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Daetusk
Gallente
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Posted - 2007.07.27 04:18:00 -
[1]
So how does resistance work?
I have heard if you got something like 30% EM resistance and add another 30%, you will not get 60% but something else.
How does the math formula look like?
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Nimani
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Posted - 2007.07.27 05:00:00 -
[2]
If you have a base resistance of 30% and add a hardener to your ship that has a 50% bonus you will end up with a 65% resistance.
The 50% from the hardener is applied to the unprotected part of your ship, in this case: 100-30= 70% The 50% plate bonus X 70% unprotected = 35% bonus
If you add more than one hardener of each type you will get a stacking penalty. Less bonus for the second hardener and even less for the third and so on.
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Imperator Jora'h
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Posted - 2007.07.27 05:24:00 -
[3]
Nimani has the right of it.
This method also makes sense as in this fashion you can never get a 100% resist. You also get diminishing returns so the closer you get to 100% resist the less benefit you get from each additional mod that improves that resist (beyond stacking penalty issues).
So, in the above example the first 50% resist mod nets you a 35% additional resist. A second mod of the same type (and totally ignoring stacking penalties for the moment) would get you a 17.5% additional resist (and so on). Stacking penalty makes your net improvement even worse than that.
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F'nog
Amarr Celestial Horizon Corp. Valainaloce
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Posted - 2007.07.27 05:39:00 -
[4]
To put it in a more general light.
Say you have X resist on your ship as a base. Then you add something that boosts your resists with value Y. You will add the Y amount to the unprotected amount of resistance, or 100-X.
So your final resistance will be X + (Y x (100-X)) where you use 0.Y for the multiplication part.
For additional mods, you have to take the stacking penalty into account, so each additional one will add less than it should from the above equation.
This doesn't apply to Damage Control Units, which add a flat rate. But you can only use one.
I used to get It. Then It changed. Now I don't even know what It is.
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Mr Siman
Spawn More Overlords
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Posted - 2007.07.27 05:49:00 -
[5]
You asked for a formula, so here is a basic one that will get you an approximation (the stacking penalty is not in this, but it's very small if you're only talking about two modules).
Quote:
If you have a base resistance of 30% and add a hardener to your ship that has a 50% bonus you will end up with a 65% resistance.
New Resistance = Old resistance + (100 - Old Resistance) * (Added resistance / 100)
To sub values in for the quote.
New Resistance = 30 + (100 - 30) * 0.5 = 30 + 70 (0.5) = 65
As I stated above, there is also a stacking penalty if you fit two or more modules that affect the same resistance. But the total resistance is still pretty close to this formula.
On Another note. It's interesting to point out that the resistance modules actually do keep a constant rate of damage negation per there resistance addition. That is to say, that even if you have 90% resistance and add 50% more (giving you 95%) you still are taking 50% less damage than you were before the module. So the module works perfectly (again, with stacking penalties ignored for the math of it) with regards to damage mitigation.
Just some more numbers. For 100 base damage.
0 resistance = 100 damage add 50% 50 resistance = 100 - 50 damage = 50 damage add 50% 75 resistance = 100 - 50 - 25 damage = 25 damage.
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Daetusk
Gallente
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Posted - 2007.07.27 09:20:00 -
[6]
Thank you very much.
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Skarned
Gallente Federal Navy Academy
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Posted - 2007.07.27 16:28:00 -
[7]
Stacking Penalties:
Mod #1 = 100% Effective Mod #2 = 86.9119981% Mod #3 = 57.0583143% Mod #4 = 28.2955153% Mod #5 = 10.5992649% Mod #6 = 2.9991166%
Higher reduction hardeners take priority, the better mod always stacks first.
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Gartel Reiman
Project F3
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Posted - 2007.07.27 23:37:00 -
[8]
Originally by: Imperator Jora'h You also get diminishing returns so the closer you get to 100% resist the less benefit you get from each additional mod that improves that resist (beyond stacking penalty issues).
Actually that's not really true, it just seems that way because of the way we measure resistances not being a flat scale. Let's say you add a 50% hardener on something you already have a 60% resistance to (e.g. EM on armour). Then your hardened resistance is 80%, and you might be tempted to say that the 50% hardener "only gives you 20% resistance".
However, if you take 100 EM damage in the first case, 40 damage will actually make it through to your armour. In the second case, 20 damage makes it through to your armour - so you really have halved the damage you take.
This is a point that a lot of people miss... they think that (in an extreme case) taking resistance from say 96% to 98% is not really worth it as it's only 2% - but in reality, you're still halving the amount of damage that would otherwise have made it through, and are thus taking half damage yourself.
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