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Module Overload

Author
flaming phantom
Unlimited LTD
#21 - 2014-10-01 14:06:07 UTC
Arsine Mayhem wrote:
flaming phantom wrote:
Well he did quote it saying it's chance based, so you could just be having bad (or good, depends on your POV) luck. I am still wondering if it's worth it or not to place modules with buffer spots in mind, since the evidence and what I've always known seem to be conflicting.

I might have to get my test client up to date and test it out myself tonight.


Please do test it out.

I've run around 10 tests. Mostly on the test server. It's all about the same.

With modules assigned to the following slots: (not rack positions)

Med 1 - AB
Med 2 - Large Shield Extender
Med 3 - Cap Booster
Med 4 and 5 Adaptive Invuls
Med 6 - Shield Booster

It comes out as:

I overloaded the AB to 69% and the rest of the modules are damaged as follows, cap booster 35%, Adaptive 35%, Adaptive 23%, Shield booster 23%. Shield extender doesn't overload so no damage.

I still don't agree with the rack thing either. If you overload a Rack and I have both medium and high slot modules in it, the rack should get overloaded. Hence the term "overload rack".

The whole thing is way to oversimplified. There is really no way to overheat one module.


I remember hearing that some people pvped with all their passive modules visible, because they have burnt out their sheild extenders or something. I have never tested that, but that's something else I will have to tinker around with tonight.

I am also not positive with the rack thing, but I don't think it OHs everything on the "rack", but it overheats all high, med, or low modules. Again, something to test.

Also, you definitely can overheat one module by clicking on the little green area at the top of a module in the rack, or you can shift click it (if not shift click, then i think its ctrl click)
Ralph King-Griffin
New Eden Tech Support
#22 - 2014-10-01 14:07:01 UTC  |  Edited by: Ralph King-Griffin
Arsine Mayhem wrote:


I still don't agree with the rack thing either. If you overload a Rack and I have both medium and high slot modules in it, the rack should get overloaded. Hence the term "overload rack".

The whole thing is way to oversimplified. There is really no way to overheat one module.

...shift click...and you give out to me...


entire rack (all the highslots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.
Arsine Mayhem
Doomheim
#23 - 2014-10-01 15:00:21 UTC
flaming phantom wrote:


I remember hearing that some people pvped with all their passive modules visible, because they have burnt out their sheild extenders or something. I have never tested that, but that's something else I will have to tinker around with tonight.

I am also not positive with the rack thing, but I don't think it OHs everything on the "rack", but it overheats all high, med, or low modules. Again, something to test.

Also, you definitely can overheat one module by clicking on the little green area at the top of a module in the rack, or you can shift click it (if not shift click, then i think its ctrl click)


Yea, that was the initial plan. I have a logitech G11 keyboard with 18 keys + M1-M3 so a total of 54 positions I can assign.

M2 rack of keys were to be assigned to 1-6 rack positions for high, med, low so I can overheat any single module.

So I assigned Shift + F1 - F6, Alt Shift + F1 - F6, Ctrl Shift + F1 - F6 which works out good because the keys are in groups of 6. Easier to remember what key goes to what.

Overloading a single module is pointless though because it destroys all of the modules in the same slot group.

From what I've read it's not suppose to trash the whole group.
flaming phantom
Unlimited LTD
#24 - 2014-10-01 15:26:02 UTC
Arsine Mayhem wrote:
flaming phantom wrote:


I remember hearing that some people pvped with all their passive modules visible, because they have burnt out their sheild extenders or something. I have never tested that, but that's something else I will have to tinker around with tonight.

I am also not positive with the rack thing, but I don't think it OHs everything on the "rack", but it overheats all high, med, or low modules. Again, something to test.

Also, you definitely can overheat one module by clicking on the little green area at the top of a module in the rack, or you can shift click it (if not shift click, then i think its ctrl click)


Yea, that was the initial plan. I have a logitech G11 keyboard with 18 keys + M1-M3 so a total of 54 positions I can assign.

M2 rack of keys were to be assigned to 1-6 rack positions for high, med, low so I can overheat any single module.

So I assigned Shift + F1 - F6, Alt Shift + F1 - F6, Ctrl Shift + F1 - F6 which works out good because the keys are in groups of 6. Easier to remember what key goes to what.

Overloading a single module is pointless though because it destroys all of the modules in the same slot group.

From what I've read it's not suppose to trash the whole group.


Well from what I understood, damage was supposed to move to the adjacent modules. The thing I am finding perculiar is that it is also that it deals more damage to otehr modules, but if it's chance based, then so it is. I also thought passive modules also took damage. I wil test this tonight I think.

As you are saying it does destroy the whole rack, that is correct though. If you look at your HUD, right above the capacitor, there are 3 little bars with needles in them (between your cap and life bars). That is the heat level of your ship. Notice if you OH a high module, the left (if not left, then right) bar moves up, and that is how hot your top rack is, making it much more likely you will damage high slot modules from the heat. The middle and other side bar correspond to the medium and low slots.

And it is worth it to just overheat one module, as those bars go up slower, meaning you take less heat damage quicker. OH your entire high rack and watch that heat max out almost instantly
Ralph King-Griffin
New Eden Tech Support
#25 - 2014-10-01 15:58:08 UTC  |  Edited by: Ralph King-Griffin
*pinches nose*

from the link in the Loids first comment.

EveUniWiki wrote:
Modules that are overheated generate heat. This heat builds up relatively quickly over time, and causes damage to the module, and any module next to it in the same rack. Heat damage is what limits the use of overheating and has to be balanced between the need for the extra boost, and the risk of losing the module entirely.

Every module has a certain amount of health (visible in the repair shop or when you compare multiple mods from the variants tab on the info screen) and overheating does a set amount of damage, found in the attributes tab of the info window for the module. When the amount of heat damage is greater than the module health, the module will 'burn out' and cease working until it is repaired in a station's repair shop.

Two modules overheated, and next to each other in the same rack will damage each other as well as themselves, causing them to burn out that much faster. Care has to be taken whilst fitting a ship to try and fit modules that are likely to be overheated away from each other. Note that whether or not modules are 'next to each other' is determined on the fitting screen, and not the location of the buttons on your screen in space. Moving the buttons around has no effect on heat transfer.

This is because in addition to taking the listed heat damage in the info tab, each overheated mod has a percentage chance to damage other modules in the rack. This "splash damage", when multiplied by having more than one module overheated, can lead to very rapid heat damage. The tachyometer-looking heat displays around the capacitor in the central HUD display a kind of damage multiplier, from 1-4, that increases the amount of heat damage taken the more heat is built up in the rack.

Some people fit offlined modules in between modules they plan on overheating to act as a 'heat sink' and limit the transfer of heat. Of course, this means a slot isn't being fully used, and could be a waste, so a balance has to be struck (however, this can be a good option for utility slots, eg. the 8th high slot on a ship with 7 missile or turret hardpoints). What happens is, if the RNG for the splash damage hits the offlined module or the empty slot, no damage is done and you can effectively overheat longer. Note that empty and offline slots are effectively equivalent for overheating purposes, so there's no need to place modules you won't ever online.
flaming phantom
Unlimited LTD
#26 - 2014-10-01 17:57:44 UTC
Ralph King-Griffin wrote:
*pinches nose*

from the link in the Loids first comment.

EveUniWiki wrote:
Modules that are overheated generate heat. This heat builds up relatively quickly over time, and causes damage to the module, and any module next to it in the same rack. Heat damage is what limits the use of overheating and has to be balanced between the need for the extra boost, and the risk of losing the module entirely.

Every module has a certain amount of health (visible in the repair shop or when you compare multiple mods from the variants tab on the info screen) and overheating does a set amount of damage, found in the attributes tab of the info window for the module. When the amount of heat damage is greater than the module health, the module will 'burn out' and cease working until it is repaired in a station's repair shop.

Two modules overheated, and next to each other in the same rack will damage each other as well as themselves, causing them to burn out that much faster. Care has to be taken whilst fitting a ship to try and fit modules that are likely to be overheated away from each other. Note that whether or not modules are 'next to each other' is determined on the fitting screen, and not the location of the buttons on your screen in space. Moving the buttons around has no effect on heat transfer.

This is because in addition to taking the listed heat damage in the info tab, each overheated mod has a percentage chance to damage other modules in the rack. This "splash damage", when multiplied by having more than one module overheated, can lead to very rapid heat damage. The tachyometer-looking heat displays around the capacitor in the central HUD display a kind of damage multiplier, from 1-4, that increases the amount of heat damage taken the more heat is built up in the rack.

Some people fit offlined modules in between modules they plan on overheating to act as a 'heat sink' and limit the transfer of heat. Of course, this means a slot isn't being fully used, and could be a waste, so a balance has to be struck (however, this can be a good option for utility slots, eg. the 8th high slot on a ship with 7 missile or turret hardpoints). What happens is, if the RNG for the splash damage hits the offlined module or the empty slot, no damage is done and you can effectively overheat longer. Note that empty and offline slots are effectively equivalent for overheating purposes, so there's no need to place modules you won't ever online.


that's bascially how i thought it worked, and in my testing i just did, it seems to be so. I was trying different slot layout on my sleipnir, and OH usually inflicted most damage to nearby modules. However sometimes further away modules got more. random is as random does... Putting in buffer mods helped, but even passive mods can take damage, and i did manage to burn out my shield extenders.
James Baboli
Warp to Pharmacy
#27 - 2014-10-01 19:33:47 UTC
Arsine Mayhem wrote:


I overloaded the AB to 69% and the rest of the modules are damaged as follows, cap booster 35%, Adaptive 35%, Adaptive 23%, Shield booster 23%. Shield extender doesn't overload so no damage.


Passive modules can and do accumulate heat damage in a passive manner when the heat of the rack gets high enough, and from some testing, act as much stronger buffers than non-overheatable mods to such overheat spreading at medium and low rack heat.

In medium rigorous testing ( on the close order of 1000 modules over heated to death on test server) the spread appears to be gaussian-esque with an average spread equal to N+1/2 where n= number of slots in the rack. thus putting a module in the spot opposite something highly overheated is the best way to maximize the chances of it living as long as possible.

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