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Beanz
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Posted - 2005.03.31 20:24:00 -
[31]
Thanks for that, i understand now :o)
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Frank Horrigan
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Posted - 2005.04.29 00:06:00 -
[32]
Im trying to figure out what passive recharging a rattle snake would do..
With max skills it has 10200 sheild and 1500 second recharge...
Now 6x -27.5% sheild relays in low and 6x -15% sheild rechargers in med...
anyone feel like figuring this out? as me and my friends have no idea what that formula means lol
Originally by: Oveur
Originally by: Bhaal What has turned out better than expected?
Everything. Remember, we're from Iceland.
(\_/) (O.o) (> <) This i |

Drofier Ilmatti
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Posted - 2005.04.29 00:25:00 -
[33]
Edited by: Drofier Ilmatti on 29/04/2005 00:26:26 With 20% in lows and 15% in meds (best in game I believe), you get a 148 second recharge time. That's 68.92 shield per second at normal rate. With the curve, more like 180.
BTW, shield rechargers don't suffer from stacking penalty like hardeners do. They just suffer from simple mathematics penalties, if you will. |

Spy4Hire
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Posted - 2005.05.20 07:07:00 -
[34]
Edited by: Spy4Hire on 20/05/2005 07:07:17
Originally by: nefiru hmm is this correct for shield hardners aswell? fe 2 em hardners and an invulnerably hardner thats (1.5*1.5*1.32)^((1/3)^0.25) 2.97^.7598 = 2.28 or hardning of 128 pct?
Hardeners work using their percentage based on the balance you have left between 0% and 100%, but can never be better than 95% resistances. The same applies whether their active or passive.
Thus: Shield EM base = 0% 1 Active hardener = 50%, gives your ship 50% EM resist to shields. Adding a second gives 50% of the remaining 50% which is another 25%, thus 75%, minus the stacking penalty (which I can't calculate being a mathematics idiot). A third would give you 50% of that remaining ~25%, or 12.5% overall without stacking penalties.
The same applies with armour hardeners.
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Epais Tete
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Posted - 2005.06.09 04:18:00 -
[35]
A noob question:
Armour hardners work all the time or just when the shields are down. I have never had my armour damaged when my shields where up. I have never used hardners because I wanted to use speed to keep out of harms way.
Now that I am flying a Raven against big boys. I think I will reconsider that. Once I figure out how they work.
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Jet Collins
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Posted - 2005.08.04 15:10:00 -
[36]
Sorry I'm still a little confused as to the Negative penalties.
For the 10% or 10.5 % Rof stacking pentalties for example. I just can't get those #'s. Please brake it down Barny lvl for me please. Thanks
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Fredou
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Posted - 2005.08.28 18:17:00 -
[37]
a little script.... not bug free
how to use... if you got 3 mod and each mod give +10% 3 [enter] 10 [enter] 10 [enter] 10 [enter] that will give 1.24266.......
so ~24%
'-------------------start 'put that in a file called anything.vbs
dim total_mod, mod_attr(), total_attrib
total_mod = inputbox("How many mod?","Mod",0) if total_mod <> "" and total_mod <> 0 then redim mod_attr(total_mod)
for i = 0 to total_mod - 1 mod_attr(i) = inputbox("attrib mod for item #" & i+1 & "?","Attrib mod",0) next
total_attrib = 1 for i= 0 to total_mod - 1 total_attrib = total_attrib * (mod_attr(i) / 100 + 1) next
total_Mod = total_attrib ^ ((1/total_mod) ^ 0.25) end if
msgbox total_Mod '-------------------end
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Aliksr
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Posted - 2005.08.29 00:44:00 -
[38]
Edited by: Aliksr on 29/08/2005 01:45:13 edit: nevermind figured it out
(i was multiplying by the stacking penalty, you have to raise it to the power of the stacking penalty)
making a spreadsheet for hardeners needs some funky tricks
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Spartan III
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Posted - 2005.09.26 18:10:00 -
[39]
I just plain and simply need to be told that the stacking penalty is. Is the stacking penalty .25? or .25^.25? _______________________________________________ Member - [CHRST] Christian Fellowship Foundation
Fan - [EVOL] Movies (Keep up the great work!)
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Maya Rkell
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Posted - 2005.09.26 18:45:00 -
[40]
Originally by: Spy4Hire Hardeners work using their percentage based on the balance you have left between 0% and 100%, but can never be better than 95% resistances. The same applies whether their active or passive.
Where'd you get the 95% from? Seen higher on my Vaga's EM res.
"Corpse cannot be fitted onto ship. Only hardware modules can be fitted." |

