How Multiplier Works?
Changes
If you are updating from AxBoosters V2, this is very important to understand.
Starting from AxBoosters 3.0.0, we have switched from a decimal format to a percentage format
So if you are updating from an older version, you will need to use the following formula to change your old booster give commands:
(OLD_MULTIPLIER - 1) * 100 = NEW_MULTIPLIER
Example: old multiplier is 1.5, you subtract 1, you get 0.5, you multiply it by 100, and you get 50, which is +50%
What does this mean?
The percentage format (currently used) is a much more logical system, it uses numbers that are (generally) whole numbers.
The decimal system had a big flaw, which is that negative boosters were much harder to understand, and in general it was harder to understand booster stacking (because 1.5 * 1.5 is not 3, which might be confusing why did someone get a certain boost amount if you have like 10+ boosters active)
A bit more visual example:
Goal | Percentage (current) | Decimal (old) |
---|---|---|
5 times booster | +400% | 5x |
negative 15 percent booster | -15% | 0.85x |
30 percent booster | +30% | 1.3x |
Hopefully you can understand, that for example stacking 5 of these boosters internally is MUCH harder if we use the decimal format.
Wth the percentage format we can start from 0 and add all the percentages together, meanwhile, with the decimal system we had to start from 1.0 and try to calculate what the user wants when they activate a second 2.5x booster
Active Boosters | Percentage (current) | Decimal (old) |
---|---|---|
2x 5% boosters | +5% + +5% = 10% | 1.05 * 1.05 != 10%, so we had to use 1 + (1.05 - 1) + (1.05 - 1) = 10% |
a 5% and a -15% booster | +5% + -15% = -10% | 1.05 * 0.85 != -10%, so we had to use 1 + (1.05 - 1) + (0.85 - 1) = -10% |