
Vulpis Lenchov
Digital Fury Corporation Digital Renegades
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Posted - 2007.04.01 12:38:00 -
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Originally by: Ra'ita
Originally by: ICommandoI Edited by: ICommandoI on 04/03/2007 02:01:37 Hi,
Would the resistance best and easiest be explained this way:
100 Resistance.
Add a 50% resistance module.
Total resistance 50% or 50/100, which now you have 50% left.
Add another 50% resistance module.
Total resistance 75%, why? Because 50% of 50 is 25.
Add another 50% resistance module.
Total resist now 87.5, why? Becaise 50% of 25 is 12.5... etc...
Would this be another correct way of looking at it but on a much simpler scale?
Would the above be correct or incorrect?
Incorrect. That's exactly what the OP asked and what triggered the thread in the first place. While what you say is true, there's an additional drawback to stacking. The values are listed at the top of page 2.
Resistance Modules undergo no stacking penalty. They are simply a multiplier, not an addition. Therefore CommandoI is corect.
As Akita said, it is best to think of this in terms of damage received, not damage stopped. A resist of 0% allows for 100% damage. A resist of 50% allows for 50% damage. A resist of 75% allows for 25% damage. Thus a resist of 50% is twice as good as a resist of 0%, and a resist of 75% is twice as good as a resist of 50%, because the damage you take at each level is halved.
In order to make this clear I will give another example. I am flying a ship with a 90% EM resist and a 50% EX resist. An enemy shoots me with a missile that has a raw damage of 300 points. If this missile were an EX type, then it would do 150pts of actual damage. If this missile were EM it would do 30pts of actual damage. 150pts is 5 times 30pts, thus a 90% resist is 5 times better than a 50% resist.
Resistances do not receive a stacking penalty, and nor do shield recharge or cap recharge modifiers. If in doubt typically a decreasing multiplier (something which reduces a stat) will tend not to be penalty stacked whereas an increasing multiplier (something which tends to increase a stat) is.
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The other thing to consider when passive tanking is that additive modules recieve a natural penalty to being stacked up. Note I do not mean that addition modules undergo the penalty as described above (87% to 2nd mod, 58% to 3rd etc) but as an effect that as you increase a number by a set amount the relative difference decreases.
The basic guide to the raw passive tank of a shield is (SHIELD_HP / SHIELD_RECHARGE) * V - where V is a variable based upon how damaged the shield is. Thus there are 2 easy ways to increase your raw tank, you increase your hit points, or you decrease your recharge time.
To increase your hit points you could use a Shield Extender. These are an addative module, adding a set number to your shields, and as an addative module they receive no stacking penalty. However successive modules do show a decrease in performance to your tank.
I have a ship with 2000 shield, and each addition of a shield extender will add a further 2000. My recharge time is 500 seconds.
# Extenders - Shield HP - Raw Tank
0 : 2000 : 2000/500 = 4 1 : 4000 : 4000/500 = 8 2 : 6000 : 6000/500 = 12 3 : 8000 : 8000/500 = 16
Each extender adds 2000 shield and increases my tank by 4dps. However note that the first extender doubled my raw tank, whereas it too a second and third extender to double it again. This means that my first extender effectively gave me a x2 multiplier to my tank. The second gave a x1.50 multiplier and the third gave a 1.33 multiplier. Of course the values of these multipliers change based upon your base tank and waht each extender will give you, but it is worth noting that addative modules do suffer from being stacked as well (they just don't use a game mechanic to achieve it)
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