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Dust Puppy
Dust Puppy

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Posted - 2005.01.30 10:21:00 - [1]

I've seen a lot of people have the idea that it is useless to fit more than one module that that is subject to the stacking penalty. That is simply not the case. Let's say that we have a module that gives a 10% bonus. By fitting one you of course get the 10% bonus, when you fit 2 you get a total 17.4% bonus and so on all according to the stacking penalty formula.

(mod_1*...*mod_n)^((1/n)^0.25)

To make it more graphical for you have constructed this image. Here the solid line is if there were no stacking penalty at all and the crosses are the total bonus with a stacking penalty.

I also made this image where you can see how much you get from each mod (of course this only makes sense when we have modules that give the same bonus.
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Dust Puppy
Dust Puppy

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Posted - 2005.01.30 10:21:00 - [2]

I've seen a lot of people have the idea that it is useless to fit more than one module that that is subject to the stacking penalty. That is simply not the case. Let's say that we have a module that gives a 10% bonus. By fitting one you of course get the 10% bonus, when you fit 2 you get a total 17.4% bonus and so on all according to the stacking penalty formula.

(mod_1*...*mod_n)^((1/n)^0.25)

To make it more graphical for you have constructed this image. Here the solid line is if there were no stacking penalty at all and the crosses are the total bonus with a stacking penalty.

I also made this image where you can see how much you get from each mod (of course this only makes sense when we have modules that give the same bonus.

Original Mr Floppyknickers sig
KingsGambit
KingsGambit

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Posted - 2005.01.30 10:36:00 - [3]

That is great info...any chance of another graph identical to the first, except with grid lines and a different colour connecting the "with penalty" line?

I can sorta understand the second one though my brain wants to see it the other way round! Perhaps a graph with an actual example (eg 1-8 Damage Mods)? Real numbers would be fantastic you cruncher you :)

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KingsGambit
KingsGambit
Caldari Knights

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Posted - 2005.01.30 10:36:00 - [4]

That is great info...any chance of another graph identical to the first, except with grid lines and a different colour connecting the "with penalty" line?

I can sorta understand the second one though my brain wants to see it the other way round! Perhaps a graph with an actual example (eg 1-8 Damage Mods)? Real numbers would be fantastic you cruncher you :)
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Dust Puppy
Dust Puppy

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Posted - 2005.01.30 10:49:00 - [5]

Originally by: KingsGambit
That is great info...any chance of another graph identical to the first, except with grid lines and a different colour connecting the "with penalty" line?

I can sorta understand the second one though my brain wants to see it the other way round! Perhaps a graph with an actual example (eg 1-8 Damage Mods)? Real numbers would be fantastic you cruncher you :)


I put grids on the images and they look now imo a whole lot better Very Happy

Heat sink II actually gives 10% increase to damage so those images could be useful for those gankageddon pilots. Will try to do one for ballistic controls I later today.
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Dust Puppy
Dust Puppy

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Posted - 2005.01.30 10:49:00 - [6]

Originally by: KingsGambit
That is great info...any chance of another graph identical to the first, except with grid lines and a different colour connecting the "with penalty" line?

I can sorta understand the second one though my brain wants to see it the other way round! Perhaps a graph with an actual example (eg 1-8 Damage Mods)? Real numbers would be fantastic you cruncher you :)


I put grids on the images and they look now imo a whole lot better Very Happy

Heat sink II actually gives 10% increase to damage so those images could be useful for those gankageddon pilots. Will try to do one for ballistic controls I later today.

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mahhy
mahhy

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Posted - 2005.01.30 11:32:00 - [7]

Originally by: Dust Puppy

I put grids on the images and they look now imo a whole lot better Very Happy

Heat sink II actually gives 10% increase to damage so those images could be useful for those gankageddon pilots. Will try to do one for ballistic controls I later today.


Try the same graph with 150 low slots (yes 150) just for fun.

Then look at the difference between a module and the previous module. You'll notice that the benefit the module gives compared to the previous module starts increasing at the 7th module for a 10% bonus. So module 7 gives a larger increase in damage mod (T2 HS being the example) compared to the 6th module. 8th module is in turn a bigger increase than 7th module. And it only grows from there. By the time you hit 29 modules, there is no stacking "penalty" and you end up gaining more than 10% Very Happy

Course who doesn't want a ship with 30 low slots! Wink

Course, if the percentage bonus increases, the point where you start seeing increased returns is decreased. With a 15% bonus you start seeing module 5 giving larger increases than module 4.

Interesting thought considering where Tech 2 is and what we expect to see in Officer modules and future Tech 3.
mahhy
mahhy
MASS

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Posted - 2005.01.30 11:32:00 - [8]

Originally by: Dust Puppy

I put grids on the images and they look now imo a whole lot better Very Happy

Heat sink II actually gives 10% increase to damage so those images could be useful for those gankageddon pilots. Will try to do one for ballistic controls I later today.


Try the same graph with 150 low slots (yes 150) just for fun.

Then look at the difference between a module and the previous module. You'll notice that the benefit the module gives compared to the previous module starts increasing at the 7th module for a 10% bonus. So module 7 gives a larger increase in damage mod (T2 HS being the example) compared to the 6th module. 8th module is in turn a bigger increase than 7th module. And it only grows from there. By the time you hit 29 modules, there is no stacking "penalty" and you end up gaining more than 10% Very Happy

Course who doesn't want a ship with 30 low slots! Wink

Course, if the percentage bonus increases, the point where you start seeing increased returns is decreased. With a 15% bonus you start seeing module 5 giving larger increases than module 4.

