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Arthur Frayn
Veterans Of Liberation Ltd.
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Posted - 2008.03.28 00:00:00 -
[1]
I've noticed with the stacking nerf, adding a fourth damage mod of any weapon type offers such a negligible increase in dps that you're better off fitting something else. Are there any exceptions to the 3-mod rule?
-- Eve needs a dose of Top Gun without the sweaty shower scenes. |

Manus Stuprare
Aliastra
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Posted - 2008.03.28 00:07:00 -
[2]
In some mission running setups (usually of the raven family) where people pay billions to squeeze out those extra few points of dps, it'll sometimes be worth fitting a 4th damage mod. I can't think of any other occasion though.
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Lyria Skydancer
Home 0f Bored Occultists
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Posted - 2008.03.28 00:09:00 -
[3]
Originally by: Arthur Frayn I've noticed with the stacking nerf, adding a fourth damage mod of any weapon type offers such a negligible increase in dps that you're better off fitting something else. Are there any exceptions to the 3-mod rule?
3 is still worth it but 2 is most efficient i think. -------------------------------------- [Video]Skirmish Warfare II |

Lance Fighter
Safe Haven North Star Confederation
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Posted - 2008.03.28 00:09:00 -
[4]
As a minor note, range rigs do not seem to be stacked with tracking computer/enahncers. Ive noticed that 99.9% of people on these forums have a signature. If you are one of the 0.1% that doesnot have a sig, copy this into your sig, and display your defiance towards people with sigs. |

N1fty
Galactic Shipyards Inc HUZZAH FEDERATION
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Posted - 2008.03.28 00:11:00 -
[5]
Yeah its designed so with 3 damage mods you dont usually go for the 4th because you can find something more useful instead like an EANM.
Things that stack well?
1600 Rolled Tungstens 4 of those on an Abaddon and you are in business.
Cap rechargers / relays, they arent stacking nerfed at the module level, but they are sort of stacknerfed because of they way % reductions work.
Originally by: CCP Eris Discordia I usually close my eyes and just beg, out loud added with a lot of squealing.
I swear it helps.
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Liang Nuren
Black Sea Industries Insurgency
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Posted - 2008.03.28 00:11:00 -
[6]
Depends if you have the room for it. You can see the difference between 3 and 4 damage mods, but the differences are fairly minimal.
If you don't need the tank, then fit damage or tracking mods. Anyway, missile ships don't have tracking mods, so its most noticeable to stack on the damage mods there. Also, only do this for PVE ships.
-Liang -- Naturally, I do not in any way speak for my corp or alliance. |

Arthur Frayn
Veterans Of Liberation Ltd.
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Posted - 2008.03.28 00:13:00 -
[7]
Originally by: Lyria Skydancer
Originally by: Arthur Frayn I've noticed with the stacking nerf, adding a fourth damage mod of any weapon type offers such a negligible increase in dps that you're better off fitting something else. Are there any exceptions to the 3-mod rule?
3 is still worth it but 2 is most efficient i think.
A third always seems to add a good 50 extra dps which I wouldn't scoff at. For armortankers I suppose it's unnecessary. But if you're flying a shieldtanked boat with no damage bonus, it's useful.
-- Eve needs a dose of Top Gun without the sweaty shower scenes. |

Kelbesque Crystalis
Eve University Ivy League
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Posted - 2008.03.28 00:14:00 -
[8]
Edited by: Kelbesque Crystalis on 28/03/2008 00:15:23 4th damage mod can be useful as mentioned to squeeze out the last bit of DPS (on a mission running shield tanker for example). If we set the 1st damage mod as a 20% DPS boost baseline (just rough numbers, its actually a hair more) then we get the following for rough estimates for damage mods.
1st ~20% 2nd ~20% 3rd ~10% 4th ~5%
Is 5% more DPS worth something else you can put in the slot? People easily spend millions and months of training for 5% more DPS. For turret boats (assuming your tank is sufficent) you need to ask if 5% more DPS is actually better than the real world DPS increase from a tracking enhancer.
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NoNah
Tenth Legion Holdings Tenth Legion
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Posted - 2008.03.28 01:56:00 -
[9]
Edited by: NoNah on 28/03/2008 01:57:12 For those actually interested..
A t2 damage mod gives 110/0.895= 22.9% boost to dps.
Module 1: 122.905 Module 2: 147.372 (+19.9%) Module 3: 166.6324 (+13%) Module 4: 177.4320 (+6.5%) Module 5: 181.7396 (+2.4%) Module 6: 182.9881 (+0.6%) Module 7: 183.2567 (+0.1%) Module 8: 183.3002 (+0.02%)
Postcount: 314719
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Cutie Chaser
Federal Navy Academy
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Posted - 2008.03.28 04:50:00 -
[10]
I recently added a 4th Caldari Navy BCU to my raven and was quite happy with the results.
*** Thats a Templar, the amarr fighter. Its a combat drone used by carriers. |

