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Harpyja
DUST University Ivy League
393
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Posted - 2013.07.29 03:26:00 -
[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% but instead 23.5%? 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 10% shield resistance module on a Charybdis with LLAV 3. Your damage resistance is 1 - [ ( 1 - .25 ) * ( 1 - .06 ) * (1 - .10) ] = .3655
As you see, it is not 25% + 6% + 10% = 41%
Let's explain the scenario mentioned at the very top. 1 - [ ( 1 - .10 ) * (1 - .15) ] = .235
And again, it is not 10% + 15% = 25%
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! |
Warren Durden
Vherokior Combat Logistics Minmatar Republic
0
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Posted - 2013.08.03 00:43:00 -
[2] - Quote
Do you have a nifty formula for stacking penalties as well? If so I would appreciate it if you posted it up. I also have a question about active resistance modules. When active resistance modules are activated do they suffer a stacking penalty if you have passive resistances as well? |
Harpyja
DUST University Ivy League
429
|
Posted - 2013.08.03 00:59:00 -
[3] - Quote
Warren Durden wrote:Do you have a nifty formula for stacking penalties as well? If so I would appreciate it if you posted it up. I also have a question about active resistance modules. When active resistance modules are activated do they suffer a stacking penalty if you have passive resistances as well? I don't know the stacking penalties by heart but there's no formula for that. It's determined for every single module after the first. Stacking penalties are the same as in EVE Online, so you could simply look them up. I'll post them here when I get a chance to do that myself.
Yes, active modules stack with passive modules and receive penalties. But the way it works is that the game takes the module with the highest attribute first and puts the others in decreasing order. This means that your best module is being used to full effect while your "worst" module is least effective. |
Lorhak Gannarsein
DUST University Ivy League
100
|
Posted - 2013.08.03 03:02:00 -
[4] - Quote
DUST514 Wiki has a good one. |
Harpyja
DUST University Ivy League
432
|
Posted - 2013.08.03 03:12:00 -
[5] - Quote
Well, looks like there is a nifty formula!
S(n) = 0.5^[((n-1) / 2.22292081) ^2] n = the nth module added S = stacking effect for this particular module addition
Puts my 2.5 years of EVE to shame that I didn't know that..... |
Warren Durden
Vherokior Combat Logistics Minmatar Republic
0
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Posted - 2013.08.03 04:12:00 -
[6] - Quote
ohhhh! look at all the pretty maths. Thanks for all the info!
I just thought of something else resistance related. What about resistances related to damage/HP types like explosive damage vs. shield HP for example. Is that type of resistance just added to the resistance you get from your modules and skills or, is it subjected to one of those nifty formulas? |
Harpyja
DUST University Ivy League
434
|
Posted - 2013.08.03 04:24:00 -
[7] - Quote
Warren Durden wrote:ohhhh! look at all the pretty maths. Thanks for all the info!
I just thought of something else resistance related. What about resistances related to damage/HP types like explosive damage vs. shield HP for example. Is that type of resistance just added to the resistance you get from your modules and skills or, is it subjected to one of those nifty formulas? I haven't done any testing, nor can I come up with an experiment for this. But here is what I believe and let's use a swarm launcher vs shields as an example.
The swarm launcher operator and his skills and/or damage mods increase the base damage of the swarm launcher. The natural resistance of shield against explosives then decreases this damage. After that, the vehicle's damage resistance applies to that reduced damage.
Basically, natural resistance is just another factor in my derived equation in the OP. |
ladwar
Dead Six Initiative Lokun Listamenn
1041
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Posted - 2013.08.03 09:31:00 -
[8] - Quote
Harpyja wrote:Warren Durden wrote:ohhhh! look at all the pretty maths. Thanks for all the info!
I just thought of something else resistance related. What about resistances related to damage/HP types like explosive damage vs. shield HP for example. Is that type of resistance just added to the resistance you get from your modules and skills or, is it subjected to one of those nifty formulas? I haven't done any testing, nor can I come up with an experiment for this. But here is what I believe and let's use a swarm launcher vs shields as an example. The swarm launcher operator and his skills and/or damage mods increase the base damage of the swarm launcher. The natural resistance of shield against explosives then decreases this damage. After that, the vehicle's damage resistance applies to that reduced damage. Basically, natural resistance is just another factor in my derived equation in the OP. its added to the formula where it would fit in the order highest to lowest if its a resistance and added to the damage if its a weakness but this need more testing to be sure. |
hydraSlav's
Ostrakon Agency Gallente Federation
248
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Posted - 2013.08.07 17:44:00 -
[9] - Quote
Skill, Ship (or in this case Vehicle) and Implants [unless Snakes] (not relevant for Dust) resistances are not affected by stacking penalty. Only modules (local and remote) |
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