These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Skill Discussions

 
  • Topic is locked indefinitely.
 

damage stacking skills + mods

Author
andertal halforc
The Scope
Gallente Federation
#1 - 2013-02-10 02:48:37 UTC
I'm curious how skills mods and rigs stack together.
do they add or do they multiply?
for example the skill drone interfacing increases damage/ mining yield by 20% per level; drone damage amplifier II increases drone damage by 23%.
stacking these two together (drone interfacing V) would that give 123% damage or 146%?
stoicfaux
#2 - 2013-02-10 03:36:32 UTC
http://wiki.eve-id.net/Stacking and google "eve stacking". Also google, "eve eft" and "eve pyfa" for fitting tools that will crunch the numbers for you.


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

andertal halforc
The Scope
Gallente Federation
#3 - 2013-02-11 18:27:31 UTC
Unfortunately most of the information I can find deals with stacking modules what I'm actually after is how skills and modules that affect the same stat work together
Zhilia Mann
Tide Way Out Productions
#4 - 2013-02-11 19:21:26 UTC  |  Edited by: Zhilia Mann
andertal halforc wrote:
I'm curious how skills mods and rigs stack together.
do they add or do they multiply?
for example the skill drone interfacing increases damage/ mining yield by 20% per level; drone damage amplifier II increases drone damage by 23%.
stacking these two together (drone interfacing V) would that give 123% damage or 146%?


You start at 100% base damage. The DDA increases that to 123%. DI 5 increases that to 246% of base damage.

Alternatively, start at 100% base damage. DI 5 increases that to 200%. The DDA bumps that to 246% of base damage.

Oh, if you're max skilled on a drone-bonused hull, you get another 50% bump taking the 246% to 369%.

tl;dr: multiply. Always multiply[1]. Stacking penalties only apply to modules, rigs, and their effects.

[1] Except when you don't, but those exceptions are few and far between and would deserve a treatment of their own. They're rare enough to let pass for these purposes.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#5 - 2013-02-11 19:25:23 UTC
Zhilia Mann wrote:
andertal halforc wrote:
I'm curious how skills mods and rigs stack together.
do they add or do they multiply?
for example the skill drone interfacing increases damage/ mining yield by 20% per level; drone damage amplifier II increases drone damage by 23%.
stacking these two together (drone interfacing V) would that give 123% damage or 146%?


You start at 100% base damage. The DDA increases that to 123%. DI 5 increases that to 246% of base damage.

Alternatively, start at 100% base damage. DI 5 increases that to 200%. The DDA bumps that to 246% of base damage.

Oh, if you're max skilled on a drone-bonused hull, you get another 50% bump taking the 246% to 369%.

tl;dr: multiply. Always multiply[1]. Stacking penalties only apply to modules, rigs, and their effects.

[1] Except when you don't, but those exceptions are few and far between and would deserve a treatment of their own. They're rare enough to let pass for these purposes.


Not all rigs and modules are stacking Penalized...

Cargo Expander rigs, Trimarks, Damage Control, Reactive Armor Hardener.... are all NOT stacking penalized...
andertal halforc
The Scope
Gallente Federation
#6 - 2013-02-11 21:13:37 UTC
Thank you that's exactly what I was looking for
Illest Insurrectionist
Sparta.
#7 - 2013-02-12 01:33:35 UTC

Aren't damage controls and reactive armor hardeners penalized by each other?
Zhilia Mann
Tide Way Out Productions
#8 - 2013-02-12 01:42:15 UTC
Illest Insurrectionist wrote:

Aren't damage controls and reactive armor hardeners penalized by each other?


Yeah, for some reason they're in the same stack.
Bizzaro Stormy MurphDog
B.L.U.E L.A.S.E.R.
#9 - 2013-02-12 01:56:48 UTC
Illest Insurrectionist wrote:

Aren't damage controls and reactive armor hardeners penalized by each other?


So far as I know, the big benefit of damage controls is that they don't stack with ANYTHING. Which is probably why you can only fit one.

I am not an alt of Chribba.

Illest Insurrectionist
Sparta.
#10 - 2013-02-13 18:13:58 UTC
Bizzaro Stormy MurphDog wrote:
Illest Insurrectionist wrote:

Aren't damage controls and reactive armor hardeners penalized by each other?


So far as I know, the big benefit of damage controls is that they don't stack with ANYTHING. Which is probably why you can only fit one.


I'm pretty sure about the reactive armor hardeners being in the same stacking class.
Tau Cabalander
Retirement Retreat
Working Stiffs
#11 - 2013-02-13 18:41:24 UTC  |  Edited by: Tau Cabalander
The original. You might want to skip to chapter 3:
Aenigma's Stacking Penalty Guide
Chi'Nane T'Kal
Interminatus
#12 - 2013-02-18 11:14:35 UTC
As a general rule:

- if from the same source, add up (i.e. drone interfacing V 5*20%=100% bonus)
- if from different dissimilar sources, multiply
- if from different similar sources, multiply with stacking penalty
MuraSaki Siki
ChuangShi
Fraternity.
#13 - 2013-02-26 07:36:42 UTC
Illest Insurrectionist wrote:
Bizzaro Stormy MurphDog wrote:
Illest Insurrectionist wrote:

Aren't damage controls and reactive armor hardeners penalized by each other?


So far as I know, the big benefit of damage controls is that they don't stack with ANYTHING. Which is probably why you can only fit one.


I'm pretty sure about the reactive armor hardeners being in the same stacking class.



DC and RAH no stacking penalty with other modules

but DC <-> RAH stack each other, if u put both in low slot
Lost Greybeard
Drunken Yordles
#14 - 2013-02-28 20:16:38 UTC
Generally, skills stack multiplicatively with everything else, but stack additively with previous/subsequent ranks of the same skill (e.g. 5 ranks of a skill with 5% bonus per rank is a total bonus of 25%, but a rank of skill a that gives a 10% bonus and a rank of skill b that gives a 10% bonus provides a total bonus of 21%, not 20%).

Modules, with a few exceptions (e.g. capacitor recharge time bonuses, the Damage Control module) stack multiplicatively, with the caveat of an additional "diminishing returns" factor detailed in Evelopedia, so that by the third or fourth bonus of the same type you're gaining essentially nothing from further modules. Generally speaking, the diminishing returns stack treats the bonuses in descending order of magnitude (e.g. if you have modules providing a 50%, 12%, and 30% bonus the 50% will give full bonus, the 30% will give about 80% bonus, and the 12% less of its bonus, regardless of what slots and order the modules are added in).