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Soul Storm
Frontier Rebellion Dark.Moon Rising
0
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Posted - 2014.07.03 01:11:00 -
[1] - Quote
Hello, I've been reading the Wiki on turret damage etc, but I still have a question that people can't answer me in-game. Also, just to confirm i'll make some questions to be sure i'm getting this straight.
Lets say my ship has 50% EM Damage resistance (either shield or amor whatever), and someone were to shoot 100 EM damage at me, counting it was a perfect shot, would I only get 50 EM damage out of those 100 ?
Would this still apply if I had 99% EM Damage Resistance ? Would I only get 1 EM damage ? Or even 100% EM Damage resistance ?
Is there a modifier somewhere after or before 50%, and is there anywhere I can check these numbers or formulas?
Thank you very much in advance. |
L'ouris
Have Naught Subsidiaries
180
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Posted - 2014.07.03 01:26:00 -
[2] - Quote
Turret damage is calculated first, with all mods from tracking and glancing-perfect shots etc.
That total dmg is then applied to your resists, the. The result is subtracted from your ship |
Sabriz Adoudel
Mission BLITZ
3199
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Posted - 2014.07.03 01:57:00 -
[3] - Quote
If the shot is 'perfect', it would actually deal 300 damage not 100 due to the turret formula (think of this as a 'critical hit', it happens 1% of shots fired, or on every successful hit, whichever is rarer).
Yes, you understand the resistance formula correctly. It is not possible to hit 100% resists because of diminishing returns - if you had 0 resists, and fitted 3 modules that give 50% EM resists, here's what would happen:
- First module: Full effect - resist 50% - Second module: 87% effect due to stacking penalties, so this module provides 43.5% resists. You now take 43.5% less damage than you otherwise would have without it (actual damage suffered is 0.5 * 0.565 = 28.25%). The resist display will show you 72% resists although the game actually calculates based on 71.75%. - Third module: 57% effect (stacking penalties). Again, multiplicatively stacking, I don't have a calculator handy but it will block 28.5% of the 28.25% of damage you still take, so your actual resist would be around 80%. https://forums.eveonline.com/default.aspx?g=posts&t=346564 - a proposal to overhaul the Logistics skill https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. www.minerbumping.com - ganking miners and causing chaos |
Soul Storm
Frontier Rebellion Dark.Moon Rising
0
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Posted - 2014.07.03 02:29:00 -
[4] - Quote
Oh ok thanks, that's new knowledge, good to know.
So just to be sure, if supposedly I would take 100 damage with 0% resists, and I got 50% resists, that same 100 damage would deliver only 50 correct? |
Sabriz Adoudel
Mission BLITZ
3199
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Posted - 2014.07.03 03:00:00 -
[5] - Quote
Soul Storm wrote:Oh ok thanks, that's new knowledge, good to know.
So just to be sure, if supposedly I would take 100 damage with 0% resists, and I got 50% resists, that same 100 damage would deliver only 50 correct?
Yep. Your shield would drop from 600/600 to 550/600, assuming a shot that would have done 100 EM damage on 0 resists hits your 50% EM resist. https://forums.eveonline.com/default.aspx?g=posts&t=346564 - a proposal to overhaul the Logistics skill https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. www.minerbumping.com - ganking miners and causing chaos |
Cara Forelli
Green Skull LLC
414
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Posted - 2014.07.03 03:34:00 -
[6] - Quote
Check out this video which doesn't directly answer your question but does discuss the related topic of tracking speed and turret mechanics and how they affect your damage. Very good info to understand. www.ensignyooch.wordpress.com
New player with questions? Like to answer questions? Join my public channel in game:-áHouse Forelli |
Ethikos
Sniggwaffe WAFFLES.
41
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Posted - 2014.07.03 04:21:00 -
[7] - Quote
As was mentioned above, understanding how the resists work is a very good first step. They got you squared away with that. Second is also understanding when damage will be applied or when damage will be applied for full effect. That is where tracking / distances / etc start to really come into play. The result is that in a lot of cases, going with lower damage weapons that tack / reach / apply damage better will actually produce more damage in game. As you start to delve into this, you realize how many trade offs you are making with you start selecting weapons / ships / tactics / etc. Its part of what makes this game so awesome. https://forums.eveonline.com/default.aspx?g=posts&t=266074 - Sniggwaffe (Waffles)
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Nariya Kentaya
Phoenix funds
1412
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Posted - 2014.07.03 04:43:00 -
[8] - Quote
Sabriz Adoudel wrote:If the shot is 'perfect', it would actually deal 300 damage not 100 due to the turret formula (think of this as a 'critical hit', it happens 1% of shots fired, or on every successful hit, whichever is rarer).
