[1.8.0](3943) Mechanic - Modifier "ship_fire_rate_mult" has no effect when in "ship_size" entry

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Torakka

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Modifier "ship_fire_rate_mult" has no effect when placed into "ship_size" entry, such as "npc_warship_01" or "military_station_small". The bonus is not applied to the shown DPS of a ship and it does not affect the actual damage done while in combat. This results in some ships, such as Automated Dreadnought (both player controlled and Guardian versions) and all military stations, being weaker in combat than they should. I do not know if this modifier is taken into account when calculating the military power of a ship.

SNvmH0G.jpg


I used a modded weapon in order to minimise the effects of randomness: before any modifiers, the weapon should do 99 - 101 damage to hull with every shot against any target once every 19.9 - 20.1 days for an average DPS of 5.

wQw3H3P.png


The image above shows the expected and observed results of my tests. With no repeatable technologies the actual delay between shots is 19 - 21 days (with variation likely caused by my impresise pausing) and with 20 repeatable technologies the actual delay between shots is 10 days (having paused in more timely manner this time). The expected attack delay with Automated Dreadnought's innate +100% rate of fire bonus is 10 days with no repeatable technologies and 5 days with 20 repeatable technologies. This is far too huge difference to be explained by rounding. The observed results match a case where repeatable technologies do increase the real in-combat rate of fire, but the rate of fire bonus from hull type does nothing.

Weapon attack delay was expected to obey following formula:

sAeXcxe.png


Steps to reproduce:

1. Start Stellaris with my test mod
2. Load the save
3. Go to the two fleets (Test 1 & Test 2) and make them attack each other using console
4. Observe the time (date) when the ship is struck first time
5. Observe the time of every subsequent shot and use them to calculate attack delay per shot (I checked 9 shots total)
6. Load the same save again
7. Research all technologies and 20 repeatable techs using console
8. Repeat steps 3 - 5
9. Compare results to the expected attack delay

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Mods: only the mentioned simple mod for the custom weapon and Automated Dreadnought variant used.

Mod and save (using that mod) used in my tests is attached to another bug report.
All the images from my tests can be found here.

This bug has existed at least since version 1.5.1. The original report included multiple issues (although somewhat related to each other), so I am now re-posting them separately and with (hopefully) clearer descriptions.
 
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per2

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can confirm in - v2.0.1 (fb8b)
when i was checking the weapon range bonuses on starbases(not working) i noticed the fire rate bonus +50% for stations doesnt work either
 

Defiler99

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Beautiful analysis, thank you for doing this.