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Regus Nockta
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Posted - 2004.11.01 08:11:00 -
[1]
Hi, can anyone shed some light on this, i bought some 20% all round energized adaptive armour hardeners. it clearly sais on the attributes tab that it gives 20% resistance to all damage types yet it only seems to add about 8% to em, 13 to thermal, 19 to kinetic and about 15 to explosive (something like that anyway). Is this a bug, a display issue or what. ive spent the last week or so getting hull upgrades to level 5 to base my setup around this and now i feel dissapointed any advice would be appreciated. Im flying an apoc and even though im aware that penalties will apply with more than one type of this module i am basing the above figures on just 1 module being fitted.
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Regus Nockta
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Posted - 2004.11.01 08:11:00 -
[2]
Hi, can anyone shed some light on this, i bought some 20% all round energized adaptive armour hardeners. it clearly sais on the attributes tab that it gives 20% resistance to all damage types yet it only seems to add about 8% to em, 13 to thermal, 19 to kinetic and about 15 to explosive (something like that anyway). Is this a bug, a display issue or what. ive spent the last week or so getting hull upgrades to level 5 to base my setup around this and now i feel dissapointed any advice would be appreciated. Im flying an apoc and even though im aware that penalties will apply with more than one type of this module i am basing the above figures on just 1 module being fitted.
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Joshua Calvert
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Posted - 2004.11.01 08:20:00 -
[3]
It gives 20% of the difference between your current resistances and 100%?
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
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Posted - 2004.11.01 08:20:00 -
[4]
It gives 20% of the difference between your current resistances and 100%?
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Regus Nockta
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Posted - 2004.11.01 08:23:00 -
[5]
that would make the figures stack up, but the description of the mod is a bit misleading
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Regus Nockta
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Posted - 2004.11.01 08:23:00 -
[6]
that would make the figures stack up, but the description of the mod is a bit misleading
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Directive
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Posted - 2004.11.01 08:24:00 -
[7]
Yes, they give 20% resistances, but not straight. It's 20% of the remaining resistance between the current resistance and 100%, effectively preventing any ship having immunity to any damage-type. Simply put, they give resistance_bonus*(1-base_resistance) to any given resistance. 20%*(100%-35%) in your case of Thermal resistance, which is +13%.
There's also a stacking penalty, but last time I ran the diminishing returns formula used with dmg. mods etc in Excel with the resistances, it didn't give the same results what I get in game. Possibly made an error though.
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Directive
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Posted - 2004.11.01 08:24:00 -
[8]
Yes, they give 20% resistances, but not straight. It's 20% of the remaining resistance between the current resistance and 100%, effectively preventing any ship having immunity to any damage-type. Simply put, they give resistance_bonus*(1-base_resistance) to any given resistance. 20%*(100%-35%) in your case of Thermal resistance, which is +13%.
There's also a stacking penalty, but last time I ran the diminishing returns formula used with dmg. mods etc in Excel with the resistances, it didn't give the same results what I get in game. Possibly made an error though.
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Shadowsword
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Posted - 2004.11.01 08:28:00 -
[9]
One 20% hardener (whatever it's kind) reduce the damage you take by 20%. If they simply added 20% to your resists, each ship with 5 low slots or more would simply be invincible.
So for 60% base EM resistance, for example, you take 40% of the damage of the weapon. With a 20% hardener 60%+(40%*20%) = 60%+8% = 68% EM resistance.
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Shadowsword
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Posted - 2004.11.01 08:28:00 -
[10]
One 20% hardener (whatever it's kind) reduce the damage you take by 20%. If they simply added 20% to your resists, each ship with 5 low slots or more would simply be invincible.
So for 60% base EM resistance, for example, you take 40% of the damage of the weapon. With a 20% hardener 60%+(40%*20%) = 60%+8% = 68% EM resistance.
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Xirae
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Posted - 2004.11.01 08:30:00 -
[11]
I think thats right, if you have 0% resistance to something and you add a 20% harderner then you will have a 20% resistance to that attribute....
If you have a 60% resistance then add a 20% hardener you will only get 20% of the remaining 40% (which is 8%)
At least, I think thats the way it works 
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Xirae
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Posted - 2004.11.01 08:30:00 -
[12]
I think thats right, if you have 0% resistance to something and you add a 20% harderner then you will have a 20% resistance to that attribute....
If you have a 60% resistance then add a 20% hardener you will only get 20% of the remaining 40% (which is 8%)
At least, I think thats the way it works 
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Regus Nockta
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Posted - 2004.11.01 08:31:00 -
[13]
k, thanks guys. I have always used 2 large repairers and 3 50% hardeners for explosive, thermal and kinetic. the 3 20% hardeners was just an idea that didnt work. i thought well im incuring penalties for the 3 x 50% so maybe ill get more using 3 x 20% allround (ie 60% all round), but hence no
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Regus Nockta
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Posted - 2004.11.01 08:31:00 -
[14]
k, thanks guys. I have always used 2 large repairers and 3 50% hardeners for explosive, thermal and kinetic. the 3 20% hardeners was just an idea that didnt work. i thought well im incuring penalties for the 3 x 50% so maybe ill get more using 3 x 20% allround (ie 60% all round), but hence no
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Eyeshadow
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Posted - 2004.11.01 11:06:00 -
[15]
Edited by: Eyeshadow on 01/11/2004 11:09:23
Originally by: Regus Nockta k, thanks guys. I have always used 2 large repairers and 3 50% hardeners for explosive, thermal and kinetic. the 3 20% hardeners was just an idea that didnt work. i thought well im incuring penalties for the 3 x 50% so maybe ill get more using 3 x 20% allround (ie 60% all round), but hence no
ur are not incurring any penalties for the 3x50% ers cos they are all different hardners. u are getting a 50% boost in resistance for each hardner. If u added 2 of the same hardner then they would incur a penalty cos they effect the same attribute
Forums: Sharks - MC |

Eyeshadow
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Posted - 2004.11.01 11:06:00 -
[16]
Edited by: Eyeshadow on 01/11/2004 11:09:23
Originally by: Regus Nockta k, thanks guys. I have always used 2 large repairers and 3 50% hardeners for explosive, thermal and kinetic. the 3 20% hardeners was just an idea that didnt work. i thought well im incuring penalties for the 3 x 50% so maybe ill get more using 3 x 20% allround (ie 60% all round), but hence no
ur are not incurring any penalties for the 3x50% ers cos they are all different hardners. u are getting a 50% boost in resistance for each hardner. If u added 2 of the same hardner then they would incur a penalty cos they effect the same attribute
Forums: Sharks - MC |
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