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Steel-Stone
Federal Navy Academy Gallente Federation
6
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Posted - 2014.05.06 00:43:00 -
[1] - Quote
I'm at a lost on this one. I have "kinetic resistance" and "explosive resistance" on my ship at 100%. Unless i'm missing something, the theory is if i have weapons with kinetic and explosive ammo firing at me, they should do no damage whatsoever since i have 100% resistance, correct? Well, i tested this out by having another player fire on my ship only to find out that the ammo caused major damage. Now keep in mind i had the player fire at me with ammo that "only" did damage in kinetic and explosive, and since i have 100% resistance in those two areas i should have not received any damage.
What am'i missing here??? What is the function then of shield resistance if it dosen't stop your ship fom being damage???
Thanks for any help |
Loraine Gess
Confedeferate Union of Tax Legalists
263
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Posted - 2014.05.06 00:46:00 -
[2] - Quote
Its impossible to get resists to 100%. You are bad at reading.
End thread. |
Steel-Stone
Federal Navy Academy Gallente Federation
6
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Posted - 2014.05.06 00:48:00 -
[3] - Quote
Loraine Gess wrote:Its impossible to get resists to 100%. You are bad at reading.
End thread.
Not its not...why would you say that?
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Chris Winter
Zephyr Corp V.A.S.T.
383
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Posted - 2014.05.06 00:50:00 -
[4] - Quote
Yes, it is impossible to get 100% resists.
You should post a screenshot of your fitting window showing you at 100% resists if you think you've arrived there. |
Loraine Gess
Confedeferate Union of Tax Legalists
263
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Posted - 2014.05.06 00:53:00 -
[5] - Quote
Steel-Stone wrote:Loraine Gess wrote:Its impossible to get resists to 100%. You are bad at reading.
End thread. Not its not...why would you say that?
So why isn't everyone flying perfectly invincible ships around?
OP - 0 Common sense - 1 |
Illiar D'Anaari
Lassandar
20
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Posted - 2014.05.06 00:57:00 -
[6] - Quote
Resistance is multiplicative, not additive. Having 2 50% resist modules does not grant you 100% resistance. That would just be broken and stupid.
Shields have 0% EM resists. You use 1 resist module for 50% resist increase, bringing you to 50% overall resistance to EM. Add in a second 50% module, and your overall resistance will increase to 75%. 50% of 50% (the remaining amount of damage you were taking) is 25%, hence the 75. |
Steel-Stone
Federal Navy Academy Gallente Federation
6
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Posted - 2014.05.06 01:06:00 -
[7] - Quote
Here what i did.
(2) ADI Gistum C-Type ADI 40% (I get higher since my skills) (1) Damage Control II 12.50%
(1) Small Anti Explosive screen 30% (1) Small Anti Kinetic screen 30%
My wolf has:
Kinetic: 40 with rigs bumps it to 58% Explosive: 50 with rigs bumps to 65%
Now i have 92.50% of resistance from the combined ADI and Damage control.
Kinetic: 58% x 92.50% = 53.65 + 58= 111.65 Explosive: 65% x 92.50% = 60.13 + 65= 125.13
Now if i did overload on my ADI and Damage control II i would get additional 20%.
What am'i missing???
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Kosetzu
S1lver Flame
109
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Posted - 2014.05.06 01:09:00 -
[8] - Quote
All resistance modules are stacking penalized on each other. Rigs included. Exception is Damage Control and Reactive Armor Hardener which stacks against each other.
You will NEVER be able to reach 100% resistance, even if you had a thousand midslots to fill with one resist type. |
Steel-Stone
Federal Navy Academy Gallente Federation
6
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Posted - 2014.05.06 01:10:00 -
[9] - Quote
Loraine Gess wrote:Steel-Stone wrote:Loraine Gess wrote:Its impossible to get resists to 100%. You are bad at reading.
End thread. Not its not...why would you say that? So why isn't everyone flying perfectly invincible ships around? OP - 0 Common sense - 1
Wasn't coming down on you, just trying to understand better.
