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Face Lifter
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Posted - 2004.12.30 19:30:00 -
[1]
People often ask about it, since the module description is unacceptably vague. Here's the formula:
(mod1*mod2*...*modn)^((1/n)^0.25)
where 'n' is the number of mods that effect that attribute.
Note that with this system, you get slightly more benefit from positive mods (like +11% damage) and slightly less from negative mods (like +10.5% rof).
+11% damage means multiplying weapon damage by 1.11 4 damage mods would give 1.518 multiplier, then the stacking penalty is applied to that. You can see it's more that simply 1.44
+10.5 to rate of fire is negative because it reduces firing delay, the multiplyer is 0.895. 4 of those give 0.641641050625, then stacking penalty is applied. Cap recharge mods are all negative.
Here's an example of stacking penalties. Imagine a mod that gives a 10% to something, they stack as follows: 2 positive mods: 17.385% vs 16.238% negative mods 3 positive mods: 24.266% vs 21.351% negative mods 4 positive mods: 30.941% vs 25.770% negative mods 5 positive mods: 37.532% vs 29.693% negative mods
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Face Lifter
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Posted - 2004.12.30 19:30:00 -
[2]
People often ask about it, since the module description is unacceptably vague. Here's the formula:
(mod1*mod2*...*modn)^((1/n)^0.25)
where 'n' is the number of mods that effect that attribute.
Note that with this system, you get slightly more benefit from positive mods (like +11% damage) and slightly less from negative mods (like +10.5% rof).
+11% damage means multiplying weapon damage by 1.11 4 damage mods would give 1.518 multiplier, then the stacking penalty is applied to that. You can see it's more that simply 1.44
+10.5 to rate of fire is negative because it reduces firing delay, the multiplyer is 0.895. 4 of those give 0.641641050625, then stacking penalty is applied. Cap recharge mods are all negative.
Here's an example of stacking penalties. Imagine a mod that gives a 10% to something, they stack as follows: 2 positive mods: 17.385% vs 16.238% negative mods 3 positive mods: 24.266% vs 21.351% negative mods 4 positive mods: 30.941% vs 25.770% negative mods 5 positive mods: 37.532% vs 29.693% negative mods
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Face Lifter
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Posted - 2004.12.30 19:30:00 -
[3]
People often ask about it, since the module description is unacceptably vague. Here's the formula:
(mod1*mod2*...*modn)^((1/n)^0.25)
where 'n' is the number of mods that effect that attribute.
Note that with this system, you get slightly more benefit from positive mods (like +11% damage) and slightly less from negative mods (like +10.5% rof).
+11% damage means multiplying weapon damage by 1.11 4 damage mods would give 1.518 multiplier, then the stacking penalty is applied to that. You can see it's more that simply 1.44
+10.5 to rate of fire is negative because it reduces firing delay, the multiplyer is 0.895. 4 of those give 0.641641050625, then stacking penalty is applied. Cap recharge mods are all negative.
Here's an example of stacking penalties. Imagine a mod that gives a 10% to something, they stack as follows: 2 positive mods: 17.385% vs 16.238% negative mods 3 positive mods: 24.266% vs 21.351% negative mods 4 positive mods: 30.941% vs 25.770% negative mods 5 positive mods: 37.532% vs 29.693% negative mods
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Face Lifter
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Posted - 2004.12.30 21:09:00 -
[4]
ok I corrected my mistake
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Face Lifter
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Posted - 2004.12.30 21:09:00 -
[5]
ok I corrected my mistake
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Face Lifter
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Posted - 2004.12.30 21:09:00 -
[6]
ok I corrected my mistake
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Face Lifter
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Posted - 2005.03.31 18:18:00 -
[7]
shield and armor hardeners work in different way from other mods
all their percentages apply only on damage percentage you take in. In other words, if your armor EM resistance is 62, the damage percentage you take in is 100-62 = 38.
So in that case, a 50% harder would operate on 38%, which gives you extra 38*0.5 = 19% resistance.
Add the extra resistance boost to your natural resistance, you get 62+19 = 81%.
The way this system works makes hardener stacking penalty pretty bad, so in general stacking them is a bad idea unless you start very low natural resistance, 0% or 10% for example.
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Face Lifter
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Posted - 2005.03.31 18:26:00 -
[8]
that's not correct because every hardener operates on percentage of unresisted damage.
so if you have natural resistance of 0 and you add 2 of those hardeners, the first one will operate on 100%, the 2nd one will operate on what's left unresisted from the first one. So the resistance boost it adds becomes much smaller
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Face Lifter
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Posted - 2005.03.31 18:29:00 -
[9]
ah, sorry about that
you are right then, they stack normally
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Face Lifter
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Posted - 2005.03.31 18:47:00 -
[10]
Edited by: Face Lifter on 31/03/2005 18:48:07 I consider stacking hardeners a bad idea cause there are many other important modules you could fit in your med/low slots.
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