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Order of weapons affecting overload? For real?

Author
Gabrielle Lamb
Pator Tech School
Minmatar Republic
#1 - 2012-10-07 20:14:03 UTC
Basically I've just discovered something that maybe I should've discovered a long time ago ;p

Anyhow, some examples:
HAM Launcher II - Overload 2m19sec
Neut - Not overloaded head damage 2m19sec
HAM Launcher II - Overload 2m7sec
Neut - Not overloaded head damage 2m19sec
Ham Launcher II - Overload 2m19sec

HAM Launcher II - Overload 1m60sec (lol?)
HAM Launcher II - Overload 1m52sec
HAM Launcher II - Overload 1m60sec
Neut - No damage
Neut - No damage

HAM Launcher II - Overload 2m30sec
Neut - No damage
Neut - 2m30 sec
HAM Launcher II - Overload 2m4sec
HAM Launcher II - Overload 2m11sec

The way I figure it it's something like:
1 slot away from overloaded + 2 slots away from overloaded = no damage.
Overloaded in slot above and slot below = damage

So, for something like a Tengu with 6 launchers, the optimal grouping and overload pattern with 6 launchers would be:
Group 1+4
Group 2+5
Group 3+6

Rather then
Group 1+2
Group 3+4
Group 5+6

In order to be able to overload more while taking less damage?

Seriously, do I really need to take this in to account too now when making fits? O.o
Tamiya Sarossa
Resistance is Character Forming
#2 - 2012-10-07 20:27:34 UTC
Gabrielle Lamb wrote:

The way I figure it it's something like:
1 slot away from overloaded + 2 slots away from overloaded = no damage.
Overloaded in slot above and slot below = damage


AFAIK all items on a rack have a chance to be damaged, but the closer modules do take more damage. Damage doesn't wrap around so the traditional method is to throw a nuet in the middle of your gun group to act as a heatsink - when I have a full rack of guns I usually use two weapon groups, alternating which weapon is in which group as I go down the rack to maximize the time i can overheat one group - this has the added advantage of spreading out heat damage so if I overheat too long and burn out a group some of the guns will still be intact when I clear the group. (for some reason if all your guns are grouped together, and they are the only ones are OHed, then they all burn out at the same time, so something weird goes on with heat and groups that I won't pretend to understand.)

TLDR; yes order does matter for OHing, take it into account.
Gabrielle Lamb
Pator Tech School
Minmatar Republic
#3 - 2012-10-07 20:44:02 UTC
Well if EFT is correct, if modules are more then two slots apart they will not affect the modules in between themselves.

For instance:
1. OH
2. Not
3. Not
4. OH
5. Not

Then modules 2-3 will be subjected to an equal amount of heat and act like heatsinks but not take damage (like 95%+ heat though)

But if its:
1. OH
2. Not
3. OH
4. Not
5. OH
Then all will take damage but 2 and 4 will act as heatsinks and delay the burnout. Number 3 will take increased damage due to producing heat damage of its own in combination with low heat damage from modules 1 and 5.

But again, if its:
1. OH
2. OH
3. Not
4. Not
5. OH
Then module 3 will be subjected to weak heat damage from 1 and 5 compiled with strong heat damage from number 2, which means it will take damage too.

On the other hand if its:
1. OH
2. Not
3. Not
4. Not
5. OH

Then modules 1 and 5 will both have a long burn time but 2, 3 and 4 do not take heat damage.

If you're grouping 6 launchers on the other hand then doing a pattern of:
1 and 4, 2 and 5, 3 and 6 will give you the longest individual burnout time if only overloading 2 at a time.
But grouping 1+6, 2+5 and 3+4 will give you the most predictable burnout times while overloading more then 2 modules at a time. Since modules 1+6 will both affect each other in an equal matter, same as, modules 2 and 4 and 3 and 4. Creating an equal burn pattern but shorter overload times. But helping if you're say overloading 4 modules at once while keeping the other two as heatsinks. In which case sparing modules 1+6 should give the greatest effect?

And then on defensive modules if you're armor tanking with dualrep you wanna keep them as far apart as possible. And with say invuln field + shield booster you wanna keep passive modules like shield extenders and shield boost amps in the middle.

****, as if EVE wasn't complicated enough. Now my brain is spinning
Sakari Orisi
Doomheim
#4 - 2012-10-07 22:00:50 UTC
EFT is wrong on this, its only an approximation after all. Any module on the rack can be damaged when overheating, even the one at the complete opposite side (though the chance for this to happen is really low, of course)
Muad 'dib
State War Academy
Caldari State
#5 - 2012-10-07 22:28:50 UTC
Mixing the modules in order of likely to be heated modules, with less likely, is noticeable, but not to the point where you should be worrying about trying to squeeze out every last drop of heat spreading.

