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Harpyja
DUST University Ivy League
390
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Posted - 2013.07.29 02:56:00 -
[1] - Quote
I've seen quite a few people asking why their resistances aren't adding up correctly, so I thought that I'd help to explain. The question is "If I have 10% from skills and add a 15% resistance module, why don't I get 25%? Am I getting a stacking penalty or something?"
The answer to the question is no, no stacking penalties are being added. This is why you don't get 25%:
Damage resistance = 1 - [ ( 1 - x ) * ( 1 - y ) * (1 - z) ]
Where x is vehicle base resistance (currently on LLAVs only), y is resistance from skills, and z is the resistance from your first module.
Let's say for example you have level 5 shield upgrades and one 15% shield resistance module on a Charybdis with LLAV 3. Your damage resistance is 1 - [ ( 1 - .25 ) * ( 1 - .10 ) * (1 - .06) ] = .3655.
This is the basic formula without any stacking penalties involved, but if you have more than one resistance module, then you need to correctly apply stacking penalties.
I hope this helps! |
Harpyja
DUST University Ivy League
392
|
Posted - 2013.07.29 03:08:00 -
[2] - Quote
Eurydice Itzhak wrote:I appreciate this information. Genuinely did not know this.
Is it the same for proficiency skills and damage mods? As far as proficiency skills and damage mods, I believe they affect base stats and not modified stats, while resistances apply to modified stats. And thanks for the feedback! |
Harpyja
DUST University Ivy League
399
|
Posted - 2013.07.29 14:10:00 -
[3] - Quote
Garth Mandra wrote:It is more or less the same for damage:
Damage dealt = (Base damage) * [ ( 1 + 0.03 * proficiency level) * ( 1 + module1 ) * (1 + module2 * 0.87) * ... ]
The modules should be ordered such that the best is first and the worst is last.
There is currently a bug with the display of fitting screen stats (I don't know if this affects in game stats) for modules that provide a reduction (speed, damage taken/resistance). It orders then in the reverse order ie. the best last and the worst first. I did not know about this, thanks for the info!
Would you happen to know if turret skills apply one after the other or are added? (Turret Operation 5 + Hybrid Turret 5 = 1.15 or TO * HT = 1.155) |
Harpyja
DUST University Ivy League
401
|
Posted - 2013.07.29 15:44:00 -
[4] - Quote
LLAVs got 30%? I'll just remove that example whenever I can then.
Protocake JR wrote:I'm not a vehicle user, but i'm curious as to how you found out this equation? I'm intrigued (and drunk). It was quite simple. My two and a half years of experience in EVE already taught me that resists aren't additive but rather apply to what's left. Such as two 50% resists get you 75% total resists. |
Harpyja
DUST University Ivy League
404
|
Posted - 2013.07.29 20:15:00 -
[5] - Quote
gbghg wrote:Yeah, the change to the vehicle shield and armour skills are actually pretty useful in retrospect, they really made the chary in particular get some ridiculous resistance rates. And what's this about LLAV's getting a base 30% resist, I've never noticed it, where'd you find that info? Without any mods and my skills (level 4 shield upgrades and level 1 LLAV), my Charybdis starts out with about 35% resists. I never knew for sure what the base damage resist was and my last calculations (some time ago) gave me 25% as a base resist and I assumed it was 25% ever since, though I might be wrong, and I'd like to know how much it's base resist actually is. Add two 15% damage resist mods and it goes up to 52%, while stacking three damage resists on my Gunnlogi gets 38% |
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