Interesting thought considering where Tech 2 is and what we expect to see in Officer modules and future Tech 3.
Ithildin
Ithildin

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Posted - 2005.01.30 12:03:00 - [9]

nada.kth.se for teh win! \o/

Very neat graphs and very informative. Thanks a lot
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Ithildin
Ithildin
Gallente
The Corporation
Cruel Intentions

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Posted - 2005.01.30 12:03:00 - [10]

nada.kth.se for teh win! \o/

Very neat graphs and very informative. Thanks a lot
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Hans Roaming
Hans Roaming

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Posted - 2005.01.30 12:18:00 - [11]

I think this should be made a sticky as it clearly illustrates the penalty, and big thanks to Dust Puppy.

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Hans Roaming
Hans Roaming
Body Count Inc.
Mercenary Coalition

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Posted - 2005.01.30 12:18:00 - [12]

I think this should be made a sticky as it clearly illustrates the penalty, and big thanks to Dust Puppy.


Dred 'Morte
Dred 'Morte

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Posted - 2005.01.30 12:19:00 - [13]

I think same thing happens to shield resistance, example: if you have 60% resistance, enemy does you 40 damage, if you put a 50% hardener, you get something like 80% resistance, and then enemy does 20 damage. am i correct?
Dred 'Morte
Dred 'Morte
Winds of Dawn

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Posted - 2005.01.30 12:19:00 - [14]

I think same thing happens to shield resistance, example: if you have 60% resistance, enemy does you 40 damage, if you put a 50% hardener, you get something like 80% resistance, and then enemy does 20 damage. am i correct?

JaiMaster
JaiMaster

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Posted - 2005.01.30 15:34:00 - [15]

correct you are

Shields w/ photon hardners (mid) (50%)

0 - 100% dmg
1 - 50% dmg
2 - 25% dmg
3 - 12.5% dmg

each additional mod halving the dmg done without it
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JaiMaster
JaiMaster
Steel Frontier

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Posted - 2005.01.30 15:34:00 - [16]

correct you are

Shields w/ photon hardners (mid) (50%)

0 - 100% dmg
1 - 50% dmg
2 - 25% dmg
3 - 12.5% dmg

each additional mod halving the dmg done without it
-------
Skill points. ISK. Ships, rare equipment. Its all just a means to an end...

Your end.

Dust Puppy
Dust Puppy

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Posted - 2005.01.30 22:03:00 - [17]

Originally by: mahhy

Try the same graph with 150 low slots (yes 150) just for fun.

Then look at the difference between a module and the previous module. You'll notice that the benefit the module gives compared to the previous module starts increasing at the 7th module for a 10% bonus. So module 7 gives a larger increase in damage mod (T2 HS being the example) compared to the 6th module. 8th module is in turn a bigger increase than 7th module. And it only grows from there. By the time you hit 29 modules, there is no stacking "penalty" and you end up gaining more than 10% Very Happy

Course who doesn't want a ship with 30 low slots! Wink

Course, if the percentage bonus increases, the point where you start seeing increased returns is decreased. With a 15% bonus you start seeing module 5 giving larger increases than module 4.

Interesting thought considering where Tech 2 is and what we expect to see in Officer modules and future Tech 3.


Wow I always thought the bonus would just always decrease but you are right and I constructed a graph where we have 20% bonus instead of 10% and above the 5th module you start seeing the bonus increase again lookie
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Dust Puppy
Dust Puppy

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Posted - 2005.01.30 22:03:00 - [18]

Originally by: mahhy

Try the same graph with 150 low slots (yes 150) just for fun.

Then look at the difference between a module and the previous module. You'll notice that the benefit the module gives compared to the previous module starts increasing at the 7th module for a 10% bonus. So module 7 gives a larger increase in damage mod (T2 HS being the example) compared to the 6th module. 8th module is in turn a bigger increase than 7th module. And it only grows from there. By the time you hit 29 modules, there is no stacking "penalty" and you end up gaining more than 10% Very Happy

Course who doesn't want a ship with 30 low slots! Wink

Course, if the percentage bonus increases, the point where you start seeing increased returns is decreased. With a 15% bonus you start seeing module 5 giving larger increases than module 4.

Interesting thought considering where Tech 2 is and what we expect to see in Officer modules and future Tech 3.


Wow I always thought the bonus would just always decrease but you are right and I constructed a graph where we have 20% bonus instead of 10% and above the 5th module you start seeing the bonus increase again lookie

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Dust Puppy
Dust Puppy

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Posted - 2005.01.30 22:09:00 - [19]

Originally by: JaiMaster
correct you are

Shields w/ photon hardners (mid) (50%)

0 - 100% dmg
1 - 50% dmg
2 - 25% dmg
3 - 12.5% dmg

each additional mod halving the dmg done without it


The shield hardeners do also have a stacking penalty so for using 2 of the same type you get

(0.5*0.5)^((1/2)^0.25) = 0.312 or so you have a total resistance of 31.2%.

Btw with a little rewriting of the formula you can shorten it if all the bonuses are the same to

bonus^(n^0.75)

Just remember if the bonus gives you 10% you put 1.1 and if it decreases by 10% you put in 0.9.
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Dust Puppy
Dust Puppy

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Posted - 2005.01.30 22:09:00 - [20]

Originally by: JaiMaster
correct you are

Shields w/ photon hardners (mid) (50%)

0 - 100% dmg
1 - 50% dmg
2 - 25% dmg
3 - 12.5% dmg

each additional mod halving the dmg done without it


The shield hardeners do also have a stacking penalty so for using 2 of the same type you get

(0.5*0.5)^((1/2)^0.25) = 0.312 or so you have a total resistance of 31.2%.

