254812123440449

source credits : Justin Peeples, San Francisco comm via Budi Waskita, Petr Synex, Alex Fung, sorgo, Robin Hanke, QVinto
update credits : @Telek, @Better Sergio, Ervin Sue, r00teniy, rahmaut, pav, highwindkun, rmettier, F1end, LRdM, gvirta, zurchpet, Paul B, sovick321, screwyluie, sorgo
thank you

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