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Steel-Stone
Federal Navy Academy Gallente Federation
6
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Posted - 2014.05.06 01:11:00 -
[10] - Quote
Kosetzu wrote:All resistance modules are stacking penalized on each other. Rigs included. Exception is Damage Control and Reactive Armor Hardener which stacks against each other.
You will NEVER be able to reach 100% resistance, even if you had a thousand midslots to fill with one resist type.
So with this set up what number will my kinetic and explosive be at???
Just looking for clarity.
Thanks
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Steel-Stone
Federal Navy Academy Gallente Federation
6
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Posted - 2014.05.06 01:15:00 -
[11] - Quote
So with this setup is my kinetic now 68% from 58% or 78%???
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Kosetzu
S1lver Flame
109
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Posted - 2014.05.06 01:33:00 -
[12] - Quote
Steel-Stone wrote:Kosetzu wrote:All resistance modules are stacking penalized on each other. Rigs included. Exception is Damage Control and Reactive Armor Hardener which stacks against each other.
You will NEVER be able to reach 100% resistance, even if you had a thousand midslots to fill with one resist type. So with this set up what number will my kinetic and explosive be at??? Just looking for clarity. Thanks Damage control and passive hardeners cannot be overheated.
Base explosive resists on the Wolf is 50% on shields, with one amplifier you get 75.2% with perfect skills. Add in the T2 resist rig for explosive and you're up to 82.7%, and with Damage Control II added 84.9% resistance against Explosive damage. That is added in the order of highest resist increase first, as the game does the computation.
Each consecutive module that affects the same stat will be penalized more, and the base hull value also affects how much the first module will give you as seen with it going from 50% to 75.2% instead of applying 100% (which would be 100.38% with perfect skills).
As a comparison let's look at the Abaddon, Amarr battleship with 8 low slots and 20% armor hp bonus at max skills. With 8 of the top-tier officer active hardeners that each give 76.8% (92.16% overheated). With a base resist of 60% EM with Amarr Battleship 5, and 3 T2 EM resist rigs plus the 8 officer hardeners you get up to 98.8% EM resistance, all overheated.
That is with each rig showing as 35% EM resistance (x3), base 60% resist (lvl skills), 8 overheated EM Hardeners at 92.16% (x8). Yet it still won't let you get further than 98.8%
I don't remember all the math on the resist penalties according to base resist and such, but this should give you an idea about how they stack, somewhat. Overall past the fourth module affecting the same stat it's generally useless. |
Steel-Stone
Federal Navy Academy Gallente Federation
6
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Posted - 2014.05.06 01:39:00 -
[13] - Quote
Kosetzu wrote:Steel-Stone wrote:Kosetzu wrote:All resistance modules are stacking penalized on each other. Rigs included. Exception is Damage Control and Reactive Armor Hardener which stacks against each other.
You will NEVER be able to reach 100% resistance, even if you had a thousand midslots to fill with one resist type. So with this set up what number will my kinetic and explosive be at??? Just looking for clarity. Thanks Damage control and passive hardeners cannot be overheated. Base explosive resists on the Wolf is 50% on shields, with one amplifier you get 75.2% with perfect skills. Add in the T2 resist rig for explosive and you're up to 82.7%, and with Damage Control II added 84.9% resistance against Explosive damage. That is added in the order of highest resist increase first, as the game does the computation. Each consecutive module that affects the same stat will be penalized more, and the base hull value also affects how much the first module will give you as seen with it going from 50% to 75.2% instead of applying 100% (which would be 100.38% with perfect skills). As a comparison let's look at the Abaddon, Amarr battleship with 8 low slots and 20% armor hp bonus at max skills. With 8 of the top-tier officer active hardeners that each give 76.8% (92.16% overheated). With a base resist of 60% EM with Amarr Battleship 5, and 3 T2 EM resist rigs plus the 8 officer hardeners you get up to 98.8% EM resistance, all overheated. That is with each rig showing as 35% EM resistance (x3), base 60% resist (lvl skills), 8 overheated EM Hardeners at 92.16% (x8). Yet it still won't let you get further than 98.8% I don't remember all the math on the resist penalties according to base resist and such, but this should give you an idea about how they stack, somewhat. Overall past the fourth module affecting the same stat it's generally useless.
