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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Sgt Kirk
 SyNergy Gaming
 EoN.
 
 935
 
 
      | Posted - 2013.07.23 05:51:00 -
          [1] - Quote 
 What exactly are the stacking penalties for the damage modifiers (or all modules in that case)
 
 
 I'd really love to have a solid equation and not just random pseudo guesses.
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        |  MarasdF Loron
 Ghost Wolf Industries
 Alpha Wolf Pack
 
 19
 
 
      | Posted - 2013.07.23 05:55:00 -
          [2] - Quote 
 I may be wrong here but it should be as follows:
 
 1st - 100% effect
 2nd - 87% effect
 3rd - 57% effect
 4th - 28% effect
 5th - 10.5% effect (not sure you can fit 5th anyway on any suit)
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        |  Sgt Kirk
 SyNergy Gaming
 EoN.
 
 935
 
 
      | Posted - 2013.07.23 05:56:00 -
          [3] - Quote 
 
 MarasdF Loron wrote:I may be wrong here but it should be as follows:
 1st - 100% effect
 2nd - 87% effect
 3rd - 57% effect
 4th - 28% effect
 5th - 10.5% effect (not sure you can fit 5th anyway on any suit)
 That's what I thought for the longest of time but that doesn't appear to be correct.
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        |  Callidus Vanus
 Seraphim Auxiliaries
 CRONOS.
 
 126
 
 
      | Posted - 2013.07.23 05:57:00 -
          [4] - Quote 
 Im fairly sure that the effectiveness of a mod is halved for each additional mod you use. So for complex damage mods the base bonus is 10% the second mod will be 5% and the third would be 2.5% etc. So if you fit two complex damage mods on a suit you would be getting a 15% bonus to the damage of a gun.
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        |  MarasdF Loron
 Ghost Wolf Industries
 Alpha Wolf Pack
 
 19
 
 
      | Posted - 2013.07.23 05:57:00 -
          [5] - Quote 
 
 Sgt Kirk wrote:MarasdF Loron wrote:I may be wrong here but it should be as follows:
 1st - 100% effect
 2nd - 87% effect
 3rd - 57% effect
 4th - 28% effect
 5th - 10.5% effect (not sure you can fit 5th anyway on any suit)
 That's what I thought for the longest of time but that doesn't appear to be correct.  What is ever in this game?
 
 
 Callidus Vanus wrote:Im fairly sure that the effectiveness of a mod is halved for each additional mod you use. So for complex damage mods the base bonus is 10% the second mod will be 5% and the third would be 2.5% etc. So if you fit two complex damage mods on a suit you would be getting a 15% bonus to the damage of a gun. Is that for damage mods only because that is not the case for other modules?
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        |  Sgt Kirk
 SyNergy Gaming
 EoN.
 
 935
 
 
      | Posted - 2013.07.23 05:58:00 -
          [6] - Quote 
 
 MarasdF Loron wrote:What is ever in this game?
 I haven't got the slightest clue man...
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        |  Protocake JR
 Internal Error.
 Negative-Feedback
 
 236
 
 
      | Posted - 2013.07.23 06:02:00 -
          [7] - Quote 
 CCP needs to have modified damage stats viewable so we can figure this stuff out ourselves and make more informed decisions.
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        |  Killar-12
 Intrepidus XI
 EoN.
 
 285
 
 
      | Posted - 2013.07.23 06:04:00 -
          [8] - Quote 
 
 MarasdF Loron wrote:I may be wrong here but it should be as follows:
 1st - 100% effect
 2nd - 87% effect
 3rd - 57% effect
 4th - 28% effect
 5th - 10.5% effect (not sure you can fit 5th anyway on any suit)
 Cal Logi with complex CPU Mods
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        |  Sgt Kirk
 SyNergy Gaming
 EoN.
 
 936
 
 
      | Posted - 2013.07.23 06:07:00 -
          [9] - Quote 
 
 MarasdF Loron wrote:Sgt Kirk wrote:MarasdF Loron wrote:I may be wrong here but it should be as follows:
 1st - 100% effect
 2nd - 87% effect
 3rd - 57% effect
 4th - 28% effect
 5th - 10.5% effect (not sure you can fit 5th anyway on any suit)
 That's what I thought for the longest of time but that doesn't appear to be correct.  What is ever in this game? Callidus Vanus wrote:Im fairly sure that the effectiveness of a mod is halved for each additional mod you use. So for complex damage mods the base bonus is 10% the second mod will be 5% and the third would be 2.5% etc. So if you fit two complex damage mods on a suit you would be getting a 15% bonus to the damage of a gun. Is that for damage mods only because that is not the case for other modules? yeah with modules (Example Shield amplifiers)
 They it seems to drop down to 7.82% then (if my memory is correct) somewhere down to almost 3%. Again I'm not sure about the third penalty but the second one is only 7.82% efficient.
 
 while with my armor resistant plates (which I have some skills for which gives me 4% inherently) it doesn't follow the same equation as the first one.
 
 I'm missing something here, there must be hidden values that CCP doesn't show in the game.
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        |  BobThe 844-1 CakeMan
 Onikanabo Brigade
 Caldari State
 
 55
 
 
      | Posted - 2013.07.23 06:11:00 -
          [10] - Quote 
 
 Sgt Kirk wrote:MarasdF Loron wrote:Sgt Kirk wrote:MarasdF Loron wrote:I may be wrong here but it should be as follows:
 1st - 100% effect
 2nd - 87% effect
 3rd - 57% effect
 4th - 28% effect
 5th - 10.5% effect (not sure you can fit 5th anyway on any suit)
 That's what I thought for the longest of time but that doesn't appear to be correct.  What is ever in this game? Callidus Vanus wrote:Im fairly sure that the effectiveness of a mod is halved for each additional mod you use. So for complex damage mods the base bonus is 10% the second mod will be 5% and the third would be 2.5% etc. So if you fit two complex damage mods on a suit you would be getting a 15% bonus to the damage of a gun. Is that for damage mods only because that is not the case for other modules? yeah with modules (Example Shield amplifiers)  it seems to drop down to 7.82% then (if my memory is correct) somewhere down to almost 3%. Again I'm not sure about the third penalty but the second one is only 7.82% efficient.  while with my armor resistant plates (which I have some skills for which gives me 4% inherently) it doesn't follow the same equation as the first one. I'm missing something here, there must be hidden values that CCP doesn't show in the game. this game seems to add passive resist skills into the equation because if u put a 10% no skills it does 10% if u have a 2% resist bonus and a resist thingy on u get some wierd 11.## result. it's really weird man.
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        |  Son-Of A-Gun
 3dge of D4rkness
 SoulWing Alliance
 
 260
 
 
      | Posted - 2013.07.23 06:14:00 -
          [11] - Quote 
 Didn't read the thread but here you go. The exact numbers:
 
 Stacking Penalties
 
 1st mod: 100.0% effectiveness
 2nd mod: 86.9% effectiveness
 3rd mod: 57.1% effectiveness
 4th mod: 28.3% effectiveness-á
 5th mod: 10.6% effectiveness
 6th mod: 3.0% effectiveness
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        |  Kane Fyea
 DUST University
 Ivy League
 
 1396
 
 
      | Posted - 2013.07.23 06:15:00 -
          [12] - Quote 
 If CCP does it the same way as EVE (which I'm pretty sure they do) then this is the equation to find out the stacking penalty
 
 Quote:S(n) = 0.5^[((n-1) / 2.22292081) ^2]
 
 n = the nth module added S = stacking effect for this particular module addition
 
 For complex damage mods it would go
 
 1: 10%
 2: 19.6
 3: 26.4
 4: 29.9
 5: 31.3
 6: 31.7
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        |  2100 Angels
 The Southern Legion
 
 198
 
 
      | Posted - 2013.07.23 06:20:00 -
          [13] - Quote 
 as follows:
 
 11
 20.869119981
 30.570583143
 40.282955153
 50.105992649
 60.029991166
 70.006410183
 
 
 However, in the example of complex damage mods, they are calculated in the following way:
 
 Base Damage*(1 + (0.1*1))*(1+(0.1*0.869119981))*(1+(0.1*0.570583143))*(1+(0.1+0.282955153))*(1+(0.1*0.105992649)) etc.
 
 This seemed to yield correct stacking figures for my calculations, even though it does not mean that the second module has ~87% effectiveness, the third has ~57% effectiveness etc.
 
 If this were the case, the equation would be:
 
 Base Damage*(1 + ((0.1*1)+(0.1*0.869119981)+(0.1*0.570583143)+(0.1*0.282955153)+(0.1*0.105992649))), which it does not seem to be.
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        |  Sgt Kirk
 SyNergy Gaming
 EoN.
 
 941
 
 
      | Posted - 2013.07.23 06:23:00 -
          [14] - Quote 
 
 2100 Angels wrote:as follows:
 11
 20.869119981
 30.570583143
 40.282955153
 50.105992649
 60.029991166
 70.006410183
 
 
 However, in the example of complex damage mods, they are calculated in the following way:
 
 Base Damage*(1 + (0.1*1))*(1+(0.1*0.869119981))*(1+(0.1*0.570583143))*(1+(0.1+0.282955153))*(1+(0.1*0.105992649)) etc.
 
 This seemed to yield correct stacking figures for my calculations, even though it does not mean that the second module has ~87% effectiveness, the third has ~57% effectiveness etc.
 
