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Adamant Stehl
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Posted - 2006.10.11 15:13:00 -
[1]
So I fitted 2 heat dissipation mods and Invul fields onto my Raven û but when I looked at my shield resists for Thermal (and other damage types) they stayed the same. In fact, once I removed all them, my Shield thermal resistance went from 20% to 21%.
I also made sure to do 'show info' and look at the ships 'attributes' once it was all fitted; the numbers were the same.
I took it out for a spin ratting and seemed to work fine (mid slots were: named large booster, 2 boost amps, 2 heat disp, 1 invul field û hunting Serpentis).
Is this a bug or am I missing something about the displayed values?
Ty
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Vizgoth
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Posted - 2006.10.11 15:23:00 -
[2]
Did you activate the inv fields? They are active shield hardeners and need to be turned on. Once you activate them then show info on your ship and look at the resists.
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Amp Run
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Posted - 2006.10.11 15:31:00 -
[3]
(Adamant smacks himself in the head!!!)
DOH!!   
TY
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Farrellus Cameron
Sturmgrenadier Inc R i s e
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Posted - 2006.10.11 23:21:00 -
[4]
Edited by: Farrellus Cameron on 11/10/2006 23:21:36 Also note that the resistances are not added to your overall resistance but instead they are subtracted from your remaining vulnerability. Ex: If you have 20% resistance to kinetic then you have an 80% vulnerability. A 50% hardener reduces your vulnerability by 40%, it does NOT add 50% to the 20%. Get it? A 50% hardener, turned on, gives 60% resistance NOT 70%. This means the added resistance is dramatically decreased with each additional hardener and prevents you from ever reaching 100% resistance. Ex: If you have 60% explosive resistance, a 50% hardener gives you 80% resistance (40%/2 + 60%). Add another 50% hardener and you get 90% resistance.
Stick that in your pipe and smoke it. 
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Hesod Adee
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Posted - 2006.10.12 01:22:00 -
[5]
Originally by: Farrellus Cameron Edited by: Farrellus Cameron on 11/10/2006 23:21:36 Also note that the resistances are not added to your overall resistance but instead they are subtracted from your remaining vulnerability. Ex: If you have 20% resistance to kinetic then you have an 80% vulnerability. A 50% hardener reduces your vulnerability by 40%, it does NOT add 50% to the 20%. Get it? A 50% hardener, turned on, gives 60% resistance NOT 70%. This means the added resistance is dramatically decreased with each additional hardener and prevents you from ever reaching 100% resistance. Ex: If you have 60% explosive resistance, a 50% hardener gives you 80% resistance (40%/2 + 60%). Add another 50% hardener and you get 90% resistance.
Stick that in your pipe and smoke it. 
Are there any more peneltys added in accordance with this statment: ?
Quote: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
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My door is always open, just don't go in. |

GC13
Caldari FATAL REVELATIONS Lotka Volterra
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Posted - 2006.10.12 01:30:00 -
[6]
The only penalty you get for stacking modules is that all modules after the first won't give as much of a bonus as they say they do. I can't remember the exact numbers, but I think the second module is only about 85% (give or take) effective, the third module is roughly 60% effective, and it really tapers off after that.
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Marine HK4861
Caldari Seoltachd
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Posted - 2006.10.12 09:07:00 -
[7]
Further to GC13's and Farrellus Cameron's answer, bear in mind that both the stacking penalty ANDthe diminishing returns apply to resistance modules.
Other things that suffer from the stacking penalty are damage modules (gyrostabilisers, ballisitic control units, etc), sensor boosters, target painters and a few other bits and pieces.
A quick rule of thumb when considering the stacking penalty is that 3 is the magic number of modules you can fit and still be worthwhile.
For the mathematically inclined: 1st module = 100% effective 2nd module = 87% effective 3rd module = 57% effective 4th module = 28% effective
The percentages really drop off after this point.
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