Btw with a little rewriting of the formula you can shorten it if all the bonuses are the same to

bonus^(n^0.75)

Just remember if the bonus gives you 10% you put 1.1 and if it decreases by 10% you put in 0.9.

Original Mr Floppyknickers sig
Pottsey
Pottsey

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Posted - 2005.01.30 22:16:00 - [21]

Another great post by Dust Puppy.

Slight change of topic did you get time to look at the shield recharge curve? I am leaning towards saying its 2.6 to 2.7 at some where between 15 to 20%.


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Pottsey
Pottsey
Enheduanni Foundation

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Posted - 2005.01.30 22:16:00 - [22]

Another great post by Dust Puppy.

Slight change of topic did you get time to look at the shield recharge curve? I am leaning towards saying its 2.6 to 2.7 at some where between 15 to 20%.



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qyros
qyros

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Posted - 2005.01.30 22:40:00 - [23]

Edited by: qyros on 30/01/2005 22:42:26
Originally by: Dust Puppy

...
The shield hardeners do also have a stacking penalty so for using 2 of the same type you get

(0.5*0.5)^((1/2)^0.25) = 0.312 or so you have a total resistance of 31.2%.
...



Sorry professor, just a minor clarification and no dishonouring of your work.

Resistance would be 1 - 0.312?.
qyros
qyros
Stardust Heavy Industries
Dusk and Dawn

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Posted - 2005.01.30 22:40:00 - [24]

Edited by: qyros on 30/01/2005 22:42:26
Originally by: Dust Puppy

...
The shield hardeners do also have a stacking penalty so for using 2 of the same type you get

(0.5*0.5)^((1/2)^0.25) = 0.312 or so you have a total resistance of 31.2%.
...



Sorry professor, just a minor clarification and no dishonouring of your work.

Resistance would be 1 - 0.312?.
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dalman
dalman

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Posted - 2005.01.30 23:00:00 - [25]

Originally by: qyros
Edited by: qyros on 30/01/2005 22:42:26
Originally by: Dust Puppy

...
The shield hardeners do also have a stacking penalty so for using 2 of the same type you get

(0.5*0.5)^((1/2)^0.25) = 0.312 or so you have a total resistance of 31.2%.
...



Sorry professor, just a minor clarification and no dishonouring of your work.

Resistance would be 1 - 0.312?.

Yes, that is correct.

When you look at resistance, the formula gives the % that go through.

So for example, with 2 thermal shieldhardeners on, 0.312 * 0.8(from basic resistance) goes through, and the total resistance is 1 - 0.312 * 0.8.

M.I.A. since 2004-07-30
dalman
dalman
Finite Horizon

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Posted - 2005.01.30 23:00:00 - [26]

Originally by: qyros
Edited by: qyros on 30/01/2005 22:42:26
Originally by: Dust Puppy

...
The shield hardeners do also have a stacking penalty so for using 2 of the same type you get

(0.5*0.5)^((1/2)^0.25) = 0.312 or so you have a total resistance of 31.2%.
...



Sorry professor, just a minor clarification and no dishonouring of your work.

Resistance would be 1 - 0.312?.

Yes, that is correct.

When you look at resistance, the formula gives the % that go through.

So for example, with 2 thermal shieldhardeners on, 0.312 * 0.8(from basic resistance) goes through, and the total resistance is 1 - 0.312 * 0.8.
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Dust Puppy
Dust Puppy

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Posted - 2005.01.30 23:24:00 - [27]

Edited by: Dust Puppy on 30/01/2005 23:24:26
Originally by: qyros

Sorry professor, just a minor clarification and no dishonouring of your work.

Resistance would be 1 - 0.312?.


Thanks for that I always seem to think about how much damage leaks through Embarassed

Edit: Pottsey I made some measurements and replied in your old thread.
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Dust Puppy
Dust Puppy

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Posted - 2005.01.30 23:24:00 - [28]

Edited by: Dust Puppy on 30/01/2005 23:24:26
Originally by: qyros

Sorry professor, just a minor clarification and no dishonouring of your work.

Resistance would be 1 - 0.312?.


Thanks for that I always seem to think about how much damage leaks through Embarassed

Edit: Pottsey I made some measurements and replied in your old thread.

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Jack Winters
Jack Winters

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Posted - 2005.01.31 00:08:00 - [29]

Do remember that the skill Tactical Shield Manipulation effects the damage that go thru, I do need some explanation to this. "Bonus: 5% reduced chance of damage penetrating the shield." Does this affect the ship with or without hardners. And at lvl5 how much damage does it stop?

I'm Currently using a Ferox for agent level 3 missions, With my current shield tank, the rats don't get more than 0.1-40 dmg thru. 2x Hardners for what ever rat I go up against. But I would love to know if I could get 100% resistance in one type of damage. (I got Battlecruiser lvl5 and Tactical Shield... lvl5) In my view it would never get to 100%, but to 99,99^e%, I am not sure hoping I'm wrong :)
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Jack Winters
Jack Winters
untaught
Ka-Tet

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Posted - 2005.01.31 00:08:00 - [30]

Do remember that the skill Tactical Shield Manipulation effects the damage that go thru, I do need some explanation to this. "Bonus: 5% reduced chance of damage penetrating the shield." Does this affect the ship with or without hardners. And at lvl5 how much damage does it stop?

