I’m curious about certain statistics aided by Class Mods, Skills and Badass Rank having a limit that the game doesn’t openly tell you about. The ones I’m curious about are:
Shield recharge delay and reload speed are calculated like this: Let’s assume you have a gun with a reload speed of 5 or a shield with a recharge delay of 5 and a skill with +20% reload speed/recharge delay. 5 / 1.2 = 4.167 seconds reload speed or recharge delay. The +20% adds to the divisor of the base stat. So you can stack them as much as you want, but reaching 100% of either stat just leaves you with the base stat divided by 2.
Fire rate is probably theoretically infinitely stackable, but FPS limits it at some point. Elemental Effect Damage, Recoil Reduction and Recharge Rate should all stack forever.
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VaultHunter101
(So long, and thanks for all the fish)
#6
Gearbox math is done in such a way that you shouldn’t get any of the reductions to the point that you have zero delay, immediate recharge, etc. It’s mostly because the bonuses are not all handled additively. You can get the general idea from looking at the various formulas that have been derived from studies of in-game stats (examples below). As mentioned by one of the other responders, maximum fire rate is effectively capped at frame rate.
The thing with the BAR stat boosts is that the increases get progressively smaller as you rank up. At around 150K BAR, a 19% boost will go to something like 19.3% with one extra point; that drops to 0.1% increments at some point, and it becomes prohibitively time-consuming to get each successive increment.
Links:
@DemoniteBL has some more info on splash damage here:
There’s some info in Critical Hit damage here:
And the basic gun damage formula is here (essentially the same between both games apart from the slag vs. cryo mechanic):