Yes, you understand the resistance formula correctly. It is not possible to hit 100% resists because of diminishing returns - if you had 0 resists, and fitted 3 modules that give 50% EM resists, here's what would happen:
- First module: Full effect - resist 50% - Second module: 87% effect due to stacking penalties, so this module provides 43.5% resists. You now take 43.5% less damage than you otherwise would have without it (actual damage suffered is 0.5 * 0.565 = 28.25%). The resist display will show you 72% resists although the game actually calculates based on 71.75%. - Third module: 57% effect (stacking penalties). Again, multiplicatively stacking, I don't have a calculator handy but it will block 28.5% of the 28.25% of damage you still take, so your actual resist would be around 80%. Actually, wasnt there an overheat bug that allowed expensive mods to reach at or over 100% resist? and the problem was, with the damage calculation, it came back as null damage which translatedto infinity? auto-popping the ship that supposedly had "perfect resists"? |
Netan MalDoran
xXTheWarhammerXx
31
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Posted - 2014.07.03 05:23:00 -
[9] - Quote
Nariya Kentaya wrote:[quote=Sabriz Adoudel] Actually, wasnt there an overheat bug that allowed expensive mods to reach at or over 100% resist? and the problem was, with the damage calculation, it came back as null damage which translatedto infinity? auto-popping the ship that supposedly had "perfect resists"?
Yes, if you overhead officer resists in a class 2 Red Giant WH, the resists will be a little over 100% and your ship will pop if you take damage. "Your security status has been lowered." - Hell yeah it was! |
Sabriz Adoudel
Mission BLITZ
3199
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Posted - 2014.07.03 05:55:00 -
[10] - Quote
Netan MalDoran wrote:Nariya Kentaya wrote:[quote=Sabriz Adoudel] Actually, wasnt there an overheat bug that allowed expensive mods to reach at or over 100% resist? and the problem was, with the damage calculation, it came back as null damage which translatedto infinity? auto-popping the ship that supposedly had "perfect resists"? Yes, if you overhead officer resists in a class 2 Red Giant WH, the resists will be a little over 100% and your ship will pop if you take damage.
Yeah that's true (specifically in the ships that have the double-overheat-bonus role bonus) but it's pretty clearly a bug.
I do not like the way EVE does maths in some of these situations, mostly with bonused Webs. https://forums.eveonline.com/default.aspx?g=posts&t=346564 - a proposal to overhaul the Logistics skill https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. www.minerbumping.com - ganking miners and causing chaos |
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Adrie Atticus
The Shadow Plague The Bastion
133
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Posted - 2014.07.03 10:16:00 -
[11] - Quote
Sabriz Adoudel wrote:Netan MalDoran wrote:Nariya Kentaya wrote:[quote=Sabriz Adoudel] Actually, wasnt there an overheat bug that allowed expensive mods to reach at or over 100% resist? and the problem was, with the damage calculation, it came back as null damage which translatedto infinity? auto-popping the ship that supposedly had "perfect resists"? Yes, if you overhead officer resists in a class 2 Red Giant WH, the resists will be a little over 100% and your ship will pop if you take damage. Yeah that's true (specifically in the ships that have the double-overheat-bonus role bonus) but it's pretty clearly a bug. I do not like the way EVE does maths in some of these situations, mostly with bonused Webs.
For some reason CCP has managed to take sqrt from negative numbers before with turret tracking so I'm not holding my breath on the other formulas being implemented correctly either. |
Soul Storm
Frontier Rebellion Dark.Moon Rising
0
|
Posted - 2014.07.03 13:22:00 -
[12] - Quote
Wow, thanks alot for all the clear help everyone. Learned alot, thank you. |
Tau Cabalander
Retirement Retreat Working Stiffs
3806
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Posted - 2014.07.03 17:42:00 -
[13] - Quote
Soul Storm wrote:Hello, I've been reading the Wiki on turret damage etc, but I still have a question that people can't answer me in-game. Also, just to confirm i'll make some questions to be sure i'm getting this straight.
Lets say my ship has 50% EM Damage resistance (either shield or amor whatever), and someone were to shoot 100 EM damage at me, counting it was a perfect shot, would I only get 50 EM damage out of those 100 ?
