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What is the purpose of Shield Resistance???

Author
Steel-Stone
Wolf-Run
#1 - 2014-05-06 00:43:35 UTC
I'm at a lost on this one. I have "kinetic resistance" and "explosive resistance" on my ship at 100%. Unless i'm missing something, the theory is if i have weapons with kinetic and explosive ammo firing at me, they should do no damage whatsoever since i have 100% resistance, correct? Well, i tested this out by having another player fire on my ship only to find out that the ammo caused major damage. Now keep in mind i had the player fire at me with ammo that "only" did damage in kinetic and explosive, and since i have 100% resistance in those two areas i should have not received any damage.

What am'i missing here??? What is the function then of shield resistance if it dosen't stop your ship fom being damage???

Thanks for any help
Loraine Gess
Confedeferate Union of Tax Legalists
#2 - 2014-05-06 00:46:56 UTC
Its impossible to get resists to 100%. You are bad at reading.

End thread.
Steel-Stone
Wolf-Run
#3 - 2014-05-06 00:48:40 UTC
Loraine Gess wrote:
Its impossible to get resists to 100%. You are bad at reading.

End thread.


Not its not...why would you say that?
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#4 - 2014-05-06 00:50:03 UTC
Yes, it is impossible to get 100% resists.

You should post a screenshot of your fitting window showing you at 100% resists if you think you've arrived there.
Loraine Gess
Confedeferate Union of Tax Legalists
#5 - 2014-05-06 00:53:22 UTC
Steel-Stone wrote:
Loraine Gess wrote:
Its impossible to get resists to 100%. You are bad at reading.

End thread.


Not its not...why would you say that?




So why isn't everyone flying perfectly invincible ships around?


OP - 0
Common sense - 1
Illiar D'Anaari
Lassandar
#6 - 2014-05-06 00:57:47 UTC
Resistance is multiplicative, not additive. Having 2 50% resist modules does not grant you 100% resistance. That would just be broken and stupid.

Shields have 0% EM resists. You use 1 resist module for 50% resist increase, bringing you to 50% overall resistance to EM. Add in a second 50% module, and your overall resistance will increase to 75%. 50% of 50% (the remaining amount of damage you were taking) is 25%, hence the 75.
Steel-Stone
Wolf-Run
#7 - 2014-05-06 01:06:02 UTC  |  Edited by: Steel-Stone
Here what i did.

(2) ADI Gistum C-Type ADI 40% (I get higher since my skills)
(1) Damage Control II 12.50%

(1) Small Anti Explosive screen 30%
(1) Small Anti Kinetic screen 30%

My wolf has:

Kinetic: 40 with rigs bumps it to 58%
Explosive: 50 with rigs bumps to 65%

Now i have 92.50% of resistance from the combined (2) ADI and Damage control.

Kinetic: 58% x 92.50% = 53.65 + 58= 111.65
Explosive: 65% x 92.50% = 60.13 + 65= 125.13

Now if i did overload on my ADI and Damage control II i would get additional 20%.

What am'i missing???

Better question what is my shield final number with this set up then?
Kosetzu
The Black Crow Bandits
Northern Coalition.
#8 - 2014-05-06 01:09:46 UTC
All resistance modules are stacking penalized on each other. Rigs included. Exception is Damage Control and Reactive Armor Hardener which stacks against each other.

You will NEVER be able to reach 100% resistance, even if you had a thousand midslots to fill with one resist type.
Steel-Stone
Wolf-Run
#9 - 2014-05-06 01:10:29 UTC
Loraine Gess wrote:
Steel-Stone wrote:
Loraine Gess wrote:
Its impossible to get resists to 100%. You are bad at reading.

End thread.


Not its not...why would you say that?




So why isn't everyone flying perfectly invincible ships around?


OP - 0
Common sense - 1


Wasn't coming down on you, just trying to understand better.
Steel-Stone
Wolf-Run
#10 - 2014-05-06 01:11:39 UTC
Kosetzu wrote:
All resistance modules are stacking penalized on each other. Rigs included. Exception is Damage Control and Reactive Armor Hardener which stacks against each other.

You will NEVER be able to reach 100% resistance, even if you had a thousand midslots to fill with one resist type.


So with this set up what number will my kinetic and explosive be at???

Just looking for clarity.

Thanks
Steel-Stone
Wolf-Run
#11 - 2014-05-06 01:15:47 UTC
So with this setup is my kinetic now 68% from 58% or 78%???

Kosetzu
The Black Crow Bandits
Northern Coalition.
#12 - 2014-05-06 01:33:48 UTC
Steel-Stone wrote:
Kosetzu wrote:
All resistance modules are stacking penalized on each other. Rigs included. Exception is Damage Control and Reactive Armor Hardener which stacks against each other.

You will NEVER be able to reach 100% resistance, even if you had a thousand midslots to fill with one resist type.


So with this set up what number will my kinetic and explosive be at???

Just looking for clarity.

Thanks

Damage control and passive hardeners cannot be overheated.