Thanks for the explaination.
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Barton Breau
University of Caille Gallente Federation
22
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Posted - 2014.05.06 01:44:00 -
[14] - Quote
Steel-Stone wrote:So with this setup is my kinetic now 68% from 58% or 78%???
You could, you know, fly out of a station, turn modules on and look at the fitting window?
One more thing, modules get added on one by one, so not 92% from two 46% modules, but very simply put starting from 0 resist: (46% cut away from 100% hole) + ((46% * stacking penalty for second module 0.86) cut away from leftover 54% hole) = 46% + (46% * 0.86 of 54%) = 46% + (39.56% of 54%) = 67.3624% final resist |
Aerie Evingod
Midwest Miners LLC
34
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Posted - 2014.05.06 01:47:00 -
[15] - Quote
If you have 40% base resists (kinetic for example) and add a 50% hardener the 50% affects the difference between the 40% and max (100%); so you would have 60%*0.5=30% extra resists or a total of 70%. Your next hardener would apply its effect to the difference between 70% and max but is also subject to a stacking penalty (Damage control exempt, 30%*0.125=3.75% for a total of 73.75%). |
Last Wolf
Umbra Wing
206
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Posted - 2014.05.06 11:49:00 -
[16] - Quote
Why don't you just open the fitting window? Warning: Sarcasm Above. |
Antillie Sa'Kan
Forging Industries Silent Infinity
385
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Posted - 2014.05.06 12:28:00 -
[17] - Quote
Go get EFT, Pyfa, or some similar tool and play with fits. Then you can mess around with ships and mods you can't necessarily afford or use. |
IIshira
School of Applied Knowledge Caldari State
838
|
Posted - 2014.05.07 16:19:00 -
[18] - Quote
Antillie Sa'Kan wrote:Go get EFT, Pyfa, or some similar tool and play with fits. Then you can mess around with ships and mods you can't necessarily afford or use.
This^
Who needs a shield booster with 100% resists! LMAO |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
2103
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Posted - 2014.05.08 00:13:00 -
[19] - Quote
Adding brings you that many % closer to 100% (after stacking penalties)
Its basically the Dichotomy paradox. BYDI recruitment closed-ish |
Jack Miton
Rolled Out
3349
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Posted - 2014.05.08 02:22:00 -
[20] - Quote
The stupidity level of this thread is very high... lrn2stackingpenalty Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ |
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Tarojan
Tarojan Corporation
125
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Posted - 2014.05.08 05:27:00 -
[21] - Quote
Steel-Stone wrote:Here what i did.
(2) ADI Gistum C-Type ADI 40% (I get higher since my skills) (1) Damage Control II 12.50%
(1) Small Anti Explosive screen 30% (1) Small Anti Kinetic screen 30%
My wolf has:
Kinetic: 40 with rigs bumps it to 58% Explosive: 50 with rigs bumps to 65%
Now i have 92.50% of resistance from the combined (2) ADI and Damage control.
Kinetic: 58% x 92.50% = 53.65 + 58= 111.65 Explosive: 65% x 92.50% = 60.13 + 65= 125.13
Now if i did overload on my ADI and Damage control II i would get additional 20%.
What am'i missing???
Better question what is my shield final number with this set up then?
Here I will answer: wolf with just those 3 modules and 2 rigs has 6915 effective health shield resist: em 90.8 therm 85.3 kin 81.7 explos 84.7
I used EFT for that. Erotica 1: "I would create a massive pyramid scheme in Eve to show you what it is, but I'm an honest business person, so you'll just have to find education elsewhere. Start with the wiki link that was linked by a person who didn't even read what he linked." Theres a reason I play eve XD |
Tarojan
Tarojan Corporation
125
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Posted - 2014.05.08 05:29:00 -
[22] - Quote
Jack Miton wrote:The stupidity level of this thread is very high... lrn2stackingpenalty
Not helpful man, hes asking for help. You cant say l2p to someone asking how do I play. It kinda defeats the purpose of posting. Erotica 1: "I would create a massive pyramid scheme in Eve to show you what it is, but I'm an honest business person, so you'll just have to find education elsewhere. Start with the wiki link that was linked by a person who didn't even read what he linked." Theres a reason I play eve XD |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
2103
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Posted - 2014.05.08 10:00:00 -
[23] - Quote
Jack Miton wrote:The stupidity level of this thread is very high... lrn2stackingpenalty
Stacking is not the main issue. BYDI recruitment closed-ish |
Grimpak
Shifting Sands Trader Cartel Bleak Horizon Alliance.