Would this still apply if I had 99% EM Damage Resistance ? Would I only get 1 EM damage ? Or even 100% EM Damage resistance ?
Is there a modifier somewhere after or before 50%, and is there anywhere I can check these numbers or formulas?
Thank you very much in advance. can someone help me make sense of ammo info window? |
Daniel Plain
Science and Trade Institute Caldari State
2050
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Posted - 2014.07.03 18:50:00 -
[14] - Quote
while we're on the topic of obtuse mechanics, the 'rate of fire bonus' stat is actually a 'reduced time between shots' stat. if you were able to push it to 100%, you would not shoot twice as fast (as the name would suggest), but instantly empty your magazine (and probably capacitor, depending on weapon type).
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
Tau Cabalander
Retirement Retreat Working Stiffs
3806
|
Posted - 2014.07.03 19:11:00 -
[15] - Quote
Daniel Plain wrote:while we're on the topic of obtuse mechanics, the 'rate of fire bonus' stat is actually a 'reduced time between shots' stat. if you were able to push it to 100%, you would not shoot twice as fast (as the name would suggest), but instantly empty your magazine (and probably capacitor, depending on weapon type). Effective Damage = 1 / (1 - Rate of Fire Cycle Reduction)
Example: 50% RoF reduction Effective Damage = 1 / (1 - 50%) = 1 / 50% = 200%, or a 100% increase (double)
A 100% RoF reduction would cause a black hole to open and swallow the universe. |
J'Poll
CDG Playgrounds
4089
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Posted - 2014.07.04 01:33:00 -
[16] - Quote
Soul Storm wrote:Hello, I've been reading the Wiki on turret damage etc, but I still have a question that people can't answer me in-game. Also, just to confirm i'll make some questions to be sure i'm getting this straight.
Lets say my ship has 50% EM Damage resistance (either shield or amor whatever), and someone were to shoot 100 EM damage at me, counting it was a perfect shot, would I only get 50 EM damage out of those 100 ?
Would this still apply if I had 99% EM Damage Resistance ? Would I only get 1 EM damage ? Or even 100% EM Damage resistance ?
Is there a modifier somewhere after or before 50%, and is there anywhere I can check these numbers or formulas?
Thank you very much in advance.
Yes on the resistance % question.
Btw, you can't get 100% because how hardeners etc work. Personal channel: Crazy Dutch Guy
Ever wanted to PvP but can't find people to fly with. Look no further and this chat: Redemption Road |
Nikolai Lachance
Happy Wheels Logistics
118
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Posted - 2014.07.04 03:22:00 -
[17] - Quote
I was under the impression (perhaps I am mistaken) that EVE hard-caps resists at 90%. It won't let them get higher than that. Is that not true? |
J'Poll
CDG Playgrounds
4089
|
Posted - 2014.07.04 03:32:00 -
[18] - Quote
Nikolai Lachance wrote:I was under the impression (perhaps I am mistaken) that EVE hard-caps resists at 90%. It won't let them get higher than that. Is that not true?
Over 90% is possible with some ships and clever fitting. I've seen 94% stats on some ships. Personal channel: Crazy Dutch Guy
Ever wanted to PvP but can't find people to fly with. Look no further and this chat: Redemption Road |
Sabriz Adoudel
Mission BLITZ
3201
|
Posted - 2014.07.04 04:47:00 -
[19] - Quote
J'Poll wrote:Nikolai Lachance wrote:I was under the impression (perhaps I am mistaken) that EVE hard-caps resists at 90%. It won't let them get higher than that. Is that not true? Over 90% is possible with some ships and clever fitting. I've seen 94% stats on some ships.
Deep Space Transports can (temporarily) get much higher than that. https://forums.eveonline.com/default.aspx?g=posts&t=346564 - a proposal to overhaul the Logistics skill https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. www.minerbumping.com - ganking miners and causing chaos |
Cannibal Kane
Somali Coast Guard Authority
4021
|
Posted - 2014.07.04 04:59:00 -
[20] - Quote
Jabbering in Local + Kane in System(10 x If Home System) = Wardec
I found that to be a pretty accurate formula.
Not to mention plenty of variations which could = into a wardec.
On a more on topic note.
Majority of my ships has 94% resist as their top resist. So it is possible to get above 90%. If you fit the protues right you can get all your armor resist above 90%. "Kane is the End Boss of Highsec." -Psychotic Monk |
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