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StupidDolphin
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Posted - 2004.07.11 01:46:00 -
[1]
I still consider myself a newb in eve even though I've been playing for 4 months now.
I would be very grateful if players with the 1337 knowledge could answer my question
i know it says that if you add more than one module that affects the same attribute, in this case a damage mod for a turret, does adding more than one still increase damage?
if so, how much do you get penalised, and does this increase if you keep adding more of the same mod like 3 or 4? 
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StupidDolphin
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Posted - 2004.07.11 01:46:00 -
[2]
I still consider myself a newb in eve even though I've been playing for 4 months now.
I would be very grateful if players with the 1337 knowledge could answer my question
i know it says that if you add more than one module that affects the same attribute, in this case a damage mod for a turret, does adding more than one still increase damage?
if so, how much do you get penalised, and does this increase if you keep adding more of the same mod like 3 or 4? 
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Cruz
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Posted - 2004.07.11 01:47:00 -
[3]
yes the damage does get increased, but AFAIK i think each additional mod is halved, ie if you have 1 mod already on and you add another 10% mod you only get a 5% boost, and if you have 2 on and you add a 10% mod you only get a 2.5% boost, AFAIK. ................. |

Cruz
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Posted - 2004.07.11 01:47:00 -
[4]
yes the damage does get increased, but AFAIK i think each additional mod is halved, ie if you have 1 mod already on and you add another 10% mod you only get a 5% boost, and if you have 2 on and you add a 10% mod you only get a 2.5% boost, AFAIK. ................. |

Darkwolf
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Posted - 2004.07.11 02:23:00 -
[5]
For the 100th time 
total = (mod1*mod2*...*modn)^((1/n)^0.25)
where mod1,mod2,...,modn are the appropriate modifiers (eg, 1.1 for a 10% bonus to something), and n is the number of modifiers being stacked.
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Darkwolf
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Posted - 2004.07.11 02:23:00 -
[6]
For the 100th time 
total = (mod1*mod2*...*modn)^((1/n)^0.25)
where mod1,mod2,...,modn are the appropriate modifiers (eg, 1.1 for a 10% bonus to something), and n is the number of modifiers being stacked.
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StupidDolphin
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Posted - 2004.07.11 02:44:00 -
[7]
so what your saying Darkwolf, is that it gets worse the more you add, hence your just wasting slots?
I was just wondering if it was possible to pump up your ship so much that it just hurts a rediculious amount each hit, thus the enemy dies quicker so you don't need to tank?
another thing is; would it be possible to put so many targeting and tracking modules on your ship that you can hit frigates with large guns? I mean fill your low and medium slots with tracking and targeting mods..
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StupidDolphin
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Posted - 2004.07.11 02:44:00 -
[8]
so what your saying Darkwolf, is that it gets worse the more you add, hence your just wasting slots?
I was just wondering if it was possible to pump up your ship so much that it just hurts a rediculious amount each hit, thus the enemy dies quicker so you don't need to tank?
another thing is; would it be possible to put so many targeting and tracking modules on your ship that you can hit frigates with large guns? I mean fill your low and medium slots with tracking and targeting mods..
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Venril
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Posted - 2004.07.11 03:15:00 -
[9]
Um fitting your lows,mediums tracking slots would result in instant death. Your not suppose to hit frigs with large guns thats just not the way its ment to be.
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Venril
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Posted - 2004.07.11 03:15:00 -
[10]
Um fitting your lows,mediums tracking slots would result in instant death. Your not suppose to hit frigs with large guns thats just not the way its ment to be.
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Darkwolf
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Posted - 2004.07.11 03:44:00 -
[11]
Originally by: StupidDolphin [b]so what your saying Darkwolf, is that it gets worse the more you add, hence your just wasting slots?
I was just wondering if it was possible to pump up your ship so much that it just hurts a rediculious amount each hit, thus the enemy dies quicker so you don't need to tank?
Yes. The more modules you add, the less effect those modules have. That's why it's called a stacking penalty 
And yes, you can put a lot of damage mods on to kill your enemy faster... Or a lot of tracking modules on to be able to hit frigates... But more than 3 affecting the same stat starts to become a waste, since they start to provide such little benefit you're better off using that slot for something else.