 If this were the case, the equation would be:
 
 Base Damage*(1 + ((0.1*1)+(0.1*0.869119981)+(0.1*0.570583143)+(0.1*0.282955153)+(0.1*0.105992649))), which it does not seem to be.
 So where do your passive skills come into play?
 
 Lets say I have 15% to damage as well as three damage mods.
 
 Is the 15% added to the product of the equation above?
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        |  Kane Fyea
 DUST University
 Ivy League
 
 1396
 
 
      | Posted - 2013.07.23 06:26:00 -
          [15] - Quote 
 
 Sgt Kirk wrote:2100 Angels wrote:as follows:
 11
 20.869119981
 30.570583143
 40.282955153
 50.105992649
 60.029991166
 70.006410183
 
 
 However, in the example of complex damage mods, they are calculated in the following way:
 
 Base Damage*(1 + (0.1*1))*(1+(0.1*0.869119981))*(1+(0.1*0.570583143))*(1+(0.1+0.282955153))*(1+(0.1*0.105992649)) etc.
 
 This seemed to yield correct stacking figures for my calculations, even though it does not mean that the second module has ~87% effectiveness, the third has ~57% effectiveness etc.
 
 If this were the case, the equation would be:
 
 Base Damage*(1 + ((0.1*1)+(0.1*0.869119981)+(0.1*0.570583143)+(0.1*0.282955153)+(0.1*0.105992649))), which it does not seem to be.
  So where do your passive skills come into play? Lets say I have 15% to damage as well as three damage mods. Is the 15% added to the product of the equation below?  All skills do not apply stacking penalty. So if your have 5% from skills and put a 10% module on then it would be 15%.
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        |  Son-Of A-Gun
 3dge of D4rkness
 SoulWing Alliance
 
 261
 
 
      | Posted - 2013.07.23 06:30:00 -
          [16] - Quote 
 
 Son-Of A-Gun wrote:Didn't read the thread but here you go. The exact numbers:
 Stacking Penalties
 
 1st mod: 100.0% effectiveness
 2nd mod: 86.9% effectiveness
 3rd mod: 57.1% effectiveness
 4th mod: 28.3% effectiveness-á
 5th mod: 10.6% effectiveness
 6th mod: 3.0% effectiveness
 
 Also, the the mods stack, for example:
 
 First mod 10% = 1.10
 
 Second mod 86.7% = 1.19557 =/= 1.1869
 
 [Edit>>> oops misplaced two decimals. Fixed now.
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        |  Sgt Kirk
 SyNergy Gaming
 EoN.
 
 941
 
 
      | Posted - 2013.07.23 06:42:00 -
          [17] - Quote 
 
 Son-Of A-Gun wrote:Son-Of A-Gun wrote:Didn't read the thread but here you go. The exact numbers:
 Stacking Penalties
 
 1st mod: 100.0% effectiveness
 2nd mod: 86.9% effectiveness
 3rd mod: 57.1% effectiveness
 4th mod: 28.3% effectiveness-á
 5th mod: 10.6% effectiveness
 6th mod: 3.0% effectiveness
 Also, the the mods stack, for example: First mod 10% = 1.10 Second mod 86.7% = 1.19557 =/= 1.1869 [Edit>>> oops misplaced two decimals. Fixed now. 
 
 Loll ok I was wondering where you were getting such I high number from until I noticed it may just be the decimal point.
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        |  Son-Of A-Gun
 3dge of D4rkness
 SoulWing Alliance
 
 261
 
 
      | Posted - 2013.07.23 06:45:00 -
          [18] - Quote 
 
 Sgt Kirk wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Didn't read the thread but here you go. The exact numbers:
 Stacking Penalties
 
 1st mod: 100.0% effectiveness
 2nd mod: 86.9% effectiveness
 3rd mod: 57.1% effectiveness
 4th mod: 28.3% effectiveness-á
 5th mod: 10.6% effectiveness
 6th mod: 3.0% effectiveness
 Also, the the mods stack, for example: First mod 10% = 1.10 Second mod 86.7% = 1.19557 =/= 1.1869 [Edit>>> oops misplaced two decimals. Fixed now. Loll ok I was wondering where you were getting such I high number from until I noticed it may just be the decimal point.  
 Yah, my bad.
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        |  2100 Angels
 The Southern Legion
 
 198
 
 
      | Posted - 2013.07.23 06:51:00 -
          [19] - Quote 
 
 Sgt Kirk wrote:2100 Angels wrote:as follows:
 11
 20.869119981
 30.570583143
 40.282955153
 50.105992649
 60.029991166
 70.006410183
 
 
 However, in the example of complex damage mods, they are calculated in the following way:
 
 Base Damage*(1 + (0.1*1))*(1+(0.1*0.869119981))*(1+(0.1*0.570583143))*(1+(0.1+0.282955153))*(1+(0.1*0.105992649)) etc.
 
