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Bladen Kerst
Caldari State Protectorate
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Posted - 2008.07.27 01:46:00 -
[1]
Edited by: Bladen Kerst on 27/07/2008 01:53:38 Edited by: Bladen Kerst on 27/07/2008 01:48:49
So we all know (hopefully) that with each additional module that affects the same attribute we are getting "diminishing returns" because of such thing as stacking penalty.
For example:
100% from 1st module. 87% from 2nd module 57% from 3rd module 28% from 4th module 10% from 5th module and only 3% from 6th module and so on.
But does it mean that we should try to avoid using more than 2 modules that affect the attribute? is equiping the 4th module is a complete waste of slot?
The answer to these questions is not what some of you may expect.
Apparantely Eve game mechanics use a somewhat counter-intutive way to calculate the bonuses we receive from most of modules. Most modules we equip apply a multiplier to a specific attribute it affects. And each subsiquent module that affect the same attribute applies its own multiplyer on top of it.
In order to demonstrate it better I will use a graph and an example of how multiple target painters affect DPS of Golem against smaller targets.
So lets say,
Initial Golem's DPS: 100 Target Painters in use: t2 or PWNAGE, no difference really Maradeurs trained to level 4 Signature Focusing trained to level 4
Thus multiplyers from
1st tp - 1.468x 2nd tp - 1.407x 3rd tp - 1.267x 4th tp - 1.132x
what do we get:
As you can see we get even more DPS ammount from 2nd and 3rd target painter than from the 1st. And a little bit less from the 4th than from the 1st one and only then the curve rapidly stops increasing.
The same concept applies to calculation of effective hit points from multiple hardeners and many many other things. And if some sort of attrbute is not affected by stacking penalty - for example recharge rate of passive shield tanks it keeps rapidly increasing until it hits the roof of available slots.
Hope it helps
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Arcon Telf
Gallente Dark Tide Rising Rule of Three
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Posted - 2008.07.27 02:15:00 -
[2]
Interesting stuff. All I know is 3 magstabs on a Thorax = face melting. 
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Elhina Novae
Amarr Destruction Reborn CORPVS DELICTI
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Posted - 2008.07.27 03:50:00 -
[3]
3 x damage mods mandatory for pvp nuff said ------------ Somebody set up us the bomb |

Derek Sigres
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Posted - 2008.07.27 09:15:00 -
[4]
Originally by: Elhina Novae 3 x damage mods mandatory for pvp nuff said
This does seem to be a consensus figure. On most caldari ships I fly in PVP I consider it the "gold standard" so to speak but that's because I don't really have other options for low slot modules that are useful other than DCU (only really useful on certain ships) and PDS (because if I run shy of something It's probably grid, plus the shield bonuses are always welcome) and in terrible circumstances a pure fitting mod (usually an RCU).
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