An important detail: radiators stack additively (% modifier summed then multiplied by base) while coolers work multiplicatively (% modifier multiplied for each module). Since the modifier for radiators is positive, you get a linear increase in firing time as you add more. While the modifier for coolers is negative, you get a diminishing decrease in the cooldown phase with each added module.
for coolers it is stated that "the weapon's cooling rate is increased by" and not "the weapon's cooling time is reduced by" this means that for example, the shiver gets a cooling rate of 185% which results in fact to a cooling time 1/185% = 54% of the original or -46%, so the numbers stated by the game at least for coolers are not that far off This also means that a second shiver wont get your cooling to zero but make it (1/1.85)/1.85 of the original which is 29% or -71% of the original, a third would make it 15.8% or - 84% .... ect... This means that with an infinit amount of coolers you will only be aproaching 0 cooling time, not going to negative values. Based on your -40% (vs -46% expected) for a single shiver I can expect a double shiver build to get 0.6*0.6=0.36 relative cooling time or -64% (vs -71% expected) cooling time and a triple shiver would get 0.216 or -78% (vs -84% expected)
Hey Bill, thanks for the extra research! When I was looking at the way coolers are stated I found it confusing. Mostly because when it says "weapon cooling rate is INCREASED by" in reality the weapons cooling TIME IS REDUCED. To me it is basically saying the same thing. And since it was TIME that I was calculating, that meant the result was a negative. As long as your calculations make sense to you and they add up correctly then it's all good either way. 🙂
Good info. I know there was a buff to coolers in the year+ break I had from the game, it used to be best to run a rad in 95% of builds. Do you Bill, or TCS, know the effects of stacking coolers and rads? I believe it used to be that for the first seal it would slow cooling by approx 70%, then the second seal slowed cooling by 70% of that new time, and so on. My current raid build has a nova, 2 retchers, 3 seals (2 fuzed), a cheetah to help me get around quick and a ton of ammo. I think I will swap the cheetah for a hot red + even more cooling, and guess adding a cooler is probably going to be better than a 4th seal, however it is often only a couple more shells i really need per cool down so I will have to try both and see which i like.
@@peteg4957 I tested stacking 2 Shivers and posted the results in the comments. I would try adding a Cooler and binding each Retcher to a different button, that way you can alternate firing and the Cooler will help regulate the weapons from overheating.
Running 3 RN Seals, fused for efficient. Weapons practically n e v e r overheat. Toss in the Favorite cab with Triple fused Equalizers, or swap 1 of those and a Seal for an Aurora, and enemy parts just melt off.
CAN You make a video on durability to weight ratio of all the building pieces? And powerscore to durability ratio? Could be really usefull to spot thé most interesting pieces
I've been testing, recently, the Stacking Effect of said Modules and I'm here to say they don't stack well at all. I used 3 Fused RN, 3 Fused Shiv, 2 Non Fused RN, 1 Non Fused Shiv, 2 Fused Chill, and 1 Non Fused Chill in my testing. I used a single weapon, Impulse, because it was easy to count the shots fired. With 3 Fused RN and 2 Non Fused RN I was able to get a max of 33 shots before overheating. Regardless of which combo I used 33 was the Max. The Impulse fires 6 shots with Zero Cooling. Regardless of how you do the Math, these modules are not working as intended and they def don't stack they way they should. I doubt 5 Fused RN would increase shots past 33 before overheating. I chose the Impulse because it heats up fairly quickly as does the Retcher and wanted to see if there was a way to use said Modules to increase Rate of Fire. I also found that 1 Fused Chill and 1 Non Fused Chill had the same cooling effect as two Non Fused RN, at a considerable lower Power Score, so clearly the Stack Effect does not work in this game. Yes the more Coolers/Rads you have the longer you will fire and faster to cool down but no where near what the original numbers would suggest. If you take 3 Fused RN and 2 Non Fused RN and simply add up all the numbers, 3 x 99% + 2 x 70% = 437% then multiply 6, the number of shots with no cooling, by 437% you get 26.22 and lastly I added back the original 6 to get 32.22, rounding up gives you 33 and that is how many shots I got. Not sure if I did the math right so feel free to comment where I may have gone wrong. It just seems like the XO Game Devs just make shit up as they go along because there does not seem to be any consistency whatsoever. There's no real way to calculate the Heating Effect and those Dashes are meaningless. Yes the longer the line the longer the weapon will fire but I don't think it's being calculated properly. I believe the term is Diminished Returns on said Modules. And don't get me started with RNG or Rigged Number Generated because that's a whole nother topic all together; sure kid yourself and think that RNG means Random Number Generated because if that was the case you would not hit the Damage Ball consistently for the same number. Worse yet, regardless of the numbers/stats, there's still no way to calculate what a weapon should fire at with regards to Damage Per Minute. Yep, this game keeps one guessing because if we do figure out their scheme most would probably leave the game entirely. I like a lot about this game but I'm growing tired of the BS that is the Game Devs. If all of XO Game Devs were Joints on the same finger, said finger would be rendered useless because 1 joint would not have a clue what the other joint is doing ergo the entire finger would be rendered USELESS... Just saying...
Hey Paul, thanks for your feedback and sharing your test results! I had similar results regarding a loss of efficiency from stacking Coolers (see the other comments on this video). My guess is that not every weapon is affected the same way from stacking cooling modules. The fact that shotguns are treated differently when using Radiators is an indication of that.
Great question. It took me quite a while just to log what I did in the video, so I haven't tested stacking Coolers or Radiators. I will try it when I have the time and respond back with my results.
At least prior to the supercharged update they will stack fully. I have a 4699 peircer rig that doesn't stop shooting. One fused for cooling one fused for overheat and one fused for damage. Then 2 fused taymars and 3 fused r2 chills (only used blue for the power score with the growl and a gasgen)
So here are the results of my testing. 1 SHIVER w/ BONUS (-85% base and -45% bonus when at a complete stop) Expected: -130% Decrease to Non-Firing Phase Logged: -50% Decrease to Non-Firing Phase 2 SHIVERS w/ BONUS (-170% base and -90% bonus when at a complete stop) Expected: -260% Decrease to Non-Firing Phase Logged: -65% Decrease to Non-Firing Phase Based on these results, you are correct. Stacking coolers has a decreasing effect rather than doubling. I would assume the same for Radiators as well. I actually logged -65% with the Vector and -64% with the Sledgehammer.
@@Gunslinger832 It just depends on whether the next pass includes that faction. The devs may include more items from the Syndicate down the road and when they do you will be able to join that faction for as long as the event is active. That's the time to grind for new parts. Joining is free during the event and many items are free too but you still have to grind for them. Some items will be locked that require you to purchase the battle pass to get them, so keep that in mind.
An important detail: radiators stack additively (% modifier summed then multiplied by base) while coolers work multiplicatively (% modifier multiplied for each module).
Since the modifier for radiators is positive, you get a linear increase in firing time as you add more.
While the modifier for coolers is negative, you get a diminishing decrease in the cooldown phase with each added module.
for coolers it is stated that "the weapon's cooling rate is increased by" and not "the weapon's cooling time is reduced by"
this means that for example, the shiver gets a cooling rate of 185% which results in fact to a cooling time 1/185% = 54% of the original or -46%, so the numbers stated by the game at least for coolers are not that far off
This also means that a second shiver wont get your cooling to zero but make it (1/1.85)/1.85 of the original which is 29% or -71% of the original, a third would make it 15.8% or - 84% .... ect...
This means that with an infinit amount of coolers you will only be aproaching 0 cooling time, not going to negative values.
Based on your -40% (vs -46% expected) for a single shiver I can expect a double shiver build to get 0.6*0.6=0.36 relative cooling time or -64% (vs -71% expected) cooling time and a triple shiver would get 0.216 or -78% (vs -84% expected)
Hey Bill, thanks for the extra research!
