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John Hollow
Minmatar Afterisk
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Posted - 2008.11.21 07:17:00 -
[1]
Ok, so I'm looking at things to try out in my low slots and I see "Damage Controls" and I also see "Energized Plating". At first glance it seems damage controls is an overall boost and energized plating is a specific boost, however if you look at the attributes...
Damage Control has POSITIVE percents for it's bonuses. Energized Plating has NEGATIVE percents for it's bonuses.
???
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Rivqua
Caldari Omega Wing R.E.P.O.
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Posted - 2008.11.21 07:25:00 -
[2]
Different way of displaying the bonus :)
They do work the same way.
Don't forget, the plating is affected by skills, the DCU is not!
/Riv
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Max Hardcase
Art of War Exalted.
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Posted - 2008.11.21 07:32:00 -
[3]
Most importantly DCU doesnt get stacking penalty.
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Malcanis
Deep Core Mining Inc.
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Posted - 2008.11.21 08:48:00 -
[4]
Originally by: Max Hardcase Most importantly DCU doesnt get stacking penalty.
It's like a little box of tanking love! |

Tzar'rim
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Posted - 2008.11.21 08:53:00 -
[5]
OP: You'll get used to CCP not being consinstent in any way, so check the numbers, the intended use and apply your own logic :) |

Liberator 1
Gallente Remnants of the Flame
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Posted - 2008.11.21 08:56:00 -
[6]
I think the positive numbers are for resistance and the negative numbers are subtrcted from the damage dealt to you. How that works specifically I don't know. I have resistance and damage mods on a ship totalling 110% if you add those together but I'm still getting hit, so that would seem to indicate the numbers are not in the same units.
Complicated game innit?
If anyone could shed any light on this..... ------------------------------------------- ôIf you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?ö ------------------------- |
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CCP Applebabe

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Posted - 2008.11.21 09:08:00 -
[7]
Moved to " Ships & Modules " forum.
Applebabe Community Representative CCP Games, EVE Online Email / Netfang |
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Aioa
Planetary Assault Systems
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Posted - 2008.11.21 09:09:00 -
[8]
It is indeed just CCP being inconsistent. There are no modules that lower your resists.
Liberator 1, look up how resistances are calculated. They don't just add up Over 100% resists might just be a little overpowered, ya think? --
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Mara Rinn
Minmatar
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Posted - 2008.11.21 09:18:00 -
[9]
Then you get into the Damage Compensation skills, which increase the ship's resistances with hardeners turned off, but only boost the resistance bonus of the passive membranes...
So much icky math. It's easier to just slap a couple on your ship and see what works for you  |

Dr Sheepbringer
Gallente
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Posted - 2008.11.21 09:25:00 -
[10]
Basically you want a DCU (gotta love that "save my bottom" piece) and EANM's. If you have cap (even minimal) the DCU will work(and it's consumption is minimal) and if you get completely neutted...the EANM's will help. Of course if you get completely neuted...in 99% of the situations your preetty much done for. |

Aerin Cloudfayr
the evil ones Burning Horizons
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Posted - 2008.11.21 09:27:00 -
[11]
Edited by: Aerin Cloudfayr on 21/11/2008 09:28:18
Originally by: Liberator 1 I think the positive numbers are for resistance and the negative numbers are subtrcted from the damage dealt to you. How that works specifically I don't know. I have resistance and damage mods on a ship totalling 110% if you add those together but I'm still getting hit, so that would seem to indicate the numbers are not in the same units.
Complicated game innit?
If anyone could shed any light on this.....
baslically what's happening is there's a stacking penalty as you add more bonuses to your resitances. can someone detail these for me?
cheers:) |

Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
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Posted - 2008.11.21 09:29:00 -
[12]
Edited by: Meiyang Lee on 21/11/2008 09:31:03
Originally by: Liberator 1 I think the positive numbers are for resistance and the negative numbers are subtrcted from the damage dealt to you. How that works specifically I don't know. I have resistance and damage mods on a ship totalling 110% if you add those together but I'm still getting hit, so that would seem to indicate the numbers are not in the same units.
Resistances (and that includes the Damage Control) are not additive, but multiplicative. And also affected by a stacking penalty. (it's important to note that the Damage Control is excluded from this penalty)
Basically it works like this: lets take EM resistance. Base resistance is 50%, a Energized Reflective Membrane I adds 32.5% (before skills, but i'll leave those out). You do not simply add the 32.5% to the existing 50%, but instead add 32.5% of the remaining gap. (32.5% of (100-50) = 16.25) so your resistance now is 66.25%.
A second module is affected by the stacking penalty, so only has approximately 87% of its original effect.
Lets add another Reflective Membrane: so now we add (0,87 x 32.5%) x (100-66.25) final resistance is then 75.8%. Each subsequent module changing that stat is affected more by the stacking penalty. (there is a guide PDF somewhere on these forums, couldn't find it on a quick EVE-search though)
Originally by: Aerin Cloudfayr
baslically what's happening is there's a stacking penalty as you add more bonuses to your resitances. can someone detail these for me?
cheers:)
Just did. 
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Cpt Cosmic
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Posted - 2008.11.21 09:55:00 -
[13]
DCU is usefull for buffer tanks and ships with much hull. it isnt stacking penalized too. but e.g. on my dual rep sacrilege, 2 eanms > eanm + dcu. it adds only about 2,5k EHP but reduces the rep efficiency significantly.
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Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
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Posted - 2008.11.21 09:59:00 -
[14]
Edited by: Meiyang Lee on 21/11/2008 10:04:18
Originally by: Cpt Cosmic DCU is usefull for buffer tanks and ships with much hull. it isnt stacking penalized too. but e.g. on my dual rep sacrilege, 2 eanms > eanm + dcu. it adds only about 2,5k EHP but reduces the rep efficiency significantly.
a DCU mainly starts beating the effectiveness of EANMs when you start hitting the stacking penalty pretty hard. (ie 2-3 modules affecting the stat) Heavy Omnitanks usually benefit the most from a Damage Control. Unpenalised 15% extra resists > 3rd EANM. It's also quite handy for Shield tanks as it's a low-slot item rather than another midslot. (and in PvP it gives quite a bit of extra HP to chew through)
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Elrca
Brutor tribe
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Posted - 2008.11.21 11:43:00 -
[15]
Originally by: Liberator 1 I think the positive numbers are for resistance and the negative numbers are subtrcted from the damage dealt to you. How that works specifically I don't know. I have resistance and damage mods on a ship totalling 110% if you add those together but I'm still getting hit, so that would seem to indicate the numbers are not in the same units.
Complicated game innit?
If anyone could shed any light on this.....
*Give a cookie*
He's correct, the DCU add resists to your current ship. e.g Ship has %25 resists to Threm, DCU adds 12.5% Therm resist giving a total of 37.5% resist to Therm.
The Plating, and other mods that disply -% then they are affective againsts then non-resists of the ship. E.g.
Ships has 37.5% resists to Term, a plating has -35% effect. So, say I hit you with 100 Therm damage, the ship resists reduce this damge to 62.5 with the plating ative the damage is further reduced by 35% so thats " 62.5 - (62.5 * 0.35) = 40.625 damage being done.
I do hope this is clear, it is to me....kinda  |

Lyria Skydancer
Amarr Home 0f Bored Occultists
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Posted - 2008.11.21 13:01:00 -
[16]
Originally by: Cpt Cosmic DCU is usefull for buffer tanks and ships with much hull. it isnt stacking penalized too. but e.g. on my dual rep sacrilege, 2 eanms > eanm + dcu. it adds only about 2,5k EHP but reduces the rep efficiency significantly.
I don't know about significantly. The diff is not THAT huge on a dual rep sac tbh. ----------------------------------------- [Video] The Cruise |

Trevor Warps
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Posted - 2008.11.21 16:04:00 -
[17]
Originally by: Elrca
*Give a cookie*
He's correct, the DCU add resists to your current ship. e.g Ship has %25 resists to Threm, DCU adds 12.5% Therm resist giving a total of 37.5% resist to Therm.
The Plating, and other mods that disply -% then they are affective againsts then non-resists of the ship. E.g.
Ships has 37.5% resists to Term, a plating has -35% effect. So, say I hit you with 100 Therm damage, the ship resists reduce this damge to 62.5 with the plating ative the damage is further reduced by 35% so thats " 62.5 - (62.5 * 0.35) = 40.625 damage being done.
I do hope this is clear, it is to me....kinda 
You got the logic right, but the math wrong.
25% resist does not mean + 25. It means it improves your resist of 25% for what your are missing to reach 100%.
Example :
You have 10% resist, you fit a mod that gives +25%. What you are missing to reach 100% is 90% (100 - 10). What you gain is : 90 x 25% = 22.5%
So your final resist would be : 32.5 %
So it is impossible to reach 100%. It is even harder with stacking penalties, which starts at the 2nd resist module of the same type (kin, explo, em, therm) and keep getting worth the more you fit (except damage control).
I dont know exact numbers of stack penalties on top of my head so I wont run the maths, but its something like 2nd mod 87% efficiency, 3rd 72%, 4th 54% etc ....
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John Hollow
Minmatar Afterisk
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Posted - 2008.11.21 17:25:00 -
[18]
I finally know. Thanks! |

Elora Danzik
Ward-Tech Industries
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Posted - 2008.11.21 21:01:00 -
[19]
And Knowing is half the battle. 
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Letifer Deus
A Astroid Belt Lotto Syndicate
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Posted - 2008.11.22 01:04:00 -
[20]
Originally by: Elora Danzik And Knowing is half the battle. 
Please visit your user settings to re-enable images. |
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