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Ti Joad
Shoot it Strip it.INC
27
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Posted - 2013.10.01 07:42:00 -
[1] - Quote
I understand that armor hardeners have a stacking penalty, but is that penalty suppose to apply to the innate skill bonus as well? I have Armor Adaptation lvl2 so,
[-4% = 2 * (-2% / lvl) ]
but when I stack on the MLT/Basic Energized Plating I only receive,
-13.60% [(-4% + -9.60%) OR (-3.60% + -10%)] to armor damage.
I was under the assumption that the skill's bonus would not trigger the stacking penalty since its not a module being "stacked". I'm going against the "benefit of the doubt" in asking this question but I'd like some clarification on this topic.
Thank you in advance! |
Tebu Gan
CrimeWave Syndicate
117
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Posted - 2013.10.01 13:58:00 -
[2] - Quote
Ti Joad wrote:I understand that armor hardeners have a stacking penalty, but is that penalty suppose to apply to the innate skill bonus as well? I have Armor Adaptation lvl2 so,
[-4% = 2 * (-2% / lvl) ]
but when I stack on the MLT/Basic Energized Plating I only receive,
-13.60% [(-4% + -9.60%) OR (-3.60% + -10%)] to armor damage.
I was under the assumption that the skill's bonus would not trigger the stacking penalty since its not a module being "stacked". I'm going against the "benefit of the doubt" in asking this question but I'd like some clarification on this topic.
Thank you in advance!
I have had the same beef with the way they apply stacking penalties. I've been told by numerous sources that it does work as intended.
I believe when I did the statistics for percentage per mod, with and without a skill bonus,
With a skill bonus of 8 percent, my first module operates at 92% or somewhere around there With a skill bonus of 0 percent, my first module operates at 100%
I don't have my data in front of me atm, but I think that was roughly my number with an 8% bonus from skills.
What I did was take 10 % resistance plate and dropped them one by one on my tank, noting the percent of change and subtracting 8% of the total to account for skill bonus on the first module. After that I took my number with the second module, subtract 8%, then subtract my remaining number by my total on the first module -8 percent.
So for example(not real values! just making this up)
1st mod- 10% noted change 17.85% 2nd mod- 10% noted change 22.54% 3rd mod - 10% noted change 27.22 %
So subtract the 8 percent, and I should be left with the percentage my first module output, in this case 9.85, move decimal one point to the right and I got my percentage 98.5%, and so on with the remaining 3.
Been a while since I've done any heavy math, so i could very well be doing my statistics wrong!
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gbghg
L.O.T.I.S.
3587
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Posted - 2013.10.01 14:16:00 -
[3] - Quote
Ah it's how the maths work, the stacking penalty doesn't apply to the skills, so while the first module is 100% effective it doesn't calculate the resistance value off 100%. In the example i am about to do in going to work with shield upgrades lv5 (which provides a 2% resists per level for a total of 10% resist) and a ward shield amp which provides a 15% resistance bonus. Now the skill as the smaller figure goes first
10% of 100% = 10%
The skill provides me with 10% resists because it calculates off 100% percent.
Now when I add the shield amps 15% to my total I end up with 23.5% resist! why is that?
Because I have a 10% resist it means I've subtracted 10% off of 100%, leaving me with 90% that hasn't been resisted yet, so the shield amp works off that. So rather than
15% of 100% = 15%
We need up with 15% of 90% = 13.5%
When we add our two values together we get
10% + 13.5% = 23.5%.
The system is set up so that this along with stacking penalties ensures that you can never reach 100% resists! your basically getting diminishing returns every time you add a mod and that's before you add the impact from stacking penalties on. You only ever lose a couple of % due to this though! the real killer is that stacking penalty. |
Ti Joad
Shoot it Strip it.INC
27
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Posted - 2013.10.02 17:34:00 -
[4] - Quote
Tebu Gan & gbghg, Thank you both for the clear responses! I was wondering how the math worked out for stacking penalties in general. I was thinking that the math was more along the lines of:
[Stack Penalty Function (Mod%) ] + Skill Bonus%
not,
[Stack Penalty Function (Mod% [100% - Skill Bonus%] ) ]
Again, ty for the clarity! |
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