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Richenou Dellocort
Industrial United Holdings
8
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Posted - 2015.01.02 23:23:17 -
[1] - Quote
In the skills info it often talks about X% per skill level ... Is that calculated simple(Example 5%):
Lvl 1 100 * 5% = 105 Lvl 2 100 * 10% = 110 Lvl 3 100 * 15% = 115 Lvl 4 100 * 20% = 120 Lvl 5 100 * 25% = 125
... or is it compound: Lvl 1 100 * 5% = 105 Lvl 2 105 * 5% = 110.25 Lvl 3 110.25 * 5% = 115.76 Lvl 4 115.76 * 5% = 121.55 Lvl 5 121.55 * 5% = 127.63
Does anyone know?
Also is there some kind of way to figure out all the skills related to reduced capacitor or co-processor? Every time I turn around there is a new branch. Drones alone have tons. It would be nice to see all the skills related and cross referenced to a specific component or resource.
Thanks.
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Rawketsled
Generic Corp Name
30
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Posted - 2015.01.02 23:27:42 -
[2] - Quote
Simple for each skill.
I believe it's compound between skills ie. two 5% per level skills will give you a total of 56.25% bonus. |

Jurico Elemenohpe
14th Legion The Bloc
66
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Posted - 2015.01.02 23:30:11 -
[3] - Quote
Multiplicative 2 25%= 56% http://wiki.eveuniversity.org/Eve_Math |

Jack Hayson
Atztech Inc. Ixtab.
65
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Posted - 2015.01.02 23:35:41 -
[4] - Quote
That doesn't answer his question.
If you have a 5% bonus per skill level you will get a 25% bonus at level 5.
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ShahFluffers
Ice Fire Warriors Snuffed Out
7007
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Posted - 2015.01.03 00:10:59 -
[5] - Quote
Ship and skillbook bonuses are simple math.
Example: 5 (% of bonus per skill level) * 5 (skill level) = 25% bonus.
Ship modifications like Weapon Enhancements, damage resistance plating/amps, are multiplicative math WITH a stacking penalty (see: multiple mods that affect the same stat are reduced in effectiveness for each subsequent mod affecting it).
For example:
A Tech 1 Gallente Frigate has base damage resistances of; 50% EM, 35% Thermal, 35% Kinetic, 10% Explosive.
An Energized Adaptive Nano Plating will give 15% additional omni-damage resistance to a ship.
57% EM, 44% Thermal, 44% Kinetic, 23% Explosive.
Adding another Energized Adaptive Nano Plating will only give ~13% additional omni-damage resistances to a ship (due to a stacking penalty of ~87%).
63% EM, 52% Thermal, 52% Kinetic, 33% Explosive.
Adding a third Energized Adaptive Nano Plating will only give 7.5 additional omni-damage resistances to a ship (due to a stacking penalty of ~50%).
66% EM, 56% Thermal, 56% Kinetic, 39% Explosive.
After that it just isn't worthwhile to fit more because mods will only give 33% or less of their stat modifiers (and you need to consider fitting other stuff to your ship to increase its effectiveness in other areas).
Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?"
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Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
935
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Posted - 2015.01.03 01:08:25 -
[6] - Quote
ShahFluffers wrote:Ship and skillbook bonuses are simple math.
Example: 5 (% of bonus per skill level) * 5 (skill level) = 25% bonus.
Ship modifications like Weapon Enhancements, damage resistance plating/amps, are multiplicative math WITH a stacking penalty (see: multiple mods that affect the same stat are reduced in effectiveness for each subsequent mod affecting it).
For example:
A Tech 1 Gallente Frigate has base damage resistances of; 50% EM, 35% Thermal, 35% Kinetic, 10% Explosive.
An Energized Adaptive Nano Plating will give 15% additional omni-damage resistance to a ship.
57% EM, 44% Thermal, 44% Kinetic, 23% Explosive.
Adding another Energized Adaptive Nano Plating will only give ~13% additional omni-damage resistances to a ship (due to a stacking penalty of ~87%).
63% EM, 52% Thermal, 52% Kinetic, 33% Explosive.
Adding a third Energized Adaptive Nano Plating will only give 7.5 additional omni-damage resistances to a ship (due to a stacking penalty of ~50%).
66% EM, 56% Thermal, 56% Kinetic, 39% Explosive.
After that it just isn't worthwhile to fit more because mods will only give 33% or less of their stat modifiers (and you need to consider fitting other stuff to your ship to increase its effectiveness in other areas).
What about the bonuses some ships get due to skills? For example, the description of the Caldari HAC Eagle reads: Traits: Caldari Cruiser bonuses (per skill level): 4% bonus to all shield resistances.
Now, an Eagle has for shields a basic Explosive Resistance of 50%. Does that mean at Level V for Caldari Cruiser it is 60% at Level V? Basic Thermal Resistance is 80%, that would mean a whopping 96% or 84%? What about EM Resistance which has a basic resistance of 0%
Forum-unbanned since 2011.10.20.
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Velicitia
XS Tech
2677
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Posted - 2015.01.03 01:23:38 -
[7] - Quote
Nerath Naaris wrote:
What about the bonuses some ships get due to skills? For example, the description of the Caldari HAC Eagle reads: Traits: Caldari Cruiser bonuses (per skill level): 4% bonus to all shield resistances.
Now, an Eagle has for shields a basic Explosive Resistance of 50%. Does that mean at Level V for Caldari Cruiser it is 60% at Level V? Basic Thermal Resistance is 80%, that would mean a whopping 96% or 84%? What about EM Resistance which has a basic resistance of 0%
Skills do not come into play with stacking penalty modules.
Looks like you've got it right, though I don't fly the Eagle to really check. As for EM, it probably works like the DCU does on hull -- just a straight bonus (so 4-20%, based on skills).
One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia
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Richenou Dellocort
Industrial United Holdings
8
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Posted - 2015.01.03 01:24:17 -
[8] - Quote
Ah ok, this makes sense |

