These forums have been archived and are now read-only.

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

Ships & Modules

 
  • Topic is locked indefinitely.
 

using modules of same kind with penalty

Author
Revara Ormand
The Scope
Gallente Federation
#1 - 2012-09-03 13:39:29 UTC
quick question

when looking up fits I see many people using mods like for example the magentic field stabalizer that say if you use another simular mod like that you will get a penalty.

still i see people using more then 1 of such a mod.

The penalty is not strong enough for the boost it gives?

So is it worth to field 2 of the same kind of mods?
Riot Girl
You'll Cowards Don't Even Smoke Crack
#2 - 2012-09-03 13:55:22 UTC
Yes, sometimes. My SNI uses 4 BCSes.
Seraph Castillon
In Control
#3 - 2012-09-03 14:11:23 UTC  |  Edited by: Seraph Castillon
The best answer I can give here is: download EFT and see for yourself.

Yes those modules get a stacking penalty, but that is rarely an reason not to use 2 of them. Fitting 3 or 4 of the same module is also not uncommon (though 4 is pushing it really). It all depends on what your ship is meant to do and which modules allow it to fill that role in the best possible way.
Tomcio FromFarAway
Singularity's Edge
#4 - 2012-09-03 14:35:58 UTC
On my Loki I get 315 base dps.

With 1 gyro stab I get : 387 ( that's a 72 bonus dps ) ~22% bonus to base damage
With 2 gyro stabs I get : 463 ( that's another 76 bonus dps ) ~24% bonus to base damage
With 3 gyro stabs I get : 521 ( that's another 58 bonus dps ) ~18% bonus to base damage

Total bonus to damage : ~65%

As you can see using second gyro is giving bigger bonus ( per module ) than first one. You start 'loosing' bonuses when fitting 3+.

Each module applies it's bonus separately ( to value modified by previous module ) and each consecutive mod has stacking penalty applied.

First mods is 100% strong.
Second mod is 87% strong.
Third mod is 57% sting.

First mod applies it's full bonus to base damage.
Second mod applies 87% of it's bonus to ( base damage + first mod bonus ).
Third mod applies 57% of it's bonus to ( base damage + first mods bonus + second mod bonus ).

People usually fit at least two weapon mods ( biggest boost for used slots ). Third mod is quite often added if fitting allows it ( sometimes bigger bonus is more important than a slot, especially when it comes to damage ). More than 3 mods is very uncommon.
Tarn Kugisa
Kugisa Dynamics
#5 - 2012-09-03 19:04:26 UTC
If you fit up a ship such as a Raven, you wouldn't use 4 BCU's simply because you need the last 2 lows for your cap.

Fitting 5 Damage mods is just stupid, it doesn't even give over 5% more IIRC
IIRC:
1st mod - 100% Bonus
2nd mod - ~80% Bonus
3rd mod - ~40% Bonus
4th mod ~10% Bonus

It gets exponentially smaller

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Zhilia Mann
Tide Way Out Productions
#6 - 2012-09-03 19:29:15 UTC
Tarn Kugisa wrote:
If you fit up a ship such as a Raven, you wouldn't use 4 BCU's simply because you need the last 2 lows for your cap.

Fitting 5 Damage mods is just stupid, it doesn't even give over 5% more IIRC
IIRC:
1st mod - 100% Bonus
2nd mod - ~80% Bonus
3rd mod - ~40% Bonus
4th mod ~10% Bonus

It gets exponentially smaller


Meh. Bad numbers are bad.

1st: 1
2nd: .87
3rd: .57
4th: .28
5th: .11
6th: .03
7th: .006
8th: .001

Formula: 0.5^(((stacking number-1)/2.22292081)^2)

And just because it hasn't been mentioned yet in this thread: modules don't stack, attribute modifiers stack. What's the difference? Well, take damage mods as an example. Say you fit three of them plus a T2 RoF rig. Since damage mods affect both damage and RoF, the damage stack goes damage mod 1, damage mod 2, damage mod 3 but the RoF stack goes rig, damage mod 1, damage mod 2, damage mod 3. So the damage mods exist in both the first, second, and third position with regard to their raw damage increase but in the second, third, and fourth position with regard to their RoF increase.

Clear as mud?
Marcus Gideon
Triglavian Assembly
#7 - 2012-09-04 05:32:10 UTC
Zhilia Mann wrote:
And just because it hasn't been mentioned yet in this thread: modules don't stack, attribute modifiers stack. What's the difference? Well, take damage mods as an example. Say you fit three of them plus a T2 RoF rig. Since damage mods affect both damage and RoF, the damage stack goes damage mod 1, damage mod 2, damage mod 3 but the RoF stack goes rig, damage mod 1, damage mod 2, damage mod 3. So the damage mods exist in both the first, second, and third position with regard to their raw damage increase but in the second, third, and fourth position with regard to their RoF increase.

Clear as mud?

Ah hah!

But what if I arranged them more like...

Gyro
DC
Gyro
EANM
Gyro

Huh!? What then!?

=)
[spoiler]Nothing special lol[/spoiler]
Shereza
Center for Advanced Studies
Gallente Federation
#8 - 2012-09-04 15:03:30 UTC
Tarn Kugisa wrote:
If you fit up a ship such as a Raven, you wouldn't use 4 BCU's simply because you need the last 2 lows for your cap.


If you have enough skills, and/or money, and know how to do the missions "safely" you don't need to use any of your low slots for capacitor on a raven. In point of fact you can field, and power, a tank strong enough for smart L4 mission running with 4 cap mods at most, three CR2s and a CCC rig, while leaving your low slots free to push 700+ rDPS.
Salpad
Carebears with Attitude
#9 - 2012-09-05 00:45:17 UTC
Marcus Gideon wrote:
Zhilia Mann wrote:
And just because it hasn't been mentioned yet in this thread: modules don't stack, attribute modifiers stack. What's the difference? Well, take damage mods as an example. Say you fit three of them plus a T2 RoF rig. Since damage mods affect both damage and RoF, the damage stack goes damage mod 1, damage mod 2, damage mod 3 but the RoF stack goes rig, damage mod 1, damage mod 2, damage mod 3. So the damage mods exist in both the first, second, and third position with regard to their raw damage increase but in the second, third, and fourth position with regard to their RoF increase.

Clear as mud?

Ah hah!

But what if I arranged them more like...

Gyro
DC
Gyro
EANM
Gyro

Huh!? What then!?

=)


The biggest bonus gets the 0% penalty. The 2nd biggest gets the 13% penalty, and so forth... Doesn't matter what order you fit them in, or in which slots, or whether we're talking rigs or modules.

As for RoF and damage bonuses from the same modules, I'd guess they're calculate seperately, that is the stacking penalty applies on a per-bonus basis rather than on a per-module/-rig basis.
Zhilia Mann
Tide Way Out Productions
#10 - 2012-09-05 02:10:19 UTC
Salpad wrote:
As for RoF and damage bonuses from the same modules, I'd guess they're calculate seperately, that is the stacking penalty applies on a per-bonus basis rather than on a per-module/-rig basis.


Yes. That's pretty much what I said.

As another example, think of resists. You fit, say, an EANM, two explosive hardeners, and a kinetic hardener. In the case of explosive resists, the EANM is third in the stack, operating at 57% of its potential. In the case of kinetic, the EANM is second in the stack and gets 87% of its possible resists. On thermal and EM, the EANM gets full effect because it is first in the stack.
Revara Ormand
The Scope
Gallente Federation
#11 - 2012-09-05 13:58:09 UTC
clear for me now

tnx all for the reply