I have a bit of query for boosters, possibly related to this thread. As mentioned earlier, on the wiki it says :
Each booster has a base bonus - e.g. +10% bonus to pizza production and +15% bonus to pasta twirling. A number of factors then multiply the booster's bonus(es) on a percentage scale. The complete formula for the bonus applied by a given booster is:
N * (1.5^(B - S)) * (0.9^D) * O
* N=the base booster bonus
* B=the size of the booster, with 4 being Huge and 1 being Small
* S=the size of the affected module or ship, same scale as B
* D=the number of duplicate boosters - that is, boosters of the same type whose bonus has already been applied prior to the booster being considered
* O=Booster Overdrive bonus (research or specialists)
This brings up my question: The booster size-dependent bonus / reduction, is that related to the size of the booster mount compared to the Ship
, or to the weapon being boosted
? I've been looking through the wiki and forums, and have found conflicting views.
For example, on my Huge
Hammerhead, I have some Large
Fusion Beams in the triple-split turrets. If a put a beam booster in the Huge
utility slot, does it give a 'same size = 100%' modifier because the Huge
Booster = the Huge
ship, or does it give a 'greater size = 150%' modifier because the Huge
booster is bigger than the Large
Beam slots being used?
This could be especially relevant for ships who have turret/weapon slots of differing sizes from their ship size; like the Grinder having a Huge
weapon slot, but being a Large
ship. What size booster do you need to count as 'the same size'? Would you need to Fixed-Mount its turret to put a Huge
booster to get the 100% modifier? Etc.
Hopefully my question makes sense
The trouble is I can't just test it myself on shields, since shields always go based on the whole ship size, not any particular weapon slot on the ship.