Jurico Elemenohpe
14th Legion The Bloc
67
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Posted - 2015.01.03 01:40:43 -
[9] - Quote
Richenou Dellocort wrote: It's actually wrong for the question (I mis read the question). Skill/similar bonuses are simple, but multiple bonuses together (e.g. Weapon skill for +25% damage and ship skill for +25% damage) is multiplicative. |

Nikolai Lachance
Happy Wheels Logistics
147
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Posted - 2015.01.03 02:28:01 -
[10] - Quote
Nerath Naaris wrote:ShahFluffers wrote:Ship and skillbook bonuses are simple math.
Example: 5 (% of bonus per skill level) * 5 (skill level) = 25% bonus.
Ship modifications like Weapon Enhancements, damage resistance plating/amps, are multiplicative math WITH a stacking penalty (see: multiple mods that affect the same stat are reduced in effectiveness for each subsequent mod affecting it).
For example:
A Tech 1 Gallente Frigate has base damage resistances of; 50% EM, 35% Thermal, 35% Kinetic, 10% Explosive.
An Energized Adaptive Nano Plating will give 15% additional omni-damage resistance to a ship.
57% EM, 44% Thermal, 44% Kinetic, 23% Explosive.
Adding another Energized Adaptive Nano Plating will only give ~13% additional omni-damage resistances to a ship (due to a stacking penalty of ~87%).
63% EM, 52% Thermal, 52% Kinetic, 33% Explosive.
Adding a third Energized Adaptive Nano Plating will only give 7.5 additional omni-damage resistances to a ship (due to a stacking penalty of ~50%).
66% EM, 56% Thermal, 56% Kinetic, 39% Explosive.
After that it just isn't worthwhile to fit more because mods will only give 33% or less of their stat modifiers (and you need to consider fitting other stuff to your ship to increase its effectiveness in other areas). What about the bonuses some ships get due to skills? For example, the description of the Caldari HAC Eagle reads: Traits: Caldari Cruiser bonuses (per skill level): 4% bonus to all shield resistances. Now, an Eagle has for shields a basic Explosive Resistance of 50%. Does that mean at Level V for Caldari Cruiser it is 60% at Level V? Basic Thermal Resistance is 80%, that would mean a whopping 96% or 84%? What about EM Resistance which has a basic resistance of 0%
Resists are done in an inverted way. When something gives an X% boost to some resistance value, what it really means is that it reduces damage of that type by X%, or put another way, it reduces the damage to 100-X%.
So, at Caldari Cruiser V, you get a 20% resistance boost. So that means 80% of damage gets through that layer of resistance. The base resist is 50%, so 50% gets through that layer. Multiply those together (0.5 * 0.8) and you get 0.4, which means 40% damage gets through, giving an effective 60% resist. In this case it's a coincidence that 60% is equal to 50% * 120%, despite the fact that this formula is not the correct way to calculate the result.
With your second example, base resist is 80%, so 20% of damage gets through. So you have 0.2 * 0.8 which is 0.16, leaving you with 84% effective resistance.
With 0%, you have 1 * 0.8 which is just 0.8 giving you 20% effective resistance.
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Solecist Project
The Scope Gallente Federation
12475
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Posted - 2015.01.03 09:03:32 -
[11] - Quote
For all you hot math nerds out there .....
http://wiki.eve-id.net/Main_Page
Under Game mechanics, Equations etc you can find lots of math related stuff.
Please think of me when you read it... ;)
Ladies of New Eden YC 117 Calendar by Indahmawar Fazmarai
Warning: NSFW! Barely legal girls in underwear!
If you are reading this while being naked ... me too!!
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Tau Cabalander
Retirement Retreat Working Stiffs
4498
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Posted - 2015.01.03 09:19:04 -
[12] - Quote
How damage resistances work: https://forums.eveonline.com/default.aspx?g=posts&m=4123325#post4123325
Most things in EVE are multiplied by (1 + some bonus) where the bonus can be negative. There are a few exceptions, like social skills, margin trading, micro warp drives, etc. |

Richenou Dellocort
Industrial United Holdings
8
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Posted - 2015.01.03 15:34:29 -
[13] - Quote
Jurico Elemenohpe wrote:Richenou Dellocort wrote: It's actually wrong for the question (I mis read the question). Skill/similar bonuses are simple, but multiple bonuses together (e.g. Weapon skill for +25% damage and ship skill for +25% damage) is multiplicative.
Yeah but there is a few things in the link that do address the question so it covered my question and a few more I hadn't thought of.
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Yato Shihari
The TERRA Guardians of Serenity
4
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Posted - 2015.01.03 17:19:13 -
[14] - Quote
Skill level bonus percentages add. If Frog Cannoning increases Frog Cannon damage by 5% per level, then Frog Cannoning IV gives you a 20% net increase.
But individual module and skill bonuses are multiplicative. If you have Frog Cannoning IV and an Accelerated Frog Propellant rig which gives a 5% increase, then your total damage is (Base damage) * (1.20) * (1.05). |
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