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training:game_mechanics:stacking_penalty [2017/02/14 21:19]
conscript created
training:game_mechanics:stacking_penalty [2017/04/29 01:05] (current)
NTchrist Page moved from corps:dronv:sl1de:training:game_mechanics:stacking_penalty to training:game_mechanics:stacking_penalty
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-====Description==== +=====Overview===== 
-**Stacking Penalty** is the effect of diminishing returns on the the use of ''​multiple'' ​modules which affect the ''​same'' ​attribute. Whether a module or rig is effected by stacking penalties will be explicitly stated in the item description. ​+**Stacking Penalty** is the effect of diminishing returns on the the use of **multiple** modules which affect the **same** attribute. Whether a module or rig is effected by stacking penalties will be explicitly stated in the item description. ​
  
 Stacking Penalties are applied at an attribute level, i.e. two different modules that similarly affect the same attribute will apply stacking penalties. For example, a Tracking Computer with a Optimal range script and a Tracking Enhancer will only suffer stacking penalties on the Optimal Range+Falloff attribute while the others remain unaffected by the diminishing returns. Stacking Penalties are applied at an attribute level, i.e. two different modules that similarly affect the same attribute will apply stacking penalties. For example, a Tracking Computer with a Optimal range script and a Tracking Enhancer will only suffer stacking penalties on the Optimal Range+Falloff attribute while the others remain unaffected by the diminishing returns.
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-====Mechanics==== +=====Mechanics===== 
-===Stacking Penalty ​type=== +====Stacking Penalty ​Type====
 There are 3 known separated stacking groups. Each group is mutually exclusive to itself when bonuses are calculated: There are 3 known separated stacking groups. Each group is mutually exclusive to itself when bonuses are calculated:
  
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 Modules that apply a raw value and do not state stacking penalties in the description. ​ Modules that apply a raw value and do not state stacking penalties in the description. ​
  
-**NOTE:​** ​The Damage Control and Reactive Hardener module only stack against each other. This is why you see almost every single PVP ship fit with a briefcase, and many capitals and supercapitals ​fit with reactive hardeners.+<WRAP center round info 60%> 
 +The Damage Control and Reactive Hardener module only stack against each other. This is why you see almost every single PVP ship fit with a briefcase, and many capitals and Supercapitals ​fit with reactive hardeners. 
 +</​WRAP>​
  
-===Stacking Penalty Formula===+ 
 +====Stacking Penalty Formula====
  
 From a purely numerical standpoint- the formula and values are simple, however becomes more complex as you apply the stacking penalty to a cumulative increase: From a purely numerical standpoint- the formula and values are simple, however becomes more complex as you apply the stacking penalty to a cumulative increase:
  
-**S(n) = 0.5^[((n-1) / 2.22292081) ^2]**+<WRAP center round box 60%> 
 +S( n ) = 0.5^[ ( ( n - 1 ) / 2.22292081 ) ^2 ] 
 +</​WRAP>​ 
  
 {{:​training:​stacking_penalty.png|}} {{:​training:​stacking_penalty.png|}}
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 Something important to note is that the effects stack multiplicatively,​ meaning each previous modules effect is taken into account for calculating the next. Due to this order of operation, the second and third modules provide a greater effect then the first. Something important to note is that the effects stack multiplicatively,​ meaning each previous modules effect is taken into account for calculating the next. Due to this order of operation, the second and third modules provide a greater effect then the first.
  
-===Target Painting Example===+====Target Painting Example====
 In this example we use the a Target Painting Vigil versus an untanked Scimitar- assuming perfect skills each Target Painter on a Vigil increases the Scimitar'​s signature radius by 46.88%. The first Target Painter increases the Scimitar'​s Signature from 65 to            95.5. A difference of 30.5. The second increases the Signature from 95.5 to 134. A difference of 38.5. In this example we use the a Target Painting Vigil versus an untanked Scimitar- assuming perfect skills each Target Painter on a Vigil increases the Scimitar'​s signature radius by 46.88%. The first Target Painter increases the Scimitar'​s Signature from 65 to            95.5. A difference of 30.5. The second increases the Signature from 95.5 to 134. A difference of 38.5.
  
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-====Increasing ​the Stacking Penalty ​ceiling==== +=====Increasing ​The Stacking Penalty ​Ceiling=====
 You should very rarely actually be in a position where you are hitting the stacking penalty ceiling- if you are you are either in a large fleet where you need redundancy in case of critical ships dying or are trying to maximize an attribute at the expense of all others. The latter tends to be a bad way to make fits. Before stacking penalties existed players were able to abuse modules to exponentially increase the performance of their ships. You should very rarely actually be in a position where you are hitting the stacking penalty ceiling- if you are you are either in a large fleet where you need redundancy in case of critical ships dying or are trying to maximize an attribute at the expense of all others. The latter tends to be a bad way to make fits. Before stacking penalties existed players were able to abuse modules to exponentially increase the performance of their ships.
  
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-====Item Types==== +=====Item Types===== 
-===Items ​unaffected by Stacking Penalties=== +====Items ​Unaffected By Stacking Penalties====
 Most modules are affected by stacking penalties- however there are a few notable exceptions: Most modules are affected by stacking penalties- however there are a few notable exceptions:
  
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   * Various Rigs are unaffected by Stacking Penalties. Tracking rigs only stack with themselves and not other tracking modules.   * Various Rigs are unaffected by Stacking Penalties. Tracking rigs only stack with themselves and not other tracking modules.
  
-===Bonuses beyond Fitted Items or Projected Effects=== +====Bonuses beyond Fitted Items or Projected Effects====
 Not only are modules affected by stacking penalties, but ship stats and fleet bonuses can also contribute to diminishing returns. The most common culprit and situation you should bear in mind: resist bonuses. Not only are modules affected by stacking penalties, but ship stats and fleet bonuses can also contribute to diminishing returns. The most common culprit and situation you should bear in mind: resist bonuses.
  
training/game_mechanics/stacking_penalty.1487107184.txt.gz · Last modified: 2017/02/14 21:19 by conscript