| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Nicose
|
Posted - 2006.07.03 08:50:00 -
[1]
ok heres the scenario. i have BC lvl 4 in my ferox (we'll use EM just for ease) so i have a 20% resistance, add a TII EM resi amp with the skill at 4 gives me 45% so i would presume that would make a combined 65% and ship resi wouldn't stack right? then a damge control unit which gives an extra 10.5% again i didnt think it would stack which would make my EM res 75.5% then i added a TI invun feild now i knew that would stack still i would have been expecting a res of about 77-80%. instead i get a res in total of 71% can anyone tell me why this is or if my assumptions are wrong.
|

Merin Ryskin
|
Posted - 2006.07.03 08:55:00 -
[2]
Resistance bonuses aren't just added together. The bonuses are applied in order from highest to lowest, each one reducing the damage taken by that percentage. So for example:
Base resistance: 0 Base damage: 100
* Add resistance module #1: 50% *
Resistance: 50% Damage: 50
* Add resistance module #2: 50% *
Resistance: 75% Damage: 25 (50% less than before)
* Add resistance module #3: 10% *
Resistance: 77.5% Damage: 22.5 (10% less than before)
|

Nicose
|
Posted - 2006.07.03 09:04:00 -
[3]
ok so the stacking penalty applies to a resistance not a mod?? for instance i have 3 mods to increase % but 2 are sheild mods 1 is not, but they all incur the same penalty?
|

BlackHawk177
|
Posted - 2006.07.03 09:18:00 -
[4]
Damage Controls actually are exempt from the Resistance stacking penalty making them very useful in some setups.
My Sigs to Cool to be Hijacked... |

Aramendel
|
Posted - 2006.07.03 14:42:00 -
[5]
Edited by: Aramendel on 03/07/2006 14:45:26 Edited by: Aramendel on 03/07/2006 14:43:34
Originally by: Nicose ok so the stacking penalty applies to a resistance not a mod?? for instance i have 3 mods to increase % but 2 are sheild mods 1 is not, but they all incur the same penalty?
It really amazes me how people can stay so clueless about the resistance mechanics for that long  What Merin wrote has *nothing* to do with the stacking penalities, this is simply how resistances work in general.
Resistances from different sources are not added together, but applied seperately after each other. Otherwise running 2* 50% resistance mods would be = 100% resistance = immunity.
Example: no base resistance, 3 50% resistance mods, 100 damage.
100 * 0.5 -> 50 damage (after first mod) -> 50 * 0.5 -> 25 damage (after 2nd mod) -> 25 * 0.5 -> 12.5 damage (after 3rd mod). 87.5% effective resistance.
This is without *any* stacking penalities. Just the basic resistance mechanics.
With stacking penalities: The 2nd mod works at 87% effeciency, the 3rd with 57% effeciency. Meaning our 2nd 50% mod is effeciently a 50% * 0.87 -> 43.5% mod (meaning 100%-43.5% -> 56.5% damage gets through) and the 3rd a 50% * 0.57 -> 28.5% mod (100%-28.5% -> 71.5% damage gets through). Applied on the same example:
100 * 0.5 -> 50 damage (after first mod) -> 50 * 0.565 -> 28.25 damage (after 2nd mod) -> 28.25 * 0.715 -> 20.2 damage (after 3rd mod). 79.8% effective resistance.
Base armor resists (the base 60% explosive resistance on shields, btw), any ship boni which effect resistances and the resistance from damage control modules are not effected by stacking penalities, but work just like other resistance effects with the basic resistance mechanics (for example base 60% explosive resistance and 20% bonus from the BC lvl4 skill is NOT 80% resistance, but 100 - (100 * (1-0.6) * (1-0.2))-> 68% resistance).
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |