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Bnintee
Royal Uhlans Amarr Empire
11
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Posted - 2012.07.20 07:45:00 -
[1] - Quote
I understand that stacking does occur when have two of the same damage modifier, but I was wondering if it was still be beneficial to have two high slots with the same one or weather the negative effects of the stacking makes it next to worthless? Any help on this would be appreciated.
Many thanks |
dust badger
BetaMax.
283
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Posted - 2012.07.20 08:00:00 -
[2] - Quote
yes it is still worth while to have 2 but 3 depending on what else you can fit starts to become a bit pointless |
Aeon Amadi
Maverick Conflict Solutions
1003
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Posted - 2012.07.20 08:17:00 -
[3] - Quote
It doesn't track the damage modifier in the stats for the fitting screen, are they still broken |
John Surratt
Sanmatar Kelkoons Minmatar Republic
49
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Posted - 2012.07.20 10:11:00 -
[4] - Quote
Stacking penalty should work like this, just as it does in EVE. |
Kitt 514
Osmon Surveillance Caldari State
94
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Posted - 2012.07.20 11:47:00 -
[5] - Quote
John Surratt wrote:Stacking penalty should work like this, just as it does in EVE.
This is accurate
In general, up to three modules are good value. Four if you really need to specialize. Anything 5 of the same effect-giving module or more is basically useless. Also, its important to note that the stacking penalties for WHICH module will get stacked will always work in your favor.
For example say you have 3 modules. One gives a 10% bonus, the other gives an 8% bonus, and the third gives a 6% bonus (we're talking base stats)
So those three would stack to a 20.4% bonus as opposed to 18.7% bonus were it the other way around. |
Solarisjock
Seituoda Taskforce Command Caldari State
19
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Posted - 2012.07.20 15:41:00 -
[6] - Quote
so, if i were to run an advanced suit with 2 complex light damage mods, and assault rifle profciency 1, i have the following damage boost?
weaponry 5 - 25% AR spec 1 - 03% complex mod 1- 10% complex mod 2 - 8.7% for a total of +46% damage? |
Daddrobit
Pink Fluffy Bounty Hunterz RISE of LEGION
277
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Posted - 2012.07.20 18:09:00 -
[7] - Quote
I'm actually fiddling with damage mods myself right now.
Wep 5 for 15% SMG op for 25% Complex mod for 10% Complex mod for 8.7%
So 58.7% makes my Ishukone hit at around 38 damage per hit. So it's almost like a base proto assault rifle firing at 1058 rounds per minute.
The boundless, (if I used it) would be around 65 damage per hit, worse than a CreoDon.
However to do this, I lose half of my armor regenerating ability and a sizable chunk of my shields. The shields I'm not as concerned about as they are still able to max out fast enough after an engagement, but the armor is another matter. Where before I could go down to next to nothing and regen at around 1-2% per second and be back in the fight in no time, now I have to consciously wait and watch it crawl back to a manageable size.
So I have the ability to destroy pretty much anything in no time flat, but if they manage to hit armor, I'm stuck waiting for a minute just sitting at an objective or somesuch watching my gauge fill... |
John Surratt
Sanmatar Kelkoons Minmatar Republic
49
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Posted - 2012.07.21 05:57:00 -
[8] - Quote
Solarisjock wrote:so, if i were to run an advanced suit with 2 complex light damage mods, and assault rifle profciency 1, i have the following damage boost?
weaponry 5 - 25% AR spec 1 - 03% complex mod 1- 10% complex mod 2 - 8.7% for a total of +46% damage?
No, unless I am horribly mistaken, skills are figured at a different point than modules. Skills add to "base" number and the modules then effect that number.
Weap5 + AR spec1 = 28% to base number
Mod 1 & 2 = 18.7% added to the skill modified base number. .
If you got AR spec 2, it would add another 3%, giving you 31% added to the base number, plus the 18.7% of THAT number added to it for the mods.
Kinda like compounding interest. |
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