Base explosive resists on the Wolf is 50% on shields, with one amplifier you get 75.2% with perfect skills. Add in the T2 resist rig for explosive and you're up to 82.7%, and with Damage Control II added 84.9% resistance against Explosive damage. That is added in the order of highest resist increase first, as the game does the computation.

Each consecutive module that affects the same stat will be penalized more, and the base hull value also affects how much the first module will give you as seen with it going from 50% to 75.2% instead of applying 100% (which would be 100.38% with perfect skills).

As a comparison let's look at the Abaddon, Amarr battleship with 8 low slots and 20% armor hp bonus at max skills. With 8 of the top-tier officer active hardeners that each give 76.8% (92.16% overheated). With a base resist of 60% EM with Amarr Battleship 5, and 3 T2 EM resist rigs plus the 8 officer hardeners you get up to 98.8% EM resistance, all overheated.

That is with each rig showing as 35% EM resistance (x3), base 60% resist (lvl skills), 8 overheated EM Hardeners at 92.16% (x8). Yet it still won't let you get further than 98.8%

I don't remember all the math on the resist penalties according to base resist and such, but this should give you an idea about how they stack, somewhat. Overall past the fourth module affecting the same stat it's generally useless.
Steel-Stone
Wolf-Run
#13 - 2014-05-06 01:39:27 UTC
Kosetzu wrote:
Steel-Stone wrote:
Kosetzu wrote:
All resistance modules are stacking penalized on each other. Rigs included. Exception is Damage Control and Reactive Armor Hardener which stacks against each other.

You will NEVER be able to reach 100% resistance, even if you had a thousand midslots to fill with one resist type.


So with this set up what number will my kinetic and explosive be at???

Just looking for clarity.

Thanks

Damage control and passive hardeners cannot be overheated.

Base explosive resists on the Wolf is 50% on shields, with one amplifier you get 75.2% with perfect skills. Add in the T2 resist rig for explosive and you're up to 82.7%, and with Damage Control II added 84.9% resistance against Explosive damage. That is added in the order of highest resist increase first, as the game does the computation.

Each consecutive module that affects the same stat will be penalized more, and the base hull value also affects how much the first module will give you as seen with it going from 50% to 75.2% instead of applying 100% (which would be 100.38% with perfect skills).

As a comparison let's look at the Abaddon, Amarr battleship with 8 low slots and 20% armor hp bonus at max skills. With 8 of the top-tier officer active hardeners that each give 76.8% (92.16% overheated). With a base resist of 60% EM with Amarr Battleship 5, and 3 T2 EM resist rigs plus the 8 officer hardeners you get up to 98.8% EM resistance, all overheated.

That is with each rig showing as 35% EM resistance (x3), base 60% resist (lvl skills), 8 overheated EM Hardeners at 92.16% (x8). Yet it still won't let you get further than 98.8%

I don't remember all the math on the resist penalties according to base resist and such, but this should give you an idea about how they stack, somewhat. Overall past the fourth module affecting the same stat it's generally useless.


Thanks for the explaination.
Barton Breau
University of Caille
Gallente Federation
#14 - 2014-05-06 01:44:23 UTC
Steel-Stone wrote:
So with this setup is my kinetic now 68% from 58% or 78%???



You could, you know, fly out of a station, turn modules on and look at the fitting window?

One more thing, modules get added on one by one, so not 92% from two 46% modules, but very simply put starting from 0 resist:
(46% cut away from 100% hole) + ((46% * stacking penalty for second module 0.86) cut away from leftover 54% hole)
= 46% + (46% * 0.86 of 54%)
= 46% + (39.56% of 54%)
= 67.3624% final resist
Aerie Evingod
Midwest Miners LLC
#15 - 2014-05-06 01:47:24 UTC
If you have 40% base resists (kinetic for example) and add a 50% hardener the 50% affects the difference between the 40% and max (100%); so you would have 60%*0.5=30% extra resists or a total of 70%. Your next hardener would apply its effect to the difference between 70% and max but is also subject to a stacking penalty (Damage control exempt, 30%*0.125=3.75% for a total of 73.75%).
Last Wolf
Umbra Wing
#16 - 2014-05-06 11:49:41 UTC
Why don't you just open the fitting window?

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#17 - 2014-05-06 12:28:09 UTC
Go get EFT, Pyfa, or some similar tool and play with fits. Then you can mess around with ships and mods you can't necessarily afford or use.
IIshira
School of Applied Knowledge
Caldari State
#18 - 2014-05-07 16:19:26 UTC
Antillie Sa'Kan wrote:
Go get EFT, Pyfa, or some similar tool and play with fits. Then you can mess around with ships and mods you can't necessarily afford or use.


This^

Who needs a shield booster with 100% resists! LMAO
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#19 - 2014-05-08 00:13:23 UTC
Adding brings you that many % closer to 100% (after stacking penalties)

Its basically the Dichotomy paradox.

BYDI recruitment closed-ish

Jack Miton
School of Applied Knowledge
Caldari State
#20 - 2014-05-08 02:22:34 UTC
The stupidity level of this thread is very high...
lrn2stackingpenalty

There is no Bob.

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