I'm Currently using a Ferox for agent level 3 missions, With my current shield tank, the rats don't get more than 0.1-40 dmg thru. 2x Hardners for what ever rat I go up against. But I would love to know if I could get 100% resistance in one type of damage. (I got Battlecruiser lvl5 and Tactical Shield... lvl5) In my view it would never get to 100%, but to 99,99^e%, I am not sure hoping I'm wrong :)
----

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- Darth Vader

Keva
Keva

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Posted - 2005.01.31 03:19:00 - [31]

Originally by: Jack Winters
Do remember that the skill Tactical Shield Manipulation effects the damage that go thru, I do need some explanation to this. "Bonus: 5% reduced chance of damage penetrating the shield." Does this affect the ship with or without hardners. And at lvl5 how much damage does it stop?

Tac Shield is useless. A small amount of dmg "bleeds" through the shields and hits armor when shields get low however the amount is tiny so the benefit of tac lvl5 vs tac lvl1 is useless in real combat. Basicly if you fought a long hard lvl4 mission with 100+ rats and routinely got to <20% shields with tac lvl1 you might end up with 100pts of armor dmg if you are flying a battleship. With tac lvl5 you might only have 30dmg to your armor. Either way that dmg isn't going to determine if you survive or die. So boosts this skill only if you need a higher lvl to use a mod otherwise it is worthless points.

Quote:
I'm Currently using a Ferox for agent level 3 missions, With my current shield tank, the rats don't get more than 0.1-40 dmg thru. 2x Hardners for what ever rat I go up against. But I would love to know if I could get 100% resistance in one type of damage. (I got Battlecruiser lvl5 and Tactical Shield... lvl5) In my view it would never get to 100%, but to 99,99^e%, I am not sure hoping I'm wrong :)


Tac shield doesn't nothing to affect hardening but you will never get 100% or even 99.9%.

With the resit you got 2 negative factors.
1) hardners onl reduce the "vulnerable" % which descreases
2) you got the normal stacking penalty.

Now I am an armor tanker but the formulas are the same. Let's look at explosive armor tanking with 50% hardners. The base is a 20% resist.
base: 20% resist
1 hardner: 60%
2 hardner: 75%
3 hardner: 84%
4 hardner: 88%
5 hardner: 92%
6 hardner: 94%
7 hardner: 96%
8 hardner: 97%

one hardner does a massive boost +40% (which isn't bad since the theoretical max is 50%). The second one is still useful bring the resist up another +15%. After that it drops to +9% (but in long run blockin another 1/10 of the dmg could save your ship). The benefits drop off steep. The 4th and 5th hardners provides only 4% (combined they are less than the benefit of the 3rs). The 6th and 7th provide a useless 2% and the 8th boosts only 1%.

Now no ship has more than 8 slots but even if you had one with 12 slots it would look like this
9 hardners: 98.04%
10 hardners: 98.70%
11 hardners: 99.14%
12 hardners: 99.43%

so as you can see the benefits start dropping to the fractional %.

So the short answer you aren't going to ever get 100% it's impossible and you are unlikely to get even to 99%. However ships that get a bonus to resist (HAC, assualt ships, new T2 indies) are VERY valuable because boosting that resist before using hardners allows you to get to a very useful 85%-90% with only 1 or 2 hardners.

Keva
Keva

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Posted - 2005.01.31 03:19:00 - [32]

Originally by: Jack Winters
Do remember that the skill Tactical Shield Manipulation effects the damage that go thru, I do need some explanation to this. "Bonus: 5% reduced chance of damage penetrating the shield." Does this affect the ship with or without hardners. And at lvl5 how much damage does it stop?

Tac Shield is useless. A small amount of dmg "bleeds" through the shields and hits armor when shields get low however the amount is tiny so the benefit of tac lvl5 vs tac lvl1 is useless in real combat. Basicly if you fought a long hard lvl4 mission with 100+ rats and routinely got to <20% shields with tac lvl1 you might end up with 100pts of armor dmg if you are flying a battleship. With tac lvl5 you might only have 30dmg to your armor. Either way that dmg isn't going to determine if you survive or die. So boosts this skill only if you need a higher lvl to use a mod otherwise it is worthless points.

Quote:
I'm Currently using a Ferox for agent level 3 missions, With my current shield tank, the rats don't get more than 0.1-40 dmg thru. 2x Hardners for what ever rat I go up against. But I would love to know if I could get 100% resistance in one type of damage. (I got Battlecruiser lvl5 and Tactical Shield... lvl5) In my view it would never get to 100%, but to 99,99^e%, I am not sure hoping I'm wrong :)


Tac shield doesn't nothing to affect hardening but you will never get 100% or even 99.9%.

With the resit you got 2 negative factors.
1) hardners onl reduce the "vulnerable" % which descreases
2) you got the normal stacking penalty.

Now I am an armor tanker but the formulas are the same. Let's look at explosive armor tanking with 50% hardners. The base is a 20% resist.
base: 20% resist
1 hardner: 60%
2 hardner: 75%
3 hardner: 84%
4 hardner: 88%
5 hardner: 92%
6 hardner: 94%
7 hardner: 96%
8 hardner: 97%

one hardner does a massive boost +40% (which isn't bad since the theoretical max is 50%). The second one is still useful bring the resist up another +15%. After that it drops to +9% (but in long run blockin another 1/10 of the dmg could save your ship). The benefits drop off steep. The 4th and 5th hardners provides only 4% (combined they are less than the benefit of the 3rs). The 6th and 7th provide a useless 2% and the 8th boosts only 1%.

Now no ship has more than 8 slots but even if you had one with 12 slots it would look like this
9 hardners: 98.04%
10 hardners: 98.70%
11 hardners: 99.14%
12 hardners: 99.43%

so as you can see the benefits start dropping to the fractional %.