Spartan III
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Posted - 2005.09.26 19:25:00 -
[41]
Anyone feel like answereing my question?? _______________________________________________ Member - [CHRST] Christian Fellowship Foundation
Fan - [EVOL] Movies (Keep up the great work!)
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Dimitri Forgroth
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Posted - 2005.09.26 19:27:00 -
[42]
Edited by: Dimitri Forgroth on 26/09/2005 19:26:55
Originally by: Spartan III I just plain and simply need to be told that the stacking penalty is. Is the stacking penalty .25? or .25^.25?
Dont think it was answered, because its answered by READING.
Multiply mods like you would normally, then if number of mods used in that multiplicaiton is n, you raise the result to the power (n^-0.25)
Originally by: DrunkenOne Ahhh yes the ECM Apoc, very deadly.
Oh wait... wtf...
DPS Sheet |

Spartan III
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Posted - 2005.09.26 19:33:00 -
[43]
Sorry, I am 16 and don't understand a bit of calculus even if I should... _______________________________________________ Member - [CHRST] Christian Fellowship Foundation
Fan - [EVOL] Movies (Keep up the great work!)
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Spartan III
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Posted - 2005.10.24 18:50:00 -
[44]
Edited by: Spartan III on 24/10/2005 18:52:03 Since this isn't sticky and its been a month since last post its time for a bump 
[Edit] Whoops my bad it is part of a sticky  _______________________________________________ Member - [CHRST] Christian Fellowship Foundation
Fan - [EVOL] Movies (Keep up the great work!)
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papaPadla
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Posted - 2005.10.25 00:02:00 -
[45]
yeah... my head is about to explode...
now ... we have base resists, a skill resist...
Im trying to calculate... using this formula the armor rezist and damn if i can getit right
ok... simple enough to factor in the skills, the first hardener is not a problem... but the third one... dang... im doing sumthing wrong... of sorts pls help
------------------------------------- As good as any and better than most.
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Stephen HB
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Posted - 2005.10.25 00:23:00 -
[46]
Originally by: Spartan III Sorry, I am 16 and don't understand a bit of calculus even if I should...
Technically this is exponentials, but you could solve it by calculus.
Say you had two and then three mods that gave +10% damage.
That would be 1.1^2 = 1.21 or 1.1^3=1.331x mod. (You can actually do this without a calculator using pascal's triangle 1,1.1,1.21,1.331,1.4641)
Now apply the stacking penalty formula:
(mod1*mod2*...*modn)^((1/n)^0.25), in this case (mod1*mod2*...*modn)=1.21 || 1.331 and n=2 || 3
1.21^((1/2)^0.25) = 1.21^0.84 = 1.174 || 1.331^((1/3)^0.25) = 1.331^0.76 = 1.242
So, the 1st mod has given the full 10% (1>1.1), the 2nd has given 6.7% (1.1>1.174), and the 3rd 5.8% (1.174>1.242). This bonus is calculated over the previous.
If you wish to calculate the actual damage increse, compare it to the basic value. So 1 mod obviously gave 10% (1>1.1), 2 mods gives 17.4%, so the 2nd gave 7.4% bonus to basic value, the 3 gives 24.2%, so the 3rd gave 6.8% over basic damage. --------------------------------------------------------------------- "Who is the more foolish, the fool or the fool who follows him?" Obi-Wan Kenobi |

Matrices Reborn
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Posted - 2006.02.13 23:35:00 -
[47]
Dumb Question
What does ^ mean???????!!!! argh!
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Naughty Boy
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Posted - 2006.02.13 23:43:00 -
[48]
Originally by: Matrices Reborn What does ^ mean???????!!!! argh!
"power", a^2 is a*a and a^3 is a^2*a or a*a*a
This thread's outdated though, new stacking penalty is different... see more recent threads in the sticky, or look Jim Hsu's thread and original research. I might be a bit complex, so here's a summary of how it works (trying to keep it simple): (editing, posted in a few minutes).
Sincerly Yours, The Naughty Boy.
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Bellatrix VanFeldt
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Posted - 2006.04.20 20:33:00 -
[49]
There is a simpler way to calculate the constants for the stacking penalties. Given k=-ln(2)/(ln(10)^2) (about -0.130735666) then the mod effectiveness c(i)=exp(k (i-1)^2). If you're wondering, the values come out to be about 1, 0.877, 0.592, 0.30, and 0.12
Bella
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Trelyn Thorn
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Posted - 2006.04.21 04:53:00 -
[50]
evegeek.com - has a quick and dirty stacking penalty calculator
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Teblin
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Posted - 2006.05.09 22:57:00 -
[51]
This thread is redundant as the stacking penalty was changed. It's confusing to keep it about. i'll see about getting it removed from any stickies it's currently in and a more recent thread inserted, perhaps.
Someone linked to the thread from another post so as a precaution, I'm locking it.
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