When I was looking at the way coolers are stated I found it confusing. Mostly because when it says "weapon cooling rate is INCREASED by" in reality the weapons cooling TIME IS REDUCED. To me it is basically saying the same thing. And since it was TIME that I was calculating, that meant the result was a negative.
As long as your calculations make sense to you and they add up correctly then it's all good either way. 🙂
Good info. I know there was a buff to coolers in the year+ break I had from the game, it used to be best to run a rad in 95% of builds.
Do you Bill, or TCS, know the effects of stacking coolers and rads? I believe it used to be that for the first seal it would slow cooling by approx 70%, then the second seal slowed cooling by 70% of that new time, and so on.
My current raid build has a nova, 2 retchers, 3 seals (2 fuzed), a cheetah to help me get around quick and a ton of ammo. I think I will swap the cheetah for a hot red + even more cooling, and guess adding a cooler is probably going to be better than a 4th seal, however it is often only a couple more shells i really need per cool down so I will have to try both and see which i like.
@@peteg4957 I tested stacking 2 Shivers and posted the results in the comments.
I would try adding a Cooler and binding each Retcher to a different button, that way you can alternate firing and the Cooler will help regulate the weapons from overheating.
You are a truly under-appreciated Crossout channel
I appreciate your support! 🙂
Running 3 RN Seals, fused for efficient. Weapons practically n e v e r overheat. Toss in the Favorite cab with Triple fused Equalizers, or swap 1 of those and a Seal for an Aurora, and enemy parts just melt off.
Sounds like you have a solid build my friend. 🙂
Great editing! super useful info
Thanks!
I liked the math break down. I feel like i could pass a test now. 😅
😂 It's kind of a thing I do in a lot of my videos.
Math ftw
CAN You make a video on durability to weight ratio of all the building pieces?
And powerscore to durability ratio?
Could be really usefull to spot thé most interesting pieces
That is an excellent idea! I started logging parts a while back, but I got busy with other videos since then. I should pick up that project again. 🙂
@@TCS23 Thanks!
Thank u soo much i didnt know any of this, Its kimda confusing For me cuz i am new to the game i barely had the game for like a month
No problem, happy to share. 🙂 There is a lot the game doesn't tell you, and I was in the same boat at one point.
Yyyeeeeeeessss another crossout vid makes me happy inside my heart ❤️
😂 I'm glad you liked it.
@@TCS23 I love your vids should I make crossout videos??
@@Rumporbuiltskinpotassium You totally should! I'm happy to share how I make them if you're interested. Maybe I should make a video on that. 🤔
@TCS23 mabye?👌
I've been playing for years, but thanks to some of the mistakes I know right, I learn the truth.
🙂
Good info
Thanks! 🙂
good work
Thanks! 🙂
I've been testing, recently, the Stacking Effect of said Modules and I'm here to say they don't stack well at all. I used 3 Fused RN, 3 Fused Shiv, 2 Non Fused RN, 1 Non Fused Shiv, 2 Fused Chill, and 1 Non Fused Chill in my testing. I used a single weapon, Impulse, because it was easy to count the shots fired. With 3 Fused RN and 2 Non Fused RN I was able to get a max of 33 shots before overheating. Regardless of which combo I used 33 was the Max. The Impulse fires 6 shots with Zero Cooling. Regardless of how you do the Math, these modules are not working as intended and they def don't stack they way they should. I doubt 5 Fused RN would increase shots past 33 before overheating. I chose the Impulse because it heats up fairly quickly as does the Retcher and wanted to see if there was a way to use said Modules to increase Rate of Fire. I also found that 1 Fused Chill and 1 Non Fused Chill had the same cooling effect as two Non Fused RN, at a considerable lower Power Score, so clearly the Stack Effect does not work in this game. Yes the more Coolers/Rads you have the longer you will fire and faster to cool down but no where near what the original numbers would suggest. If you take 3 Fused RN and 2 Non Fused RN and simply add up all the numbers, 3 x 99% + 2 x 70% = 437% then multiply 6, the number of shots with no cooling, by 437% you get 26.22 and lastly I added back the original 6 to get 32.22, rounding up gives you 33 and that is how many shots I got.