So the short answer you aren't going to ever get 100% it's impossible and you are unlikely to get even to 99%. However ships that get a bonus to resist (HAC, assualt ships, new T2 indies) are VERY valuable because boosting that resist before using hardners allows you to get to a very useful 85%-90% with only 1 or 2 hardners.

Corair
Corair

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Posted - 2005.01.31 04:46:00 - [33]

Does the bonus^(n^0.75) formula apply to things like Heatsinks and Ballistic controls? I stacked several Ballistic controls and it showed the number as if there were no penalties. Could just be a case of "things aren't as they seem," but i'd like to find out.

Thanks (btw, if the answer was above somewhere, my appologies)
Corair
Corair
Freelancing Corp
Confederation of Independent Corporations

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Posted - 2005.01.31 04:46:00 - [34]

Does the bonus^(n^0.75) formula apply to things like Heatsinks and Ballistic controls? I stacked several Ballistic controls and it showed the number as if there were no penalties. Could just be a case of "things aren't as they seem," but i'd like to find out.

Thanks (btw, if the answer was above somewhere, my appologies)
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Sentani
Sentani

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Posted - 2005.01.31 05:27:00 - [35]

how about the stack pen on the sensor damps ?
Sentani
Sentani

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Posted - 2005.01.31 05:27:00 - [36]

how about the stack pen on the sensor damps ?
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Miss Take
Miss Take

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Posted - 2005.01.31 05:28:00 - [37]

Originally by: Keva
Originally by: Jack Winters
Do remember that the skill Tactical Shield Manipulation effects the damage that go thru, I do need some explanation to this. "Bonus: 5% reduced chance of damage penetrating the shield." Does this affect the ship with or without hardners. And at lvl5 how much damage does it stop?

Tac Shield is useless. A small amount of dmg "bleeds" through the shields and hits armor when shields get low however the amount is tiny so the benefit of tac lvl5 vs tac lvl1 is useless in real combat. Basicly if you fought a long hard lvl4 mission with 100+ rats and routinely got to <20% shields with tac lvl1 you might end up with 100pts of armor dmg if you are flying a battleship. With tac lvl5 you might only have 30dmg to your armor. Either way that dmg isn't going to determine if you survive or die. So boosts this skill only if you need a higher lvl to use a mod otherwise it is worthless points.

Quote:
I'm Currently using a Ferox for agent level 3 missions, With my current shield tank, the rats don't get more than 0.1-40 dmg thru. 2x Hardners for what ever rat I go up against. But I would love to know if I could get 100% resistance in one type of damage. (I got Battlecruiser lvl5 and Tactical Shield... lvl5) In my view it would never get to 100%, but to 99,99^e%, I am not sure hoping I'm wrong :)


Tac shield doesn't nothing to affect hardening but you will never get 100% or even 99.9%.

With the resit you got 2 negative factors.
1) hardners onl reduce the "vulnerable" % which descreases
2) you got the normal stacking penalty.

Now I am an armor tanker but the formulas are the same. Let's look at explosive armor tanking with 50% hardners. The base is a 20% resist.
base: 20% resist
1 hardner: 60%
2 hardner: 75%
3 hardner: 84%
4 hardner: 88%
5 hardner: 92%
6 hardner: 94%
7 hardner: 96%
8 hardner: 97%

one hardner does a massive boost +40% (which isn't bad since the theoretical max is 50%). The second one is still useful bring the resist up another +15%. After that it drops to +9% (but in long run blockin another 1/10 of the dmg could save your ship). The benefits drop off steep. The 4th and 5th hardners provides only 4% (combined they are less than the benefit of the 3rs). The 6th and 7th provide a useless 2% and the 8th boosts only 1%.

Now no ship has more than 8 slots but even if you had one with 12 slots it would look like this
9 hardners: 98.04%
10 hardners: 98.70%
11 hardners: 99.14%
12 hardners: 99.43%

so as you can see the benefits start dropping to the fractional %.

So the short answer you aren't going to ever get 100% it's impossible and you are unlikely to get even to 99%. However ships that get a bonus to resist (HAC, assualt ships, new T2 indies) are VERY valuable because boosting that resist before using hardners allows you to get to a very useful 85%-90% with only 1 or 2 hardners.



The only hope i have for this skill is the advanced engineering skills that are listed on EVE-I.

Tactical shileds manipulation to lvl 5 will give u access to them, and they seem to be amazing if the details are correct!
Miss Take
Miss Take
Reikoku

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Posted - 2005.01.31 05:28:00 - [38]

Originally by: Keva
Originally by: Jack Winters
Do remember that the skill Tactical Shield Manipulation effects the damage that go thru, I do need some explanation to this. "Bonus: 5% reduced chance of damage penetrating the shield." Does this affect the ship with or without hardners. And at lvl5 how much damage does it stop?

Tac Shield is useless. A small amount of dmg "bleeds" through the shields and hits armor when shields get low however the amount is tiny so the benefit of tac lvl5 vs tac lvl1 is useless in real combat. Basicly if you fought a long hard lvl4 mission with 100+ rats and routinely got to <20% shields with tac lvl1 you might end up with 100pts of armor dmg if you are flying a battleship. With tac lvl5 you might only have 30dmg to your armor. Either way that dmg isn't going to determine if you survive or die. So boosts this skill only if you need a higher lvl to use a mod otherwise it is worthless points.

