Looking around the webs and Reddit and such I found a lot of slightly wrong and/or confusing information about the recent toggle abilities efficiency/duration change. The basics are increase duration increases the time between when each drain "tick" hits. Increasing efficiency reduces the cost of each drain "tick".
First I'll do an example then I give the maths behind how this works. Let's take a toggle power that has a base drain of 2 energy per second.
If you increase duration only with a maxed Continuity (130% duration) you will loose 2 energy every 1.3 seconds. Now if you were to change that to only increase efficiency using a maxed Streamline (130% efficiency) you would lose 1.4 energy every 1 second. Now lets do something crazy and use only a Rank 4 Fleeting Expertise. That will increase efficiency by 50% and decrease duration by 50%. Now what happens is something really cool - the drain is 2 energy per second (our starting value). This is because it actually does 1 energy drain every 1/2 second.
However this is a really basic view of things. It gets really messy when you increase both duration and efficiency. So without further ado MATHS INCOMING!!!!
The way this all works is based on this simple equation:
C=(B/D)(1-E+1)
C = Final cost per second
C = Base Drain
D = Duration
E = Efficiency
Realize the duration and efficiency shown on screen are percentages meaning 150% is actually 1.5. So this equation is based on what you see on screen - meaning you added a full ranked Streamline E = 1.3 due to your efficiency is now 130%.
For example, you have a build where the screen says you have 130% duration and a 130% efficiency. Or rather you are using a Continuity and a Streamline with no corrupted mods to lower either value. Here's how the equation will work (I'll use the base drain of 2 from earlier):
C=(2/1.3)(1-1.3+1) or a drain of about 1.08 per second. In play this will actually look a little different. You won't see a 1.08 drain every second, you would see a 1.4 drain every 1.3 seconds. Or, let me scale this up a bit to 13 seconds - you didn't take a drain of 1.08 energy 13 times, you took a drain of 1.4 energy 10 times. This might seem small, I mean .3 seconds isn't that long. However, if you consider a duration of 200% would cause your drain to hit every other second. Not sure if it's really helpful, but it's a good to keep in mind anyway.
Now the reason this equation is important is to note that negative duration has a very huge impact (even bigger than negative efficiency) on toggle drains. The reason is that part is a 1/X equation - if you don't know what those look like off hand, google it. However on the flip side, there hits a point where more duration makes a very minimal effect. It doesn't scale linearly like efficiency does. Also due to the nature of things, in the above example, the duration has a bigger impact than the efficiency - this means Blind Rage maybe be a good candidate to put into some toggle builds now where before it was generally a bad idea.
So the tl;dr of this:
Know what the generic 1/X graph looks like, and remember the equation:
C=(B/D)(1-E+1)
C = Final cost
C = Base Drain
D = Duration
E = Efficiency
Knowing the equation can help you determine if sacrificing a little duration or efficiency for the greater good (This Transient Fortitude vs Blind Rage). You can break the equation into 2 parts and see exactly which is contributing the most and how much effecting one will do. Oh, and duration effects are based on a 1/X style graph, as opposed to efficiency being a straight linear graph - yeah, don't forget that either.....
Question
OffaLimb
Looking around the webs and Reddit and such I found a lot of slightly wrong and/or confusing information about the recent toggle abilities efficiency/duration change. The basics are increase duration increases the time between when each drain "tick" hits. Increasing efficiency reduces the cost of each drain "tick".
First I'll do an example then I give the maths behind how this works. Let's take a toggle power that has a base drain of 2 energy per second.
If you increase duration only with a maxed Continuity (130% duration) you will loose 2 energy every 1.3 seconds. Now if you were to change that to only increase efficiency using a maxed Streamline (130% efficiency) you would lose 1.4 energy every 1 second. Now lets do something crazy and use only a Rank 4 Fleeting Expertise. That will increase efficiency by 50% and decrease duration by 50%. Now what happens is something really cool - the drain is 2 energy per second (our starting value). This is because it actually does 1 energy drain every 1/2 second.
However this is a really basic view of things. It gets really messy when you increase both duration and efficiency. So without further ado MATHS INCOMING!!!!
The way this all works is based on this simple equation:
C=(B/D)(1-E+1)
C = Final cost per second
C = Base Drain
D = Duration
E = Efficiency
Realize the duration and efficiency shown on screen are percentages meaning 150% is actually 1.5. So this equation is based on what you see on screen - meaning you added a full ranked Streamline E = 1.3 due to your efficiency is now 130%.
For example, you have a build where the screen says you have 130% duration and a 130% efficiency. Or rather you are using a Continuity and a Streamline with no corrupted mods to lower either value. Here's how the equation will work (I'll use the base drain of 2 from earlier):
C=(2/1.3)(1-1.3+1) or a drain of about 1.08 per second. In play this will actually look a little different. You won't see a 1.08 drain every second, you would see a 1.4 drain every 1.3 seconds. Or, let me scale this up a bit to 13 seconds - you didn't take a drain of 1.08 energy 13 times, you took a drain of 1.4 energy 10 times. This might seem small, I mean .3 seconds isn't that long. However, if you consider a duration of 200% would cause your drain to hit every other second. Not sure if it's really helpful, but it's a good to keep in mind anyway.
Now the reason this equation is important is to note that negative duration has a very huge impact (even bigger than negative efficiency) on toggle drains. The reason is that part is a 1/X equation - if you don't know what those look like off hand, google it. However on the flip side, there hits a point where more duration makes a very minimal effect. It doesn't scale linearly like efficiency does. Also due to the nature of things, in the above example, the duration has a bigger impact than the efficiency - this means Blind Rage maybe be a good candidate to put into some toggle builds now where before it was generally a bad idea.
So the tl;dr of this:
Know what the generic 1/X graph looks like, and remember the equation:
C=(B/D)(1-E+1)
C = Final cost
C = Base Drain
D = Duration
E = Efficiency
Knowing the equation can help you determine if sacrificing a little duration or efficiency for the greater good (This Transient Fortitude vs Blind Rage). You can break the equation into 2 parts and see exactly which is contributing the most and how much effecting one will do. Oh, and duration effects are based on a 1/X style graph, as opposed to efficiency being a straight linear graph - yeah, don't forget that either.....
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