here is the summary of some data based on my own experiments and another people posts

thank you for everyone that had tried the new mods to get data

I will use these abbreviation to make it simpler

Heat Sink = HS

Multi-Hack = MH

Force Amp = FA

Link Amp = LA

Turret = TR

Update Change log

10 July 2013 : fix new hypothesis formula for heat sink

11 July 2013 : fix new more reliable formula for heat sink and multi-hack *credit to sorgo, Robin, and QVinto

Common Properties

1. Availability

same as shields, there are 3 classes of new mods : common, rare, and very rare

but until now, only HS and MH had been confirmed to have this rarity properties

other than HS and MH, all still have rare properties

2. Recycle

common = 40XM

rare = 80XM

very rare = 120XM edited : 100 XM

3. XM Deployment Cost

common = 400XM (tried to HS)

rare = 800XM (tried to TR and FA)

very rare = 1000XM (?? same with shields properties?) *confirmed

Heat-Sink



-40%

-60%(??)

edited : -80% (??)

the calculation is based on last value so :

1st Common : -20% > 80% = 4 mins cool-down

2nd Common : -20%-20%*80%(last value) > 64% = 3.12 mins cool-down

etc

heat sink decreases the cool-down time for each hackscommon = -20%rare =edited : -50%very rare =edited : -70%Deployment of 2nd, 3rd, and 4th mods will decreasethe less rare mod parameter will be halved starts from 2nd deploymentexample :HS(C) + HS(C) : 20+8% = 28% = 1-(1-0.2)*(1-0.2/2)HS(C) + HS(C) + HS(C) : 28+7.2% = 35.2% = 1-(1-0.2)*(1-0.2/2)*(1-0.2/2)

HS(C) + HS(R) : 20+35% = 55% = 1-(1-0.2/2)*(1-0.5)

HS(R) + HS(C) : 50+5% = 55% = 1-(1-0.5)*(1-0.2/2)

for further information or example, please go to

https://github.com/jonatkins/ingress-intel-total-conversion/issues/410

https://docs.google.com/spreadsheet/ccc?key=0AtBPyzAvlFORdC1kemN0YU9MSS1UMmhDbWtBb090ZUE#gid=0

(thanks sorgo)

update : heat-sink not only reduces cool-down, but also burnout time confirmed : heat sink only decrease of cool-down, burn out time is not affected

Multi-Hack



(??)

multi-hack increases the cap of hacks by a player before burned outcommon = +4 hacksrare = +8 hacksvery rare = +12 hacks*confirmedexample :you deploy 1 common, so you can hack it 4(normal)+4(multi-hack) = 8 hacks before you burn out the portal2nd deployment will reduceit also use formula [1 0.5 0.5 0.5] like HSexample :MH(C) + MH(R) = 10 = 4/2 + 8MH(R) + MH(C) = 10 = 8 + 4/2MH(R) + MH(R) = 12 = 8 + 8/2MH(VR) + MH(C) = 14 = 12 + 4/2MH(VR) + MH(R) = 16 = 12 + 8/2for further information or example, please go to(thanks sorgo)

there is also report that an agent deploy the mod after he burn out the portal and he got additional hacks from the mod

update : based on report, please notice that MH is per player.. so we can not refresh (remove then deploy new one) by ourself to get additional hack.. we have to add another new one to get additional hack.. the effect of another player placement is still unknown

Force Amp



force amp increases the force of portal attackupdate : notice that portal attack is not only when you fire Xmp to the portal, but also when you hack the portalrare :1st = +2x2nd = +0.5x > 2.5x3rd = +0.25x > 2.75x ~ 2.8x4th = +0.125x > 2.875x ~ 3.0xexample :L6 portal without FA : base damage = 400 XMwith FA : base damage*2 = 800 XM

Link Amp



link amp increases the maximum range of portal linkrare :base range = X1st : +X > 2X2nd : +X/2 > 2.5X3rd : +X/4 > 2.75X4th : +X/8 > 2.825X ~ 3X

Turret



turret increases frequency of portal attackit buffs 2 status :a. frequencyb. hit bonusrare : linearly add 2x frequency and 0.2% hit bonusexperiment result and hypothesis :a. it seems that hit bonus is related to the frequency increment so that the portal won’t always attack two timesb. I tried with my friend, whem he fires one XMP and still get base damage, but when he fires 3 consecutive XMP, logs was : base_damage, base_damage, 2*base_damage

confirmation of some cases are in the comment section

I am sorry that I can not take them all to the main body but please see comment section for the some special cases

again, this is not mine, but us

data will get better if there is more feedback

thank you for all feedback that had been given

that’s all for now

thank you

experiments links :

force amp : https://plus.google.com/102566933418982112950/posts/8Eirjo3WwVb

turret and force amp damage : https://plus.google.com/102566933418982112950/posts/JtYoasEWmcJ

turret and force amp : https://plus.google.com/102566933418982112950/posts/MV1vdVnPoja

heat sink : https://plus.google.com/102566933418982112950/posts/DDD4T5Zdiap

new heat sink and multi-hack :

(mine) https://plus.google.com/102566933418982112950/posts/HBfSQW95Bnp

(Robin) https://plus.google.com/102271631180353383928/posts/U5Fp44t2UcP

(QVinto) https://plus.google.com/u/0/photos/107917688018975026970/albums/5899254812123440449

source credits : Justin Peeples, San Francisco comm via Budi Waskita, Petr Synex, Alex Fung, sorgo, Robin Hanke, QVinto

update credits : @Telek, @Better Sergio, Ervin Sue, r00teniy, rahmaut, pav, highwindkun, rmettier, F1end, LRdM, gvirta, zurchpet, Paul B, sovick321, screwyluie, sorgo

thank you