Quote:
I'm Currently using a Ferox for agent level 3 missions, With my current shield tank, the rats don't get more than 0.1-40 dmg thru. 2x Hardners for what ever rat I go up against. But I would love to know if I could get 100% resistance in one type of damage. (I got Battlecruiser lvl5 and Tactical Shield... lvl5) In my view it would never get to 100%, but to 99,99^e%, I am not sure hoping I'm wrong :)


Tac shield doesn't nothing to affect hardening but you will never get 100% or even 99.9%.

With the resit you got 2 negative factors.
1) hardners onl reduce the "vulnerable" % which descreases
2) you got the normal stacking penalty.

Now I am an armor tanker but the formulas are the same. Let's look at explosive armor tanking with 50% hardners. The base is a 20% resist.
base: 20% resist
1 hardner: 60%
2 hardner: 75%
3 hardner: 84%
4 hardner: 88%
5 hardner: 92%
6 hardner: 94%
7 hardner: 96%
8 hardner: 97%

one hardner does a massive boost +40% (which isn't bad since the theoretical max is 50%). The second one is still useful bring the resist up another +15%. After that it drops to +9% (but in long run blockin another 1/10 of the dmg could save your ship). The benefits drop off steep. The 4th and 5th hardners provides only 4% (combined they are less than the benefit of the 3rs). The 6th and 7th provide a useless 2% and the 8th boosts only 1%.

Now no ship has more than 8 slots but even if you had one with 12 slots it would look like this
9 hardners: 98.04%
10 hardners: 98.70%
11 hardners: 99.14%
12 hardners: 99.43%

so as you can see the benefits start dropping to the fractional %.

So the short answer you aren't going to ever get 100% it's impossible and you are unlikely to get even to 99%. However ships that get a bonus to resist (HAC, assualt ships, new T2 indies) are VERY valuable because boosting that resist before using hardners allows you to get to a very useful 85%-90% with only 1 or 2 hardners.



The only hope i have for this skill is the advanced engineering skills that are listed on EVE-I.

Tactical shileds manipulation to lvl 5 will give u access to them, and they seem to be amazing if the details are correct!
dalman
dalman

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Posted - 2005.01.31 14:42:00 - [39]

Originally by: Corair
Does the bonus^(n^0.75) formula apply to things like Heatsinks and Ballistic controls? I stacked several Ballistic controls and it showed the number as if there were no penalties. Could just be a case of "things aren't as they seem," but i'd like to find out.

Thanks (btw, if the answer was above somewhere, my appologies)

Yes.
It applies exactly the same on both damage and ROF bonus.


Originally by: Sentani
how about the stack pen on the sensor damps ?

Works the same.
tech 1, -50%, gives a 0.5 multiplier.
So, with 2 that is (0.5*0.5)^((1/2)^0.25) = 0.312x multiplier. (=~-69% to range).
Same way with lock time.


M.I.A. since 2004-07-30
dalman
dalman
Finite Horizon

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Posted - 2005.01.31 14:42:00 - [40]

Originally by: Corair
Does the bonus^(n^0.75) formula apply to things like Heatsinks and Ballistic controls? I stacked several Ballistic controls and it showed the number as if there were no penalties. Could just be a case of "things aren't as they seem," but i'd like to find out.

Thanks (btw, if the answer was above somewhere, my appologies)

Yes.
It applies exactly the same on both damage and ROF bonus.


Originally by: Sentani
how about the stack pen on the sensor damps ?

Works the same.
tech 1, -50%, gives a 0.5 multiplier.
So, with 2 that is (0.5*0.5)^((1/2)^0.25) = 0.312x multiplier. (=~-69% to range).
Same way with lock time.

Am I forced to have any regret?
I've become the lie, beautiful and free
In my righteous own mind
I adore and preach the insanity you gave to me
Vashna
Vashna

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Posted - 2005.05.21 18:15:00 - [41]

Answer to this:

it is worthy to fit 5xGyro2, or is better 4xGyro2 and some otehr module? I mean... the bonus that the 5th Gyro give is so small that perphas is better fitting somethign else like an armor repairer...
Vashna
Vashna
Minmatar
Doomheim

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Posted - 2005.05.21 18:15:00 - [42]

Answer to this:

it is worthy to fit 5xGyro2, or is better 4xGyro2 and some otehr module? I mean... the bonus that the 5th Gyro give is so small that perphas is better fitting somethign else like an armor repairer...
Heikki
Heikki

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Posted - 2005.05.23 08:50:00 - [43]

Originally by: Keva

Let's look at explosive armor tanking with 50% hardners. The base is a 20% resist.
base: 20% resist
1 hardner: 60%
2 hardner: 75%
3 hardner: 84%
4 hardner: 88%
5 hardner: 92%
6 hardner: 94%
7 hardner: 96%
8 hardner: 97%

...

The benefits drop off steep. The 4th and 5th hardners provides only 4%



Actually, looking at the percentages of harderning may give impression of smaller benefits than they actually are. Instead lets use term 'virtual hitpoints', which mean how much raw damage of that specific type your ship would withstand. So, with a ship say 1000 hps, and using the hardening list above, we get [1000/(1-hardening)]:

base: 20% resist -> 1250 virtual HPs and 25% increase
1 hardner: 60% -> 2500, +100%
2 hardner: 75% -> 4000, +60%
3 hardner: 84% -> 6250, +56%
4 hardner: 88% -> 8333, +33%
5 hardner: 92% ->12500, +50%
6 hardner: 94% ->16667, +33%
7 hardner: 96% ->25000, +50%
8 hardner: 97% ->33333, +33%

So, as we conclusion we see that although the percentages look small, they do have remarkable effect. Also the posted list, if correct, seems to have quite a few numbers rounded, which skews our calculation results.

