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Bigglesworth McQueen
On The Brink
43
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Posted - 2013.02.21 19:10:00 -
[1] - Quote
For those that don't know, shield regulators reduce the delay of your shield recharge (the time it takes after damage for your shields to start recharging). They come with a nice stacking penalty, but there's no visible stat for the delay, as far as I'm aware.
So my query, does anyone know what the stacking penalty is?
I'm currently using 2 enhanced regulators at 20% per. Would my delay be somewhere around the 35% region, higher or lower?
Also, it would be nice to actually see the stat. I deem it as quite important, being a hit and run logi. |
Villanor Aquarius
Shattered Ascension
79
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Posted - 2013.02.21 20:11:00 -
[2] - Quote
The equation is: S(n) = 0.5^[((n-1) / 2.22292081) ^2]
n = nth module added S = stacking effect for that module
at least that is the eve one but I'd imagine the stacking penalties are the same. Basic breakdown: First Module 100% effective Second module 87% effective Third Module 57% effective Fourth Module 28% effective
Two modules will be 187% effective so 20% times 1.87 = 37.4% reduced delay in shield recharge. If you went with two 25% it would be 46.75% reduced delay. |
Synner Zerg
SVER True Blood Unclaimed.
3
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Posted - 2013.02.21 22:18:00 -
[3] - Quote
With big rounding down, second module is 87% efficient
So you get 20% (or 1.2) bonus from first module, and 20% * 87% = 17.4% (or 1+(0.2 * 0.87) = 1.174 bonus)
The two modules however are not just added, they are compounded, so it is
1.2 * 1.174 = 1.4088 multiplier to base value (you can see the base value in the suit show info in market), Or otherwise 40.88%, including compounding and taking stacking penalty into account. |
Sontie
VENGEANCE FOR HIRE
92
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Posted - 2013.02.22 11:01:00 -
[4] - Quote
AS of yet, stacking penalties don't exist. SOONtm |
Bigglesworth McQueen
On The Brink
43
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Posted - 2013.02.22 13:26:00 -
[5] - Quote
Sontie wrote:AS of yet, stacking penalties don't exist. SOONtm
I thought that was just for the damage modifiers. |
Synner Zerg
SVER True Blood Unclaimed.
3
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Posted - 2013.02.22 14:54:00 -
[6] - Quote
Bigglesworth McQueen wrote:Sontie wrote:AS of yet, stacking penalties don't exist. SOONtm I thought that was just for the damage modifiers.
I've noticed stacking penalties on CPU upgrades, Powergrid Upgrades, Shield Recharges, Nanofibers that increase speed, and many other modules. https://forums.dust514.com/default.aspx?g=posts&m=550560#post550560
Damage modifiers so far is the only module that i've found that is supposed to have stacking penalty but doesn't.
And then again, who is to say that they actually don't work? We see a non-penalized value in fitting screen, but to determine the actual difference in-game is extremely difficult and is currently subjective. Maybe there is just a bug of fitting screen, and the actual damage in-game is penalized. Why not?
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Sobriety Denied
Universal Allies Inc.
432
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Posted - 2013.02.22 18:27:00 -
[7] - Quote
i got an accusatory mail calling me a hacker i believe it was because of these.. i was like bro i dont hack i camp spawns |
Coleman Gray
Coalition Of Goverments
47
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Posted - 2013.02.22 22:29:00 -
[8] - Quote
Villanor Aquarius wrote:The equation is: S(n) = 0.5^[((n-1) / 2.22292081) ^2]
n = nth module added S = stacking effect for that module
at least that is the eve one but I'd imagine the stacking penalties are the same. Basic breakdown: First Module 100% effective Second module 87% effective Third Module 57% effective Fourth Module 28% effective
Two modules will be 187% effective so 20% times 1.87 = 37.4% reduced delay in shield recharge. If you went with two 25% it would be 46.75% reduced delay.
you should put this in a topic of it's own. Useful info here, nice to finally know how the stacking works |
Metatron Celestias
Dangerously Designed
8
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Posted - 2013.02.23 02:53:00 -
[9] - Quote
Coleman Gray wrote:Villanor Aquarius wrote:The equation is: S(n) = 0.5^[((n-1) / 2.22292081) ^2]
n = nth module added S = stacking effect for that module
at least that is the eve one but I'd imagine the stacking penalties are the same. Basic breakdown: First Module 100% effective Second module 87% effective Third Module 57% effective Fourth Module 28% effective
Two modules will be 187% effective so 20% times 1.87 = 37.4% reduced delay in shield recharge. If you went with two 25% it would be 46.75% reduced delay. you should put this in a topic of it's own. Useful info here, nice to finally know how the stacking works This isn't confirmed to be how stacking works... |
Beren Hurin
OMNI Endeavors
183
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Posted - 2013.02.23 05:23:00 -
[10] - Quote
I'm not sure I totally get the recharging mechanics. I'm not sure the delay applies for all damage. I think I've healed while taking damage before. It might require damage over one reps worth...? Thoughts? |
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