| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Hardin
|
Posted - 2004.07.28 16:35:00 -
[1]
Okay this maybe answered somewhere else but I am afraid I haven't found it.
What I thought I understood about stacking penalties was that each additional item stacked would receive a larger penalty than the one before so for example:
(THESE ARE COMPLETELY MADE UP FIGURES)
Heatsink #1 = 100% of bonus Heatsink #2 = 90% of bonus Heatsink #3 = 70% of bonus Heatsink #4 = 40% of bonus Heatsink #5 = 10% of bonus
Then someone told me different and explained that the negative stacking penalties apply the whole way up the chain.
So for example: 1 Heatsink = 100% of bonus (total bonus 100%)
2 Heatsinks = 90% heatsink #1 80% heatsink #2 (total bonus 170%)
3 Heatsinks = 80% heatsink #1 70% heatsink #2 60% heatsink #3 (total bonus 210%)
4 heatsinks = 70% heatsink #1 60% heatsink #2 50% heatsink #3 40% heatsink #4 (total bonus 220%)
5 heatsinks = 60% heatsink #1 50% heatsink #2 40% heatsink #3 30% heatsink #4 20% heatsink #5 (total bonus 200%)
etc.
Using that model after a certain point the actual benefit of adding another heatsink is outweighed by the penalty so you actually get NO benefit or even a penalty.
Could some boffin please explain in simple terms exactly how it works in simple terms that even an 'arty' non science person like me can understand...
Thank you 
|

Hardin
|
Posted - 2004.07.28 16:35:00 -
[2]
Okay this maybe answered somewhere else but I am afraid I haven't found it.
What I thought I understood about stacking penalties was that each additional item stacked would receive a larger penalty than the one before so for example:
(THESE ARE COMPLETELY MADE UP FIGURES)
Heatsink #1 = 100% of bonus Heatsink #2 = 90% of bonus Heatsink #3 = 70% of bonus Heatsink #4 = 40% of bonus Heatsink #5 = 10% of bonus
Then someone told me different and explained that the negative stacking penalties apply the whole way up the chain.
So for example: 1 Heatsink = 100% of bonus (total bonus 100%)
2 Heatsinks = 90% heatsink #1 80% heatsink #2 (total bonus 170%)
3 Heatsinks = 80% heatsink #1 70% heatsink #2 60% heatsink #3 (total bonus 210%)
4 heatsinks = 70% heatsink #1 60% heatsink #2 50% heatsink #3 40% heatsink #4 (total bonus 220%)
5 heatsinks = 60% heatsink #1 50% heatsink #2 40% heatsink #3 30% heatsink #4 20% heatsink #5 (total bonus 200%)
etc.
Using that model after a certain point the actual benefit of adding another heatsink is outweighed by the penalty so you actually get NO benefit or even a penalty.
Could some boffin please explain in simple terms exactly how it works in simple terms that even an 'arty' non science person like me can understand...
Thank you 
|

DHU InMe
|
Posted - 2004.07.28 18:06:00 -
[3]
1st = 100%
2nd = 1/2 of value 3rd = 1/3 of value
so 1 module at 10% on 5 worth give you 5.5 2 module give 5*1.1*1.05=5.775 (stacking give 0.025) 4 module give 5*1.1*1.05*1.033 5.96
Or having 8 dmg mod would be overkill if not reduced... 5*1.1*1.1*1.1*1.1= 1-5.5 2-6.05 3-6.655 4-7.3205 5-8.05255 6-8.857805 7-9.7435855 8-10,71794405
Like doublind damage. All other modules would be useless.
Nice links (updated 20 Dec 04): BP, bugs about them. (\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way. |

DHU InMe
|
Posted - 2004.07.28 18:06:00 -
[4]
1st = 100%
2nd = 1/2 of value 3rd = 1/3 of value
so 1 module at 10% on 5 worth give you 5.5 2 module give 5*1.1*1.05=5.775 (stacking give 0.025) 4 module give 5*1.1*1.05*1.033 5.96
Or having 8 dmg mod would be overkill if not reduced... 5*1.1*1.1*1.1*1.1= 1-5.5 2-6.05 3-6.655 4-7.3205 5-8.05255 6-8.857805 7-9.7435855 8-10,71794405
Like doublind damage. All other modules would be useless.
Nice links (updated 20 Dec 04): BP, bugs about them. (\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way. |

Jarjar
|
Posted - 2004.07.28 18:27:00 -
[5]
Edited by: Jarjar on 28/07/2004 18:30:03 Not really. The stacking penalty (I wonder how many times I have posted this) is (x^n)^((1/n)^0.25) where X is the multiplier, in this example "1.1" for the Tech II damage mods, and "n" the number of modules, i.e 2 to 8.
Edit: I'm afraid it's hard to put in simple terms, and I'm not gonna do the examples again 
|

Jarjar
|
Posted - 2004.07.28 18:27:00 -
[6]
Edited by: Jarjar on 28/07/2004 18:30:03 Not really. The stacking penalty (I wonder how many times I have posted this) is (x^n)^((1/n)^0.25) where X is the multiplier, in this example "1.1" for the Tech II damage mods, and "n" the number of modules, i.e 2 to 8.
Edit: I'm afraid it's hard to put in simple terms, and I'm not gonna do the examples again 
|

Beseb
|
Posted - 2004.07.28 18:33:00 -
[7]
The 8th heat sink adds about 9.5% total to your DPS just so you know.
Anyhow, here is an example of the formula using three mods:
(1.1*1.1*1.1)^((1/3)^0.25) = 1.331^0.76 = 1.24 So you get 24% damage increase instead of 33.1% you would get without the penalty.
|

Beseb
|
Posted - 2004.07.28 18:33:00 -
[8]
The 8th heat sink adds about 9.5% total to your DPS just so you know.
Anyhow, here is an example of the formula using three mods:
(1.1*1.1*1.1)^((1/3)^0.25) = 1.331^0.76 = 1.24 So you get 24% damage increase instead of 33.1% you would get without the penalty.
|

Shakul
|
Posted - 2004.07.28 18:33:00 -
[9]
This is a formula i saw on another post, but im not sure if its correct: (x^n)^((1/n)^0.25) = total effect, where x = modifier, for instance 1.07 for a tech 1 damage mod, and n the number of modules (2 or more obviously). Auction your items for isk, works sort of like ebay. |

Shakul
|
Posted - 2004.07.28 18:33:00 -
[10]
This is a formula i saw on another post, but im not sure if its correct: (x^n)^((1/n)^0.25) = total effect, where x = modifier, for instance 1.07 for a tech 1 damage mod, and n the number of modules (2 or more obviously). Auction your items for isk, works sort of like ebay. |
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |