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Odins Spear
Caldari
IR5 Industrial Resource Syndicate
Posted - 2007.12.28 23:25:00 - [1]
 

okay first of all lets chat aboust resistance amplifiers for med slots my first one never gives me the full amount no matter what and the second is always less then 80% of what the first should be so what gives on that?

and secondly concerning the stacking penalty how much crossover is their..
example
if i use a rig slot to increase my opt range then also use a tracking enchancer... do i take a hit or do i get full use since i am using two different types of devices? its wording is a bit confusing so i am seeking clarity regarding this elusive topic.

helpugh

Sandeep
Posted - 2007.12.28 23:31:00 - [2]
 

Edited by: Sandeep on 28/12/2007 23:32:28
See Sticky in Ships & Modules forum.

Also, rigs, mods, and remote effects affecting the same attribute are all lumped together, ordering from highest effect to lowest effect.

Micia
Minmatar
Minmatar Ship Construction Services
Circle-Of-Two
Posted - 2007.12.28 23:34:00 - [3]
 

Originally by: Odins Spear
aboust resistance amplifiers for med slots my first one never gives me the full amount no matter what and the second is always less then 80% of what the first should be so what gives on that?


Resists are not additive. ugh

Let's say you have a ship with a natural 20% resist to EM damage. If you add a 50% Hardener, you will not get a total of 70%.

Resists resist against the unprotected part of the stat. So your ship with a resist of 20% has an unprotected 80%.

Adding a 50% EM resist Hardener will protect 50% of that 80%... meaning a bonus of 40%. With hardener active (and ship's natural resist) you now have 60% resist to EM. (This also means there is 40% unresisted... so if you added a second Hardener, that second one protects 50% of that 40%... an additional 20%)

If it was additive, you could easily get 100% resists... and you ain't a Jove. Embarassed

Hope the explanation was clear enough.

Tzar'rim
Posted - 2007.12.28 23:37:00 - [4]
 

Remember that resists don't add to the resists you already have but rather subtract from the 'non-resisted' amount. In numbers;

base 20% resists, add 40% resists does NOT mean 60%. It means 20+(100-20)*0.4=52%


Odins Spear
Caldari
IR5 Industrial Resource Syndicate
Posted - 2007.12.29 00:18:00 - [5]
 

Okay so that provides clarity.
so if i have a 5% implant a 15% rig and a 12 % low slot and a 15% med slot that all affects opt range... will they work flawlessly together or will they get mucked up?

Odins Spear
Caldari
IR5 Industrial Resource Syndicate
Posted - 2007.12.29 00:19:00 - [6]
 

and also what about ships inherent bonuses and skills do they work well together or not?

Gartel Reiman
The Athiest Syndicate
Advocated Destruction
Posted - 2007.12.29 00:39:00 - [7]
 

Originally by: Odins Spear
Okay so that provides clarity.
so if i have a 5% implant a 15% rig and a 12 % low slot and a 15% med slot that all affects opt range... will they work flawlessly together or will they get mucked up?

Stacking penalties are based on particular attributes rather than modules. Some (most) attributes are stacking penalised, others (e.g. cap recharge, cargo capacity) are not. If the attribute is stacking penalised, then all modifiers to it will be affected according to the standard stacking rules - regardless of where that modifier 'came from'.

So in your example, since optimum range is stacking penalised (IIRC), their effects will be penalised. One of the 15% modifiers will apply fully; the next will be multiplied by something like 0.87 to end up adding around 13%; the low slot will give 12 * 0.56 = 6.7% and the implant will give around 1.3% bonus.

As an aside, your terminology "working flawlessly together" is a bit dubious - since I'm guessing that you would consider the above as "flawed" whereas of course it is as nature (and CCP) intended. Use "[stacking] penalised" and "not [stacking] penalised" in future Very Happy

Ymandra Raystara
Gallente
Aliastra
Posted - 2007.12.29 03:50:00 - [8]
 

Edited by: Ymandra Raystara on 29/12/2007 03:50:24
In regards to the inherent ship bonus, that is applied first, before all other mods. You can see this bonus built in to some ships where the pre-reqs already cover the bonus.

Example:

http://www.eve-online.com/itemdatabase/EN/ships/assaultships/gallente/12042.asp


 

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