1477
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Posted - 2014.05.09 09:35:00 -
[24] - Quote
Steel-Stone wrote:Here what i did.
(2) ADI Gistum C-Type ADI 40% (I get higher since my skills) (1) Damage Control II 12.50%
(1) Small Anti Explosive screen 30% (1) Small Anti Kinetic screen 30%
My wolf has:
Kinetic: 40 with rigs bumps it to 58% Explosive: 50 with rigs bumps to 65%
Now i have 92.50% of resistance from the combined (2) ADI and Damage control.
Kinetic: 58% x 92.50% = 53.65 + 58= 111.65 Explosive: 65% x 92.50% = 60.13 + 65= 125.13
Now if i did overload on my ADI and Damage control II i would get additional 20%.
What am'i missing???
Better question what is my shield final number with this set up then?
you doing it wrong that's what.
you don't add or multiply or whatever the way you did.
now I might be wrong here since it was quite some time since I did resistance mojo so feel free to correct me. the % resistance that each mod gives is how much % of the unresisted portion of the shield (or anything) that is resisted.
for example, you have a ship with 50% resistance to twinkies, you add a 50% twinky hardener. Since there is a 50% unresisted stat, the 50% hardener will cut that unresisted portion by half, so you end up with 75% resistance to twinkies.
this way it's impossible to have 100% resistances which makes it much easier to balance, and with that, CCP added stacking penalties, of which I forgot how much they are. Ships&mods forum gurus might help you better with this.
oh and I might be wrong, but damage control stats are not affected by stacking penalties. [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |
Victor Terona
Ministry of War Amarr Empire
1
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Posted - 2014.05.12 09:19:00 -
[25] - Quote
Tarojan wrote:Jack Miton wrote:The stupidity level of this thread is very high... lrn2stackingpenalty Not helpful man, hes asking for help. You cant say l2p to someone asking how do I play. It kinda defeats the purpose of posting.
He did say he had someone shoot him. Why couldn't he just open his fitting window while having his hardeners on to see what his resist actually were? Doesn't take a genius to figure that out. He would have immediately noticed they were not 100% and wouldn't have noticed the flaw in his train of thought. |
Jack Miton
Rolled Out
3372
|
Posted - 2014.05.12 10:23:00 -
[26] - Quote
Tarojan wrote:Jack Miton wrote:The stupidity level of this thread is very high... lrn2stackingpenalty Not helpful man, hes asking for help. You cant say l2p to someone asking how do I play. It kinda defeats the purpose of posting contrary to popular belief, there are such things as stupid questions Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ |
Shari Evan
New Republic The Initiative.
11
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Posted - 2014.05.12 11:49:00 -
[27] - Quote
% + Resistance is applied to the missing resistance, not to the already existing % resistance. So, Grimpak is right. Its basic math :-)
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IIshira
School of Applied Knowledge Caldari State
847
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Posted - 2014.05.12 12:22:00 -
[28] - Quote
Victor Terona wrote:Tarojan wrote:Jack Miton wrote:The stupidity level of this thread is very high... lrn2stackingpenalty Not helpful man, hes asking for help. You cant say l2p to someone asking how do I play. It kinda defeats the purpose of posting. He did say he had someone shoot him. Why couldn't he just open his fitting window while having his hardeners on to see what his resist actually were? Doesn't take a genius to figure that out. He would have immediately noticed they were not 100% and wouldn't have noticed the flaw in his train of thought. Sometimes those trains jump the tracks heading off to places no one can understand |
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