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Darkwolf
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Posted - 2004.07.11 03:44:00 -
[12]
Originally by: StupidDolphin [b]so what your saying Darkwolf, is that it gets worse the more you add, hence your just wasting slots?
I was just wondering if it was possible to pump up your ship so much that it just hurts a rediculious amount each hit, thus the enemy dies quicker so you don't need to tank?
Yes. The more modules you add, the less effect those modules have. That's why it's called a stacking penalty 
And yes, you can put a lot of damage mods on to kill your enemy faster... Or a lot of tracking modules on to be able to hit frigates... But more than 3 affecting the same stat starts to become a waste, since they start to provide such little benefit you're better off using that slot for something else.
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Kalki Nibiru
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Posted - 2004.07.11 05:37:00 -
[13]
Two of the same type of module is the 'sweet spot' so to speak, unless you want that tiny bit extra performance, add a third, but you'd be better off to just have to and fit the next slot with something else.
Taken from the May 29th 2003 Devchat at EveGate . <Muaddid> Q: When will sentry gun and station and similar construction pods be introduced on the market? <Hellmar> we have various player owned entities already implemented. Sentry guns, power/shield generators, field repair mini-stations, mobile refineries. We are still working out the last tidbits of how they can be over taken, what is the penalty of having a sentry gun kill a n00b etc. and we have been a bit busy with plugging the holes that people have found.I would say that you'd start to see these items on the market in about 2-3 weeks, very expensive to begin with |

Kalki Nibiru
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Posted - 2004.07.11 05:37:00 -
[14]
Two of the same type of module is the 'sweet spot' so to speak, unless you want that tiny bit extra performance, add a third, but you'd be better off to just have to and fit the next slot with something else.
Taken from the May 29th 2003 Devchat at EveGate . <Muaddid> Q: When will sentry gun and station and similar construction pods be introduced on the market? <Hellmar> we have various player owned entities already implemented. Sentry guns, power/shield generators, field repair mini-stations, mobile refineries. We are still working out the last tidbits of how they can be over taken, what is the penalty of having a sentry gun kill a n00b etc. and we have been a bit busy with plugging the holes that people have found.I would say that you'd start to see these items on the market in about 2-3 weeks, very expensive to begin with |

Xazni
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Posted - 2004.07.11 07:20:00 -
[15]
thx darkwolf, that is the answer I've been looking for for weeks now.
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Xazni
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Posted - 2004.07.11 07:20:00 -
[16]
thx darkwolf, that is the answer I've been looking for for weeks now.
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Wulfgard
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Posted - 2004.07.11 14:36:00 -
[17]
Originally by: Venril Um fitting your lows,mediums tracking slots would result in instant death. Your not suppose to hit frigs with large guns thats just not the way its ment to be.
Fitting 2 tracking computers and 2 tracking enhancers is what keeps me alive as a Tempest flier that is. I have no problem taking down elite frigs starting at 150km up close to 40km. Now we are taking pve, I would never bother using that setup for pvp.
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Wulfgard
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Posted - 2004.07.11 14:36:00 -
[18]
Originally by: Venril Um fitting your lows,mediums tracking slots would result in instant death. Your not suppose to hit frigs with large guns thats just not the way its ment to be.
Fitting 2 tracking computers and 2 tracking enhancers is what keeps me alive as a Tempest flier that is. I have no problem taking down elite frigs starting at 150km up close to 40km. Now we are taking pve, I would never bother using that setup for pvp.
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xeno calligan
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Posted - 2004.07.11 15:59:00 -
[19]
Edited by: xeno calligan on 11/07/2004 16:05:38
Originally by: Wulfgard Fitting 2 tracking computers and 2 tracking enhancers is what keeps me alive as a Tempest flier that is. I have no problem taking down elite frigs starting at 150km up close to 40km. Now we are taking pve, I would never bother using that setup for pvp.