Not sure if I did the math right so feel free to comment where I may have gone wrong. It just seems like the XO Game Devs just make shit up as they go along because there does not seem to be any consistency whatsoever. There's no real way to calculate the Heating Effect and those Dashes are meaningless. Yes the longer the line the longer the weapon will fire but I don't think it's being calculated properly. I believe the term is Diminished Returns on said Modules. And don't get me started with RNG or Rigged Number Generated because that's a whole nother topic all together; sure kid yourself and think that RNG means Random Number Generated because if that was the case you would not hit the Damage Ball consistently for the same number. Worse yet, regardless of the numbers/stats, there's still no way to calculate what a weapon should fire at with regards to Damage Per Minute. Yep, this game keeps one guessing because if we do figure out their scheme most would probably leave the game entirely. I like a lot about this game but I'm growing tired of the BS that is the Game Devs. If all of XO Game Devs were Joints on the same finger, said finger would be rendered useless because 1 joint would not have a clue what the other joint is doing ergo the entire finger would be rendered USELESS... Just saying...
Hey Paul, thanks for your feedback and sharing your test results!
I had similar results regarding a loss of efficiency from stacking Coolers (see the other comments on this video). My guess is that not every weapon is affected the same way from stacking cooling modules. The fact that shotguns are treated differently when using Radiators is an indication of that.
@@TCS23 Ok, cool, now I know it wasn't some fluke, thx...
@@cybercapri no problem, happy to help. 🙂
Do coolers have a decreasing effect on weapons when you add more than one, since it is taking 60% of 60%?
Great question.
It took me quite a while just to log what I did in the video, so I haven't tested stacking Coolers or Radiators. I will try it when I have the time and respond back with my results.
At least prior to the supercharged update they will stack fully. I have a 4699 peircer rig that doesn't stop shooting. One fused for cooling one fused for overheat and one fused for damage. Then 2 fused taymars and 3 fused r2 chills (only used blue for the power score with the growl and a gasgen)
So here are the results of my testing.
1 SHIVER w/ BONUS (-85% base and -45% bonus when at a complete stop)
Expected: -130% Decrease to Non-Firing Phase
Logged: -50% Decrease to Non-Firing Phase
2 SHIVERS w/ BONUS (-170% base and -90% bonus when at a complete stop)
Expected: -260% Decrease to Non-Firing Phase
Logged: -65% Decrease to Non-Firing Phase
Based on these results, you are correct. Stacking coolers has a decreasing effect rather than doubling. I would assume the same for Radiators as well. I actually logged -65% with the Vector and -64% with the Sledgehammer.
@@TCS23 Wow, thanks for taking the time to test this!
@@TCS23 What happens if we use both at the same time?
If you want to fuse a radiator twice, do you need to use the stabilizer to not risk losing your +42% efficiency?
You should be able to fuse it without needing a stabilizer.
@@TCS23 But is there a way to fuse an already fused radiator and get efficiency stacked?
@@mikeekim242 No, efficiency will remain the same, it does not stack I know that for sure.
@@TCS23 Thank you very much!
@@mikeekim242 Happy to help. 🙂
hi, i have a noob question. does a cooler helps if we fire our guns and stop before they get overheat, or only if they got overheat?
@@imm8rtal Coolers work regardless of whether your weapon overheats or not. 🙂
@@TCS23 thank you so much 👍👍
Geat Job !! Ty
Happy to share. 🙂
Wait how did you join the Syndicate.
l made this video when the Syndicate was part of a Battle Pass, way back in the day. 😂
@@TCS23 what so, how do you become part of syndicate fraction during the battle pass? You buy it or what?
@@Gunslinger832 It just depends on whether the next pass includes that faction. The devs may include more items from the Syndicate down the road and when they do you will be able to join that faction for as long as the event is active. That's the time to grind for new parts.
Joining is free during the event and many items are free too but you still have to grind for them. Some items will be locked that require you to purchase the battle pass to get them, so keep that in mind.
💥 Prⓞм𝕠𝕤𝐌