Cauldrath Posted March 23, 2013 Share Posted March 23, 2013 (edited) I wasn't able to confirm all of these numbers, as I didn't have the exact mods, but the math seemed to work out for the ones I tested: Assuming unranked common exp bar is 24 exp: Common fusion mods = 12+6xLevel exp Uncommon fusion mods = 24+12xLevel exp Rare fusion mods = 36+18xLevel exp Same card commons = 24+12xLevel exp Matched polarity commons = 12+6xLevel exp Unmatched polarity commons = 6+3xLevel exp Same card uncommons = 48+24xLevel exp Matched polarity uncommons = 24+12xLevel exp Unmatched polarity uncommons = 12+6xLevel exp Same card rares = 72+36xLevel exp Matched polarity rares = 36+18xLevel exp Unmatch polarity rares = 18+9xLevel exp Fusion costs: Commons: 200x(1+Level) Uncommons: 400x(1+Level) Rares: 800x(1+Level) Sell values: Common Fusion: 125+25xLevel (truncate to increments of 50) Uncommon Fusion: 350+50xLevel Rare Fusion: 700+100xLevel Fusing onto rares gain 1/3 exp, uncommons gain 1/2 exp, each rank halves exp gain. So, (1/2)^Level/3 for rares, (1/2)^Level/2 for uncommons, (1/2)^Level for commons. Actual numbers are obviously going to be much higher than 24 total exp in the bar, so don't truncate for that. As of hotfix 7.4, overflow from one rank to the next has appropriate penalties applied. Mods are applied in some arbitrary order (most likely position in memory), not the order you click on them or the order they are displayed in your inventory, and reductions are applied based on the rank of the mod when they are applied, so a mod can give rank 2 exp at a rank 1 rate as long as it was rank 1 when that mod was applied. Things to note: 1) Rares cost 4x as many credits to fuse as commons, but give only 3x as much fusion experience. 2) Rank 10 fusion mods cost 11x as much to fuse as unranked, but give 11/6 the exp (just under twice as much) (as of 7.4, 6x as much exp) 3) High-level rares can still be more cost-effective than uncommons or commons, but only if they are giving experience that overflows from one rank to the next, because you can get more overflow from rares than from commons/uncommons. The extra overflow you get from the rare compared to using uncommons or commons is effectively 6x the fusion experience at 4x the cost. 4) Because adding a mod might add it to the application order earlier than your current mods, it may cause current mods to be applied at higher ranks than before, which reduces the effect you get from them. This is what causes adding mods to not give any additional experience or even reduce it. 5) The optimal mod application is (un)commons until almost leveling up, then your biggest rare, then (un)commons until almost leveling up, then your second-biggest rare, etc. Generally as you rank up a mod, it will be harder to get significant overflow from your rares and you should just use commons and uncommons. Edited March 28, 2013 by Cauldrath Link to comment Share on other sites More sharing options...
Obstaculo Posted March 23, 2013 Share Posted March 23, 2013 thanks for the info. Link to comment Share on other sites More sharing options...
NegimaSonic Posted March 23, 2013 Share Posted March 23, 2013 the overflow concept is news to me, seems cool. Link to comment Share on other sites More sharing options...
electricsheep Posted March 23, 2013 Share Posted March 23, 2013 Thanks for taking the time to figure all of this out. The whole concept of halving XP gain per level instead of doubling the XP requirement is bizzare. So, instead of behaving like every other item that accumulates XP in the game, it has it's own mechanic that is less clear (overflow? mods reducing total XP? what?) and harder to tweak (there goes my wishful thinking about a proper level XP curve instead of this doubling schtick)? I wonder how/why it got designed that way. Link to comment Share on other sites More sharing options...
Brasten Posted March 24, 2013 Share Posted March 24, 2013 (edited) If this is correct, then I can't say I'm happy with DE. Reverse illogical systems like this are bad over the long term. Partly because the more complex they are the harder they are to balance well as new content rolls out. For example, what happens if they eventually want to take a Mod up to 20 or 30 ranks... seems silly I know, but not outside the realm of future prospects. I also ran into the 4x cost on Rares but only 3x while trying to work out prices. I honestly though it was a bug and not an intened feature. Again, not very happy. I'd rarther see a more streight forward system. It smacks of doing "1 + 1 = 3" because they can. *edit* The only reason I can see doing it this way is to reduce the total "Rating/XP" value that each mod has to store, however that doesn't make much sense since the idea is that its doubling number 2, 4, 8, 16... 512, 1024 at the max. 1024 is only an 11 bit value. I just don't see a logical or practical reason to do things this way. Other then to make upper end extreme grinding and credit heavy sink. Edited March 24, 2013 by Brasten Link to comment Share on other sites More sharing options...