One of the pitfalls with the stacking penalty is that you're penalized by the number of modules you have that give a bonus to the same property, so adding modules with small bonuses can have a negative effect in extreme cases:
8 tracking computer II: (1.3^(8^-0.25))^8 = 3.48345 (+248% tracking) 8 tracking computer II + 1 basic tracking enhancer: (1.3^(9^-0.25))^8 * (1.05^(9^-0.25)) = 3.45554 (+245% tracking)
In your case the tracking bonus for the tracking enhancers is just small:
2 tracking computer II: (1.3^(2^-0.25))^2 = 1.555 2 tracking computer II + 2 tracking enhancer II: (1.3^(4^-0.25))^2 * (1.095^(4^-0.25))^2 = 1.648
i.e. the 2 tracking enhancers buy you: +5.96% tracking (and +17.4% optimal)
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xeno calligan
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Posted - 2004.07.11 15:59:00 -
[20]
Edited by: xeno calligan on 11/07/2004 16:05:38
Originally by: Wulfgard Fitting 2 tracking computers and 2 tracking enhancers is what keeps me alive as a Tempest flier that is. I have no problem taking down elite frigs starting at 150km up close to 40km. Now we are taking pve, I would never bother using that setup for pvp.
One of the pitfalls with the stacking penalty is that you're penalized by the number of modules you have that give a bonus to the same property, so adding modules with small bonuses can have a negative effect in extreme cases:
8 tracking computer II: (1.3^(8^-0.25))^8 = 3.48345 (+248% tracking) 8 tracking computer II + 1 basic tracking enhancer: (1.3^(9^-0.25))^8 * (1.05^(9^-0.25)) = 3.45554 (+245% tracking)
In your case the tracking bonus for the tracking enhancers is just small:
2 tracking computer II: (1.3^(2^-0.25))^2 = 1.555 2 tracking computer II + 2 tracking enhancer II: (1.3^(4^-0.25))^2 * (1.095^(4^-0.25))^2 = 1.648
i.e. the 2 tracking enhancers buy you: +5.96% tracking (and +17.4% optimal)
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Jarjar
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Posted - 2004.07.11 20:58:00 -
[21]
Originally by: Kalki Nibiru Two of the same type of module is the 'sweet spot' so to speak, unless you want that tiny bit extra performance, add a third, but you'd be better off to just have to and fit the next slot with something else.
I disagree, the difference still matters. Say you have a gun which hits for 200 dmg every 5 seconds. Without damage mod -> 40 dmg / sec Add 1 damage mod -> 49,1 (increase: 22,75%) Add 2 damage mods -> 56,5 (increase: 15%) Add 3 damage mods -> 64 (increase: 13.2%) (difference with 7 of these guns would give about 52.5 dmg/sec extra or 3150/minute, and that's from 2 damage mods) Add 4 damage mods -> 71,6 (increase: 11.875%) Add 5 damage mods -> 79,7 (increase: 10.75%) Even at 5 damage mods, the bonus is still pretty big (at least bigger than I thought). Not only that but with 4 damage mods instead of 2 the damage over time is ~27% higher - often 1500+ hp per minute.
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Jarjar
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Posted - 2004.07.11 20:58:00 -
[22]
Originally by: Kalki Nibiru Two of the same type of module is the 'sweet spot' so to speak, unless you want that tiny bit extra performance, add a third, but you'd be better off to just have to and fit the next slot with something else.
I disagree, the difference still matters. Say you have a gun which hits for 200 dmg every 5 seconds. Without damage mod -> 40 dmg / sec Add 1 damage mod -> 49,1 (increase: 22,75%) Add 2 damage mods -> 56,5 (increase: 15%) Add 3 damage mods -> 64 (increase: 13.2%) (difference with 7 of these guns would give about 52.5 dmg/sec extra or 3150/minute, and that's from 2 damage mods) Add 4 damage mods -> 71,6 (increase: 11.875%) Add 5 damage mods -> 79,7 (increase: 10.75%) Even at 5 damage mods, the bonus is still pretty big (at least bigger than I thought). Not only that but with 4 damage mods instead of 2 the damage over time is ~27% higher - often 1500+ hp per minute.
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