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Nguruthos IX
Kameira Lodge Amarr Empire
31
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Posted - 2013.02.28 18:18:00 -
[1] - Quote
Take armor hardeners. Why is it that nobody knows, no game dev has stated, no game mechanic explains, and no players have figgured out what the effectiveness of stacked modules is?
All the game says is reduced effectiveness. Great so, that leaves a huge range of posibilities. Is tbis ccp policy to be worthlessly and needlesly vague on important details such as these?
Is it so hard to state in item discriptions how things are calculated amd eliminate speculation? Of course this does little good in the case of bugged calculations like the stacking damage mod bug supposedly.
Afaik thia information is unavailable officially anywhere. I'm sure I'm not the only one who would like a reliable way to make judgements.
Ps. Posted from phone. Please forgive errors |
Nguruthos IX
Kameira Lodge Amarr Empire
31
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Posted - 2013.02.28 18:26:00 -
[2] - Quote
General John Ripper wrote:stacking mod penalties do not work atm.
If this was purely the case than running 4 armor hardeners would make you immune to damage for their duration. Surely there is a penalty just its unknown
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Nguruthos IX
Kameira Lodge Amarr Empire
32
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Posted - 2013.02.28 20:49:00 -
[3] - Quote
Altina McAlterson wrote:Yea, this is something that gives a lot of new players trouble since it isn't explained in any official sources. So here's the deal:
Skill bonuses are added together before they are applied to the base amount. So at level 5 as skills that grants 5% per level would provide a total boost of 25%. If you have more than one skill modifying the same base value the total bonus is added up and then applied.
So Weaponry V plus Assault Rife Proficiency would increase your AR's damage by 25%. 10% from weaponry and 15% from from proficiency.
Like the previous posters have said the bonus from modules is multiplied together before being applied. 2 10% modules would give you a bonus of 121%, 1.1*1.1. But the stacking penalty prevents this. Just to copy from the previous link, modules that give a 10% bonus stack like this:
1 - 10% 2 - 19.6% 3 - 26.4% 4 - 29.9% 5 - 31.3% 6 - 31.7%
The 3rd module will only give 57% of its bonus, the 4th module in down to 28%, 5th is 10.5% and 6th is 3%.
The second module will give 87% of it's bonus so the penalty makes very little difference, usually a good idea to fit it. The third one might be worth it, but usually not. Anything past 3 modules is pretty much a waste of time.
Like someone said already, this only applies to percentage based bonuses. Shield Extenders give a set amount, no matter how many you fit.
As for the confusion over weapon damage: The fitting window lists the bonus of damage mods without the penalty. Whether the stacking penalty is broken on them or it works but the fitting window is wrong I don't think anyone really knows. The penalty works correctly for everything else, though. Only the damage mods are messed up at the moment.
So is this correct? With 25% damage reducing hardener
0.75 damage taken for 1 hardener 0.75*0.75 = 0.5625 damage taken for 2 hardeners 0.75*0.75*0.75 = 0.421 damage taken for 3 hardeners
right? So -25, -43.75, -57.9 damage received respectively
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Nguruthos IX
Kameira Lodge Amarr Empire
32
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Posted - 2013.03.01 02:50:00 -
[4] - Quote
Altina McAlterson wrote:Buster Friently wrote:Nguruthos IX wrote:
So is this correct? With 25% damage reducing hardener
0.75 damage taken for 1 hardener 0.75*0.75 = 0.5625 damage taken for 2 hardeners 0.75*0.75*0.75 = 0.421 damage taken for 3 hardeners
right? So -25, -43.75, -57.9 damage received respectively
Yes. That is assuming that stacking penalties are not applied. There is a stacking penalty on the Armor Hardeners, so that would change your numbers. However, that might be classified as a resistance module in which case I believe they have their own formula. Most of my time in EVE is spent in manufacturing and trade so I'm not sure how that calculation would actually work. Or it could be just what you postedd onl
there are hardeners and resistance plates. I'm not sure if these two different things share a penalty or not (but that would be lame since resist are pretty low and passive vs hardeners are higher and active).
Any idea what the penalty on hardeners in Dust is?
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