Thelonious Posted March 24, 2013 Share Posted March 24, 2013 (edited) TL:DR: Fusion mods are a scam to empty CB testers credits stack. I personally gave up on using my 50+ pages of fusion mods when I realized normal mods are waaaaaaay more efficient. YOU WONT GET MY MONEEEEY!!!! On a more serious note, they need to reduce fusion costs with fusion mods, cause right now, with most of the player base having around 100K credits, they're worthless. Unless you farm more. Just for credits. Sad. Or they could increase the "mod xp" gain for fusion mods. I don't understand why a single rank 10 fusion mod can't even level up a rank 0 rare mod. I mean, rank 10 vs 0, that should pop the overflow out of the screen! The thing is, fusion mods have no polarity at all. That already increases mod cost by 4. Added to the ridiculous price of the fusion, it's a no no for any smart player. Or poor ones, which is now 99.9% of the player base thanks to fusion mods. Edit: Oh wait, this thread is not about fusion cores at all. Forget it. Just don't use them. Ever. And don't use ranked up mods to level up others. It's as bad. Edited March 27, 2013 by Thelonious Link to comment Share on other sites More sharing options...
Brasten Posted March 26, 2013 Share Posted March 26, 2013 *nudges thread back to top* Link to comment Share on other sites More sharing options...
TraumaHunter Posted March 26, 2013 Share Posted March 26, 2013 mmmm spreadsheets. Link to comment Share on other sites More sharing options...
CY13ERPUNK Posted March 27, 2013 Share Posted March 27, 2013 +1 OP great research Link to comment Share on other sites More sharing options...
Cauldrath Posted March 28, 2013 Author Share Posted March 28, 2013 Updated first post for hotfix 7.4 and calculated sell price for commons: Fusion core ranks are now worth 6x as much as before. (Now the same at all ranks as matched-polarity mods) Overflow from one rank to another has appropriate penalties applied. Link to comment Share on other sites More sharing options...
highlifeSW Posted March 28, 2013 Share Posted March 28, 2013 KISS, Keep it simple, stupid. The System may work but it`s way to complicated.Calculate a value to raise each Mod to the next level and give each Module a fusion Value according to level and rarity. Fusion cores dump rarity and level and jst give a plain fusion value. I want to play warframe and not Excel. Link to comment Share on other sites More sharing options...
Dreamwalk3r Posted March 28, 2013 Share Posted March 28, 2013 So yeah, rare cores suck (aside from rank 0 and 1). Link to comment Share on other sites More sharing options...
Thelonious Posted March 28, 2013 Share Posted March 28, 2013 (edited) Steve still has some rework to do on these... I already have pages of rare 5 that add up to the dozens of pages of rank 10 we got from update 6. I'll never use them with those numbers. Cost should just be based on Energy gain, not rarity or rank. 10 creds per energy would be a fair trade. Edited March 28, 2013 by Thelonious Link to comment Share on other sites More sharing options...
darkprophecies Posted March 28, 2013 Share Posted March 28, 2013 Thanks for the info cauldrath. I have quoted your information into this little guide ive gathered and created https://forums.warframe.com/index.php?/topic/18773-tips-for-new-players/ Link to comment Share on other sites More sharing options...
R4mmr0d Posted April 13, 2013 Share Posted April 13, 2013 I'm sorry, I'm a bit confused: I have some duplicate common 'ability/skill' mods for frames i don't have. For example, i have four common Saryn 'venom' mods. Should i fuse them into a single higher rank mod, or wait until i build saryn and fuse all of them into the elite i am given upon building it? Would fusing a lvl 2 common into a lvl 0 elite be a moronic use of the potential xp? Link to comment Share on other sites More sharing options...
Demonomicon Posted April 25, 2013 Share Posted April 25, 2013 Can somebody explain this for me? Im not understanding at all what this means :D. I normally only decide what is the mod i want to level up (from the ones i like to use ofc) and i do that based on what mod is the cheapest in fusion cost to upgrade and still gives me a good increase. But i dont understand this info about fusion.... is it only for cores? In low level fusion cores seem to speed up the processs when you are rather poor in ammount of mods and credits, but now im working on lvl 5-8 mods and costs are starting to very high for 1 rank. Btw, i figured out today (after a week of playing) that fusing same polarity is better than diferent :D. Link to comment Share on other sites More sharing options...
Vanadio Posted May 22, 2013 Share Posted May 22, 2013 Following the formulas in this doc there's no evidence that fusing low level mod/cores is less efficient, despite the fact it is clear fusing mods in game. Something wrong with the formulas? Please have a look at this excel, where the issue is clear (no efficiency drop when fusing low level): https://www.dropbox.com/s/y82jyjtxgk8a466/MOD_Fusion.xlsx Link to comment Share on other sites More sharing options...
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