 This seemed to yield correct stacking figures for my calculations, even though it does not mean that the second module has ~87% effectiveness, the third has ~57% effectiveness etc.
 
 If this were the case, the equation would be:
 
 Base Damage*(1 + ((0.1*1)+(0.1*0.869119981)+(0.1*0.570583143)+(0.1*0.282955153)+(0.1*0.105992649))), which it does not seem to be.
  So where do your passive skills come into play? Lets say I have 15% to damage as well as three damage mods. Is the 15% added to the product of the equation above? 
 Assuming it's a 15% passive bonus, it's applied to the base damage before the mods. This is how you would add in proficiency skills. As follows:
 
 (Base Damage*1.15)*(1 + (0.1*1))*(1+(0.1*0.869119981))*(1+(0.1*0.570583143))*(1+(0.1+0.282955153))*(1+(0.1*0.105992649))
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        |  Sgt Kirk
 SyNergy Gaming
 EoN.
 
 942
 
 
      | Posted - 2013.07.23 06:59:00 -
          [20] - Quote 
 
 2100 Angels wrote:Sgt Kirk wrote:2100 Angels wrote:as follows:
 11
 20.869119981
 30.570583143
 40.282955153
 50.105992649
 60.029991166
 70.006410183
 
 
 However, in the example of complex damage mods, they are calculated in the following way:
 
 Base Damage*(1 + (0.1*1))*(1+(0.1*0.869119981))*(1+(0.1*0.570583143))*(1+(0.1+0.282955153))*(1+(0.1*0.105992649)) etc.
 
 This seemed to yield correct stacking figures for my calculations, even though it does not mean that the second module has ~87% effectiveness, the third has ~57% effectiveness etc.
 
 If this were the case, the equation would be:
 
 Base Damage*(1 + ((0.1*1)+(0.1*0.869119981)+(0.1*0.570583143)+(0.1*0.282955153)+(0.1*0.105992649))), which it does not seem to be.
  So where do your passive skills come into play? Lets say I have 15% to damage as well as three damage mods. Is the 15% added to the product of the equation above? Assuming it's a 15% passive bonus, it's applied to the base damage before the mods. This is how you would add in proficiency skills. As follows: (Base Damage*1.15 )*(1 + (0.1*1))*(1+(0.1*0.869119981))*(1+(0.1*0.570583143))*(1+(0.1+0.282955153))*(1+(0.1*0.105992649)) Yeah I factored that in. I appreciate the assistance.
 
 Thank you all by the way. Now all I can do is hope that these are the official numbers (which I'm fairly confident of) and I can put my mind to rest...for now.
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        |  2100 Angels
 The Southern Legion
 
 199
 
 
      | Posted - 2013.07.23 07:19:00 -
          [21] - Quote 
 
 Sgt Kirk wrote:2100 Angels wrote:Sgt Kirk wrote:2100 Angels wrote:as follows:
 11
 20.869119981
 30.570583143
 40.282955153
 50.105992649
 60.029991166
 70.006410183
 
 
 However, in the example of complex damage mods, they are calculated in the following way:
 
 Base Damage*(1 + (0.1*1))*(1+(0.1*0.869119981))*(1+(0.1*0.570583143))*(1+(0.1+0.282955153))*(1+(0.1*0.105992649)) etc.
 
 This seemed to yield correct stacking figures for my calculations, even though it does not mean that the second module has ~87% effectiveness, the third has ~57% effectiveness etc.
 
 If this were the case, the equation would be:
 
 Base Damage*(1 + ((0.1*1)+(0.1*0.869119981)+(0.1*0.570583143)+(0.1*0.282955153)+(0.1*0.105992649))), which it does not seem to be.
  So where do your passive skills come into play? Lets say I have 15% to damage as well as three damage mods. Is the 15% added to the product of the equation above? Assuming it's a 15% passive bonus, it's applied to the base damage before the mods. This is how you would add in proficiency skills. As follows: (Base Damage*1.15 )*(1 + (0.1*1))*(1+(0.1*0.869119981))*(1+(0.1*0.570583143))*(1+(0.1+0.282955153))*(1+(0.1*0.105992649)) Yeah I factored that in. I appreciate the assistance. Thank you all by the way. Now all I can do is hope that these are the official numbers (which I'm fairly confident of) and I can put my mind to rest...for now.  
 easiest way to test it is to predict the numbers for, say a sniper rifle, and then hit someone once, wait for the game to end and look at how much damage you did at the end of the game
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        |  I-Shayz-I
 Not Guilty
 EoN.
 
 448
 
 
      | Posted - 2013.07.23 08:14:00 -
          [22] - Quote 
 Fit a militia tank with 4 militia damage resistance modifiers and look at the stats on the right.
 
 You're welcome.
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