-Lasse


Heikki
Heikki
Gallente
Wreckless Abandon
Triumvirate.

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Posted - 2005.05.23 08:50:00 - [44]

Originally by: Keva

Let's look at explosive armor tanking with 50% hardners. The base is a 20% resist.
base: 20% resist
1 hardner: 60%
2 hardner: 75%
3 hardner: 84%
4 hardner: 88%
5 hardner: 92%
6 hardner: 94%
7 hardner: 96%
8 hardner: 97%

...

The benefits drop off steep. The 4th and 5th hardners provides only 4%



Actually, looking at the percentages of harderning may give impression of smaller benefits than they actually are. Instead lets use term 'virtual hitpoints', which mean how much raw damage of that specific type your ship would withstand. So, with a ship say 1000 hps, and using the hardening list above, we get [1000/(1-hardening)]:

base: 20% resist -> 1250 virtual HPs and 25% increase
1 hardner: 60% -> 2500, +100%
2 hardner: 75% -> 4000, +60%
3 hardner: 84% -> 6250, +56%
4 hardner: 88% -> 8333, +33%
5 hardner: 92% ->12500, +50%
6 hardner: 94% ->16667, +33%
7 hardner: 96% ->25000, +50%
8 hardner: 97% ->33333, +33%

So, as we conclusion we see that although the percentages look small, they do have remarkable effect. Also the posted list, if correct, seems to have quite a few numbers rounded, which skews our calculation results.

-Lasse


Imhotep Khem
Imhotep Khem

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Posted - 2005.05.23 17:02:00 - [45]

Originally by: Vashna
Answer to this:

it is worthy to fit 5xGyro2, or is better 4xGyro2 and some otehr module? I mean... the bonus that the 5th Gyro give is so small that perphas is better fitting somethign else like an armor repairer...


Yes, I always balance my damage mods with my tracking mods as to minimize the penalty.

Also, their is no shield hardner penalty. Each shield hardner you add reduces the damage by the amount listed on the hardner, no less.
____
If your not dyin' your not tryin'.
Imhotep Khem
Imhotep Khem
Madhatters Inc.
M. PIRE

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Posted - 2005.05.23 17:02:00 - [46]

Originally by: Vashna
Answer to this:

it is worthy to fit 5xGyro2, or is better 4xGyro2 and some otehr module? I mean... the bonus that the 5th Gyro give is so small that perphas is better fitting somethign else like an armor repairer...


Yes, I always balance my damage mods with my tracking mods as to minimize the penalty.

Also, their is no shield hardner penalty. Each shield hardner you add reduces the damage by the amount listed on the hardner, no less.
_________
If your not dyin' your not tryin'.
Farjung
Farjung

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Posted - 2005.05.23 17:50:00 - [47]

Originally by: Imhotep Khem
Also, their is no shield hardner penalty. Each shield hardner you add reduces the damage by the amount listed on the hardner, no less.


EM resistance on my shields with two 50% EM hardeners activated: 68.8304945562%

There is a shield hardener penalty.



Someone really needs to keep me away from the Taranis
Farjung
Farjung
Gallente
TAOSP
Band of Brothers

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Posted - 2005.05.23 17:50:00 - [48]

Originally by: Imhotep Khem
Also, their is no shield hardner penalty. Each shield hardner you add reduces the damage by the amount listed on the hardner, no less.


EM resistance on my shields with two 50% EM hardeners activated: 68.8304945562%

There is a shield hardener penalty.
---
Wave of Mutilation 2
Inspiration
Inspiration

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Posted - 2005.05.23 18:50:00 - [49]

Edited by: Inspiration on 23/05/2005 19:15:14
Interesting work Dust Puppy,

I decided to make a simple HTML page containing a shield restistance calculator for some time now. I set to do it this evening and incidentaly saw this topic. First I kept getting wrong answers, but I finaly figured out that the input values you use in your formula are 'damage passing trough', and not the resistances.

After that it all worked like a charm :).

It's been only a few hours work so far, so please no complains people if it does not work with your browser. It has been created with IE 6, but should work on most modern browsers, if not all. The calculator does not do error handlng, input validation or nice number formating yet.....I might do that later if people deem that useful.

Shield restistance calculator version 0.0000000001

Good luck people :).


Check out my Shield/Armor resistance calculator.
Inspiration
Inspiration

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Posted - 2005.05.23 18:50:00 - [50]

Edited by: Inspiration on 23/05/2005 19:15:14
Interesting work Dust Puppy,

I decided to make a simple HTML page containing a shield restistance calculator for some time now. I set to do it this evening and incidentaly saw this topic. First I kept getting wrong answers, but I finaly figured out that the input values you use in your formula are 'damage passing trough', and not the resistances.

After that it all worked like a charm :).

It's been only a few hours work so far, so please no complains people if it does not work with your browser. It has been created with IE 6, but should work on most modern browsers, if not all. The calculator does not do error handlng, input validation or nice number formating yet.....I might do that later if people deem that useful.

