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Drek Silverfang
Minmatar
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Posted - 2007.07.06 00:25:00 -
[1]
I have 2 questions...
1) To make a ship more maneuverable what do I need to be looking at changing? From what I've guess so far, a lighter ship makes you a bit more maneuverable so does lowering your inertia modifier but I also saw that evasive maneuvering skill and spaceship command have agility bonuses(although it seems to just reduce your inertia modifier, is that all it does?).
2) Another question is how resistance stacks... my ship has basic armor resistance(70 EM / 25 Kinetic / 10 Explosive / 35 Thermal). I currently use a damage control I(10 to all) and was thinking about picking up some adaptive nano plating(14 to all). I've heard that things happen in a certain order(like if my shields had 2 EM hardeners at 50% each they'd total to 75% not 100%) is this the case for armor as well? if it is what is the order?
Thanks for any help you can give!
Drekor Silverfang The Shipwrecked Pirates |

Avalon Ranger
Caldari Orphans of War
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Posted - 2007.07.06 00:53:00 -
[2]
1) I think a high inertia is better, small ships have a higher inertia. As I'm not logged in I am not 100% sure, but shuttles have a high (5 or something) and battleships have a low (0.5). Inertia is all about turning speeds.
2)It's a percentage of the remaining percent. Having 0% and adding 70 = 70%. 70% + 50% = 100% - 70% = 30%, 50% of 30 is 15. So you get 85%. That's always seemed to work for me.
This is for all resistances. If you had 100% resistance you'd take no damage. I'm ready to be wrong, but hope this helps.
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Kidari Tenlos
Gallente Blood Moon Masques
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Posted - 2007.07.06 02:57:00 -
[3]
Originally by: Avalon Ranger 1) I think a high inertia is better, small ships have a higher inertia. As I'm not logged in I am not 100% sure, but shuttles have a high (5 or something) and battleships have a low (0.5). Inertia is all about turning speeds.
2)It's a percentage of the remaining percent. Having 0% and adding 70 = 70%. 70% + 50% = 100% - 70% = 30%, 50% of 30 is 15. So you get 85%. That's always seemed to work for me.
Both correct, except for one detail on part 2.
There's a stacking penalty for each additional module that increases your resistances. I don't have time to write out the stacking nerf formula correctly at this time, but I will on my next break if noone else does.
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Drek Silverfang
Minmatar
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Posted - 2007.07.06 03:40:00 -
[4]
Seems strange that higher inertia would be better when the things that claim to improve my manueverability decrease my inertia.
Drekor Silverfang The Shipwrecked Pirates |

Polysynchronicity
Amarr
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Posted - 2007.07.06 03:50:00 -
[5]
Having a low interia is best. The battleships have such a low inertia because of their huge mass - if they had a high inertia, they'd be practically immobile.
Basically:
Agility = Inertia*Mass ----- That glorious ship is a Templar-class fighter, the sword of light and purity which our carriers shall drive into the hearts of the Minmatar heretics! |

Baka Lakadaka
Gallente Antares Fleet Yards SMASH Alliance
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Posted - 2007.07.06 07:09:00 -
[6]
Stacking 2 50% resistances works like this:
If you theoretically start with 100 points.
50% of 100 means you reduce your damage by half to 50
You now have 50 so you apply 50% resistance and reduce damage by half to 25. (the original 100 is reduced to 25 => 75% resistance)
Hope that makes sense. Cheers Baka ______________________ Have a Skill in training every second of every day and never buy a ship you can't afford to replace at least once. |

F'nog
Amarr Celestial Horizon Corp. Valainaloce
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Posted - 2007.07.06 07:26:00 -
[7]
Originally by: Polysynchronicity Having a low interia is best. The battleships have such a low inertia because of their huge mass - if they had a high inertia, they'd be practically immobile.
Basically:
Agility = Inertia*Mass
that makes no sense whatsoever. Inertia IS mass. But that may just be how the devs worded things.
I used to get It. Then It changed. Now I don't even know what It is.
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Marine HK4861
Caldari Seoltachd
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Posted - 2007.07.06 16:08:00 -
[8]
Originally by: Baka Lakadaka Stacking 2 50% resistances works like this:
If you theoretically start with 100 points.
50% of 100 means you reduce your damage by half to 50
You now have 50 so you apply 50% resistance and reduce damage by half to 25. (the original 100 is reduced to 25 => 75% resistance)
Baka Lakadaka has posted the basics. In actuality, there is a stacking penalty on modules that affect the same attribute.
The second module is only 87% efficient, so the second module would only add (50 * 0.87) 43.5%, for a total of:
50 + (50 * 0.435) = 71.75% resist instead of 75%.
The stacking penalty gets increasingly severe until it's not efficient to fit any more modules. Three is the magic number of modules/rigs where you still get a reasonable amount of effectiveness.
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