RELIC answer please URGENT
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Im not relic dev but i think i can answer something Only very few bulletins stack. Usually they are price reduction bulletins.
it is not price bulletin i got, it is %3 more accuracy for PGs, i have two of it (dropped one in game) so i wanna see if i use them both in a loadout does it mean i am gonna get %6 more accuracy for my PGs?
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Wow, this is so important
yea i am sacrificing a bulletin for this xD so if this is not what i think i am wasting one bulletin slot
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Im not relic dev but i think i can answer something Only very few bulletins stack. Usually they are price reduction bulletins.
I'm not sure about any other bulletin but I know for fact that the USF "Grenade range increased by 7%" stacks.
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Im not relic dev but i think i can answer something Only very few bulletins stack. Usually they are price reduction bulletins.
Cruzz: 95% of all bulletins stack.
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Wow, this is so important
Dont you know bulletins decide RNG outcomes. \
RNG bulettin: 100 percent chance of all RNG outcomes in your favor
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Cruzz: 95% of all bulletins stack.
Guess i had some old info then
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Cruzz: 95% of all bulletins stack.
so what are the 5% that dont stack?
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Also do the OKW Panzer IV Armour bulletins stack? Because if they do, an OKW Panzer IV with Skirts upgrade will have higher armour than an Ostheer Vet 2 Panzer IV (without armour bulletin).
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Question, how does stacking work? Is it X + 1 + 1 + 1, or is it X + 3?
I believe it's (bulletin bonus)*(number of bulletins)
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I believe it's (bulletin bonus)*(number of bulletins)
In that case:
WM Panzer IV no bulletins = 180.0 Frontal Armour
OKW Panzer IV 3 bulletins = 184.0 Frontal Armour
WM Panzer IV Vet 2, no bulletins = 234.0
OKW Panzer IV Skirts + bulletins = 239.2
So under the right conditions, OKW's Panzer IV can be better armoured than Wehrmacht's Vet 2 version
Of course, this also means that in theory you can get a Wehrmacht Panzer IV with 262 frontal armour, that would be worth seeing!
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I believe it's (bulletin bonus)*(number of bulletins)
In don't think so. In some games (like LoL and DoTA) We have "additive stacking" and "multiplicative stacking" Here are to examples From League of Legends:
Additive stacking: if your champion has two items granting +100 health each, your champion has 200 bonus health.
Multiplicative stacking: If your champion has armor granting 10% damage reduction and an item granting 10% damage reduction, you multiply the damage factors—0.9 and 0.9—to get 0.81, which means your champion has 19% damage reduction (against physical damage).
So in CoH for lets say increased armor, if you have 100 armor and two "Add 4$ amor" it will be like this:
100+(4% of 100)= 104
104+(4% of 104)= 104+4.16= 108.16
Well first of all, this is not a HUGE difference (I feel like a stupid nerd explaining this, who the hell cares about 0.16% armor ) . And the reason that I say the games uses the latter kind is most of the time in programming, calculations are done from top to bottom, So the game checks for a bulletin, applies its effect, then checks for other bulletin and applies its effect again UNLESS the engine is told to add the effects,then to apply it.
I might be wrong though, just my thoughts.
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