Ecky X
The Aforementioned Red Republic
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Posted - 2008.03.28 06:35:00 -
[11]
Originally by: NoNah Edited by: NoNah on 28/03/2008 01:57:12 For those actually interested..
A t2 damage mod gives 110/0.895= 22.9% boost to dps.
Module 1: 122.905 Module 2: 147.372 (+19.9%) Module 3: 166.6324 (+13%) Module 4: 177.4320 (+6.5%) Module 5: 181.7396 (+2.4%) Module 6: 182.9881 (+0.6%) Module 7: 183.2567 (+0.1%) Module 8: 183.3002 (+0.02%)
Another way of looking at it is in absolutes, from base dps.
Module 0: Module 1: 122.905 (22.905% over base) Module 2: 147.372 (47.372% over base, +24.467% over 1 mod) Module 3: 166.6324 (66.632% over base, +19.260% over 2 mods) Module 4: 177.4320 (77.432% over base, +10.800% over 3 mods)
Looking at it that way, the 2rd damage mod gives MORE dps than the first, the 3rd gives 84% (19.3/22.9) as much as the first, and the 4th gives 47% (10.8/22.9) as much as the first.
In absolute terms, fitting 2 damage mods is more effective than fitting one, and fitting 3 is nearly as effective, since they're multiplicative.
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Liang Nuren
Black Sea Industries Insurgency
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Posted - 2008.03.28 06:39:00 -
[12]
Originally by: Ecky X
In absolute terms, fitting 2 damage mods is more effective than fitting one, and fitting 3 is nearly as effective, since they're multiplicative.
Now you should do the math for the Aux Nano Pump. :)
IIRC, it goes: 100%, 100%, 75% effectiveness (and quickly drops off from there)
-Liang -- Naturally, I do not in any way speak for my corp or alliance. |

Phoenicia
Black Sea Industries Insurgency
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Posted - 2008.03.28 07:16:00 -
[13]
A fourth BCU II on my standard gank-raven setup gives another 50 dps, which is about a 5% increase. I'd say it's worth it.
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Deva Blackfire
D00M. Triumvirate.
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Posted - 2008.03.28 08:25:00 -
[14]
Originally by: Liang Nuren
Originally by: Ecky X
In absolute terms, fitting 2 damage mods is more effective than fitting one, and fitting 3 is nearly as effective, since they're multiplicative.
Now you should do the math for the Aux Nano Pump. :)
IIRC, it goes: 100%, 100%, 75% effectiveness (and quickly drops off from there)
-Liang
100%, ~85%, ~55% (4th is around 25% iirc tho not too sure now)
So yea 3 is ok, 4... sometimes on shieldtankers.
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Lyria Skydancer
Home 0f Bored Occultists
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Posted - 2008.03.28 11:14:00 -
[15]
Originally by: Arthur Frayn
Originally by: Lyria Skydancer
Originally by: Arthur Frayn I've noticed with the stacking nerf, adding a fourth damage mod of any weapon type offers such a negligible increase in dps that you're better off fitting something else. Are there any exceptions to the 3-mod rule?
3 is still worth it but 2 is most efficient i think.
A third always seems to add a good 50 extra dps which I wouldn't scoff at. For armortankers I suppose it's unnecessary. But if you're flying a shieldtanked boat with no damage bonus, it's useful.
Yes but you need to consider how much each slot is worth. It depends on fit and ship. -------------------------------------- [Video]Skirmish Warfare II |

Admiral Pelleon
White Shadow Imperium
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Posted - 2008.03.28 12:16:00 -
[16]
My Gank raven always carries a 4th BCU. The extra DPS is always welcome, and nothing else can easily fit there while running a buffer tank in the mids. ________
Originally by: Tarminic I believe your mother should have re-rolled her birth control.
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Connor Banks
State War Academy
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Posted - 2008.03.28 15:03:00 -
[17]
Adding a 4th damage modifier yields an increase of about 6% in DPS as stated above. This means that every 16th mission you complete, you get the rewards (LP, isk reward, and bounties) of one mission for free compared to when running missions with only 3 damage mods. If you do 1600 missions, you get 100 mission rewards "for free".
In the context of level 4 missions, those 100 extra rewards correspond to approximately 2 billion isk and 600k LP. The latter is the LP cost to buy a navy raven.
With this I conclude that if you have the means to mount 4 damage mods and still manage to complete missions with not a too high risk of getting your ship blown up I'd say go for it.
/Connor
PS. I have 3 BCU II on my Drake when running level 4 missions. Unfortunately, the passive shield tanking set up requires 1 shield power relay for level 4 missions and thus prevents me from mounting a 4th damage mod. Of course, some missions (read very few) I turn down because I know they are hard to manage without the proper shield regen, but that does not affect my average ISK and LP income per hour in the long run.
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Diomidis
Mythos Corp RAZOR Alliance
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Posted - 2008.03.28 18:12:00 -
[18]
Originally by: Connor Banks Adding a 4th damage modifier yields an increase of about 6% in DPS as stated above. This means that every 16th mission you complete, you get the rewards (LP, isk reward, and bounties) of one mission for free compared to when running missions with only 3 damage mods. If you do 1600 missions, you get 100 mission rewards "for free".
In the context of level 4 missions, those 100 extra rewards correspond to approximately 2 billion isk and 600k LP. The latter is the LP cost to buy a navy raven.
With this I conclude that if you have the means to mount 4 damage mods and still manage to complete missions with not a too high risk of getting your ship blown up I'd say go for it.
/Connor
PS. I have 3 BCU II on my Drake when running level 4 missions. Unfortunately, the passive shield tanking set up requires 1 shield power relay for level 4 missions and thus prevents me from mounting a 4th damage mod. Of course, some missions (read very few) I turn down because I know they are hard to manage without the proper shield regen, but that does not affect my average ISK and LP income per hour in the long run.
QFT... Or simply buy some faction BCUs/dmg mods so that 3x of them stack up for a dmg multiplier as good as 4x BCU II...these are not "that" expensive, and really make up for the expense. If you are confident enough to lose a cap flux, PDU, or whatever that 4th BCU/dmg mod would replace, you can "risk" a few mills... Join the Biggest Greek Corp! www.Mythos-eve.com - Join Mythos Channel in game!
Introduce HEAT EMMITERÖ for the Pilgrim |
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