Shield restistance calculator version 0.0000000001

Good luck people :).
Fredou
Fredou

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Posted - 2005.05.23 19:10:00 - [51]

'put that in a file called "mod calc.vbs"
'not bug free ;-)
'
'-----------------
dim total_mod, i, attr(), total_attrib

total_mod = inputbox("how many mod?")
redim attr(total_mod)

for i = 0 to total_mod - 1
attr(i) = inputbox("attrib mod? (for 9.1% type 1.091)")
next

total_attrib = 1
for i= 0 to total_mod -1
total_attrib = total_attrib * attr(i)
next

msgbox "total mod: " & total_attrib ^ ((1/total_mod) ^ 0.25)
'------------------
Fredou
Fredou
Gallente
Hidden Agenda
Deep Space Engineering

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Posted - 2005.05.23 19:10:00 - [52]

'put that in a file called "mod calc.vbs"
'not bug free ;-)
'
'-----------------
dim total_mod, i, attr(), total_attrib

total_mod = inputbox("how many mod?")
redim attr(total_mod)

for i = 0 to total_mod - 1
attr(i) = inputbox("attrib mod? (for 9.1% type 1.091)")
next

total_attrib = 1
for i= 0 to total_mod -1
total_attrib = total_attrib * attr(i)
next

msgbox "total mod: " & total_attrib ^ ((1/total_mod) ^ 0.25)
'------------------
Imhotep Khem
Imhotep Khem

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Posted - 2005.05.23 19:32:00 - [53]

Originally by: Farjung
Originally by: Imhotep Khem
Also, their is no shield hardner penalty. Each shield hardner you add reduces the damage by the amount listed on the hardner, no less.


EM resistance on my shields with two 50% EM hardeners activated: 68.8304945562%

There is a shield hardener penalty.


Interesting. Perhaps this is the same equation i been looking for that explains my gyro stacking. Fortunately skills + ship bonus + mod bonus does not receive a penalty.
____
If your not dyin' your not tryin'.
Imhotep Khem
Imhotep Khem
Madhatters Inc.
M. PIRE

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Posted - 2005.05.23 19:32:00 - [54]

Originally by: Farjung
Originally by: Imhotep Khem
Also, their is no shield hardner penalty. Each shield hardner you add reduces the damage by the amount listed on the hardner, no less.


EM resistance on my shields with two 50% EM hardeners activated: 68.8304945562%

There is a shield hardener penalty.


Interesting. Perhaps this is the same equation i been looking for that explains my gyro stacking. Fortunately skills + ship bonus + mod bonus does not receive a penalty.
_________
If your not dyin' your not tryin'.
Urfin
Urfin

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Posted - 2005.06.09 14:30:00 - [55]

Quite useful, I've been unsure how penalties worked for hards for some time. Gonna add this to my ship calc :)

There's an interesting quirk with this formula though, for example:
TH resist 20%, 2x 50% TH hards = 75% resist. Now if we add another TH hard and give it a bonus value lower than ~14%, the resulting TH resistance will actually be lower than with just 2 50% hards (i.e. 74% with the third hardener having a 10% bonus). Which makes me wonder about adaptive nanos...
_____________________
Heatsink - Ship efficiency calculation proggie
Urfin
Urfin
Amarr
Umbra Congregatio
Interstellar Alcohol Conglomerate

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Posted - 2005.06.09 14:30:00 - [56]

Quite useful, I've been unsure how penalties worked for hards for some time. Gonna add this to my ship calc :)

There's an interesting quirk with this formula though, for example:
TH resist 20%, 2x 50% TH hards = 75% resist. Now if we add another TH hard and give it a bonus value lower than ~14%, the resulting TH resistance will actually be lower than with just 2 50% hards (i.e. 74% with the third hardener having a 10% bonus). Which makes me wonder about adaptive nanos...
_____________________
Heatsink - Ship efficiency calculation proggie
slip66
slip66

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Posted - 2005.06.09 14:34:00 - [57]

STICKY!!!!!!!!Very Happy
slip66
slip66
Black Nova Corp
Band of Brothers

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Posted - 2005.06.09 14:34:00 - [58]

STICKY!!!!!!!!Very Happy

Originally by: StOrM ViPeR
Theres a skill called surgical strike in game I've learned that it actually stands for Band of Brothers
Lambda Effective
Lambda Effective

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Posted - 2007.08.10 02:51:00 - [59]

Quote:

So for example, with 2 thermal shieldhardeners on, 0.312 * 0.8(from basic resistance) goes through, and the total resistance is 1 - 0.312 * 0.8.


I'm not sure when this changed, but following these formulas does not match in-game values. For example, in-game measurements on a drake with t1 invul (25%) stacked (base thermal w/ training 32%):

2x stack:
1 - (0.75*0.75)^((1/2)^0.25) * 0.68 = 58.1%
in-game measured value: = 60.1%

3x stack:
1 - (0.75*0.75*0.75)^((1/3)^0.25) * 0.68 = 64.7%
in-game measured value: = 65.7%

4x stack:
1 - (0.75*0.75*0.75*0.75)^((1/4)^0.25) * 0.68 = 69.9%
in-game measured value: = 68.2%

Yes, I know they are *close*, but if a formula is given, I'd like the satisfaction of getting an answer that matches in-game. Cool

...or am I making some silly mistake that I totally missed...?
Helen Hunts
Helen Hunts
Gallente
Red Dragon Mining inc
W A S T E L A N D

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Posted - 2007.08.10 05:56:00 - [60]

When you Necro an old thread, don't expect the information to be current.
_______________________________

Mine da rocks, make more ships.
Pop da rats, make more rigs.
Sell da gear, make more money.

Any Questions?
Lambda Effective
Lambda Effective

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Posted - 2007.08.11 01:58:00 - [61]

Originally by: Helen Hunts
When you Necro an old thread, don't expect the information to be current.


I got to this thread via the Ship/Module Guide Index - Updated 29th May 2007. It appears this is the most recent version of the formula on these forums, and is linked via a current thread. If there is a "new" (and correct) thread, please direct me to it.
Akita T
Akita T
Caldari Navy Volunteer Task Force

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Posted - 2007.08.11 02:20:00 - [62]

Try the one in my sig :)

_

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