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Nguruthos IX
Kameira Lodge Amarr Empire
31
|
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 |
General John Ripper
Killshot Corp
51
|
Posted - 2013.02.28 18:22:00 -
[2] - Quote
stacking mod penalties do not work atm. |
Nguruthos IX
Kameira Lodge Amarr Empire
31
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Posted - 2013.02.28 18:26:00 -
[3] - 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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General John Ripper
Killshot Corp
51
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Posted - 2013.02.28 18:29:00 -
[4] - Quote
Never used an armor hardener but I know most mods arent working. If you stack 2 complex damage mods or complex shield extenders you can see it not working as it is supposed too.
2 complex damage mods is giving me a bonus damage of 1.21. (I think the calculated penalty is supposed to give us 1.17) but I am not entirely clear on that yet.
both shield extenders are giving me 66 more shields on each one as exptected. |
Buster Friently
Rosen Association
32
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Posted - 2013.02.28 18:32:00 -
[5] - Quote
Nguruthos IX wrote: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 Percentages are multiplicative, not additive. Even without stacking penalties, what you state is impossible. For example : 0.9*0.9*0.9*0.9... Will never equal 0.
Once stacking penalties are in, they will likely following the eve parameters : http://www.eve-wiki.net/index.php?title=Stacking_penalty |
Calgoth Reborn
United Front LLC
145
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Posted - 2013.02.28 18:38:00 -
[6] - Quote
General John Ripper wrote:Never used an armor hardener but I know most mods arent working. If you stack 2 complex damage mods or complex shield extenders you can see it not working as it is supposed too.
Actually hard numbers such as shield extender's are not supposed to have a stacking penalty percentage based module's such as damage/hardner's are supposed to have stacking penalties.
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Sloth9230
Reaper Galactic
276
|
Posted - 2013.02.28 18:40:00 -
[7] - Quote
General John Ripper wrote:Never used an armor hardener but I know most mods arent working. If you stack 2 complex damage mods or complex shield extenders you can see it not working as it is supposed too.
2 complex damage mods is giving me a bonus damage of 1.21. (I think the calculated penalty is supposed to give us 1.17) but I am not entirely clear on that yet.
both shield extenders are giving me 66 more shields on each one as exptected. Shields don't have stacking penalties, only percentage based modules do/should.
Edit: Ninja'd by two minutes |
Buster Friently
Rosen Association
32
|
Posted - 2013.02.28 18:41:00 -
[8] - Quote
General John Ripper wrote:Never used an armor hardener but I know most mods arent working. If you stack 2 complex damage mods or complex shield extenders you can see it not working as it is supposed too.
2 complex damage mods is giving me a bonus damage of 1.21. (I think the calculated penalty is supposed to give us 1.17) but I am not entirely clear on that yet.
both shield extenders are giving me 66 more shields on each one as exptected.
The 1.21 is correct assuming stacking penalties aren't in yet. Again this is due to percentages being multiplicative not additive.
1.1*1.1=1.21
The math is correct. |
WyrmHero1945
IMPSwarm Negative-Feedback
18
|
Posted - 2013.02.28 19:08:00 -
[9] - Quote
I've found that stacking shield regenerators for a dropship, the 2nd one gives 6% increase, instead of the usual 10%. Unfortunately I didn't test it further, but will do when I have the time. |
Pombe Geek
Red Star.
45
|
Posted - 2013.02.28 19:42:00 -
[10] - Quote
Nguruthos IX wrote: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
Try the search function sometime - could have saved you from typing this out as this has been asked and answered many times. |
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Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.28 20:40:00 -
[11] - Quote
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. |
Nguruthos IX
Kameira Lodge Amarr Empire
32
|
Posted - 2013.02.28 20:49:00 -
[12] - 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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WyrmHero1945
IMPSwarm Negative-Feedback
18
|
Posted - 2013.02.28 21:13:00 -
[13] - 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.
Thanks for this valuable info. +1 |
Buster Friently
Rosen Association
33
|
Posted - 2013.02.28 22:10:00 -
[14] - Quote
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. |
Altina McAlterson
TRUE TEA BAGGERS
364
|
Posted - 2013.03.01 02:23:00 -
[15] - Quote
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 |
SeeD A
Dust Garden
3
|
Posted - 2013.03.01 02:46:00 -
[16] - 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.
Thanks for share the knowledge +1 |
Nguruthos IX
Kameira Lodge Amarr Empire
32
|
Posted - 2013.03.01 02:50:00 -
[17] - 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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dabest2evadoit7
Cyberdyne Systems and Technology The Revenant Order
41
|
Posted - 2013.03.01 03:40:00 -
[18] - Quote
General John Ripper wrote:stacking mod penalties do not work atm. How do you know this for sure? |
Sloth9230
Reaper Galactic
279
|
Posted - 2013.03.01 03:42:00 -
[19] - Quote
dabest2evadoit7 wrote:General John Ripper wrote:stacking mod penalties do not work atm. How do you know this for sure? Because you should not get 1.21 for two complex damage mods, where exactly do you see the penalty there?
Now it's possible that it's just a mistake on the fitting screen, but until someone tests it we have no way of knowing. |
Altina McAlterson
TRUE TEA BAGGERS
365
|
Posted - 2013.03.01 09:46:00 -
[20] - Quote
Sloth9230 wrote:dabest2evadoit7 wrote:General John Ripper wrote:stacking mod penalties do not work atm. How do you know this for sure? Because you should not get 1.21 for two complex damage mods, where exactly do you see the penalty there? Now it's possible that it's just a mistake on the fitting screen, but until someone tests it we have no way of knowing. Pretty much. The fitting screen correctly displays the penalized values for everything except Damage Modifiers. No way of knowing if that's the actual damage output or just an error on the fitting screen. Especially since last build the fitting screen didn't display any bonus at all for damage mods. |
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