
Tyler Lowe
Minmatar DROW Org
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Posted - 2007.01.16 04:48:00 -
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Edited by: Tyler Lowe on 16/01/2007 04:47:32 Nice post.
As an alternative to dealing with hardeners from the standpoint of a resistance figure, I find it's easier to simply convert all hardeners and rigs into an increase in straight HP/repair/boost amount. I noticed some confusion above about where a particular resistance starts in order to find the effect of the straight bonus figures, and tbh, it just doesn't matter. By dividing 1 by the the remaining *vulnerability* percentage, you can quickly calculate the increase in effectiveness granted by any resistance increase. It honestly does not have to get more complex than that.
What I mean by this is:
tech I shield resistance: 0% 1x tech II em shield hardener- 55% remaining vulnerability- 45%
1 / .45 = 2.222...
so you can absorb/repair 2.22 times the orginal amount (with no hardeners) after applying the resistance mod.
If you apply a second resistance modifier, it functions at (approximately) 87% of it's full amount, so it will harden and additional 47.85%, or 47.85% of 45% removed from your vulnerability, for a hardness of 76.53%. Repeating the step above, we find that the remaining vulnerability is 23.47%, so..
1 / .2347 = 4.26 (roughly),
By using two hardeners, you can absorb 4.26 times the amount of EM damage a ship with no shield hardeners can absorb.
Which makes sense, because the one hardener left use at 2.222, and the second hardener hardening an additional 47.85% left 52.15% of the vulnerability remaining, so
1/ .5215 = 1.9175
1.9175 * 2.222 = 4.26 (roughly)
The thing to remember is, it does not matter in the least what the starting value is in determining this figure. Add two EM armor hardeners to a Minmatar tech I ship which starts at 70% and the result is exactly the same. The hardened ship can absorb 4.26 times the amount of damage the unhardened ship could handle.
So it really makes absolutely no difference what your starting value is, other than for the sake of finding an absolute DPS you could tank for a particular damage type.
Providing you know what the penalty for each successive mod is, you can simply apply that penalty to the starting figure and convert to a HP/Rep/Boost modifier for each hardener.
Not sure if I made things better (easier) or worse (confusing) with that, but it is another way to look at it.
J.A.F.O.
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