Just mix them up a bit in the fitting window and you are done.

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Kaanchana
Tax-haven
#6 - 2012-10-07 22:46:17 UTC
Its simple really. The more a mod is closer to a heated one, the more it will be damaged.

So to get optimal performance, put the buffer mods in between the ones you will heat.

IN the tengu in your example, it doesn't matter how you group it because the damage will be the same to all mods since you overheat all of them. If you will be overheating only one group then it makes sense to group them randomly although no one will O/H only 2 out of 6 launchers.

But say in a machariel, you put 3 guns/ 1 neut/ 4 guns so that there is a little more buffer for heat. This also means the neut will be damaged from the heat from guns.

Same with all other slots. If you overheat your MWD, the damage will spread to the shield extender too.
Marcus Gideon
Triglavian Assembly
#7 - 2012-10-08 00:33:15 UTC
Gabrielle - Your spiffy charts are spiffy... but rather uninformative.

You are displaying order of modules, and saying some take damage and some do not. But you're not saying which you are overheating at the time, and which are operating normally.

Overheating is a complicated mechanic, and you can't just eyeball it and predict the outcome. Heat damage depends on skills trained, meta of items involved, spacing, etc...

Some items are more prone to taking heat damage. Some items are more resistant. Some have more heat HP, so they live longer even if they are taking damage.

That's why EFT is a "guideline" for playing Eve. Its not the same as playing. I use EFT to make sure modules will fit in a given ship, before I waste the ISK on buying them. But after that, I take the numbers it gives as rough estimates.

If you really want to know how modules will perform... go sit in a belt, shoot at an asteroid, and cook your mods until you have an idea of what works.
Gerrick Palivorn
Caldari Provisions
Caldari State
#8 - 2012-10-08 00:58:16 UTC
An interesting observation, but I'll have to agree with Marcus Gideon on this one. There would be a definate advantage (I'm sure someone has done this) to actually running tests and running statistical analysis on the data of the placement on the fitting screen and the longevity of the Overheat due to relative position. Shoot I might do it just to satisfy my curiousity.

Good luck.

MMOs come and go, but Eve remains.  -Garresh-

Tippia
Sunshine and Lollipops
#9 - 2012-10-08 01:50:23 UTC
…also, I can't remember seeing any heat simulations that take into account that an empty slot is a better heat sink than having a module there.
Marcus Gideon
Triglavian Assembly
#10 - 2012-10-08 03:03:24 UTC
I heard (from a friend of a friend, whose neighbor knows a guy) that there used to be a difference between an empty slot and a "heat sink" module.

But they revamped Heat somewhere along the way, and now it doesn't matter.

Not to say the heat carries regardless, only that you could fit that offline neut, or leave it empty. The heat will dissipate across the slot the same regardless.
Tippia
Sunshine and Lollipops
#11 - 2012-10-08 04:29:35 UTC
The difference is that if the slot is empty, the heat damage just goes away. Less to repair if nothing else… Blink
Marcus Gideon
Triglavian Assembly
#12 - 2012-10-08 04:44:41 UTC
Good point...

Particularly if you're wandering in someone else's back yard, and can't use station facilities to repair.

Paste can be hard to come by, depending on where you roam. =)
Barrogh Habalu
Imperial Shipment
Amarr Empire
#13 - 2012-10-08 07:49:40 UTC
It is worth pointing out that EFT is a bit buggy with slot numbers, especially when you are working with T3s. If you change subsystems after you fit some modules, you can see this glitch.

Basically, if we give adjacent numbers to adjacent slots, your rack should look like this:

1
2
3
4
5
6

1 and 6 being slots adjacent to only one (2 and 5, respectively). But sometimes EFT will give you rack that works like this:

2
3
4
5
6
1

1 nd 6 work like they still are adjacent only to one slot, but they are shown as one of them is in the middle.
Doesn't look like it was fixed in 2.16...
ROXGenghis
Perkone
Caldari State
#14 - 2012-10-08 17:50:38 UTC
In which all your questions are answered:

Jester's Overheating Guide
Marcus Gideon
Triglavian Assembly
#15 - 2012-10-08 23:03:44 UTC
Barrogh Habalu wrote:
It is worth pointing out that EFT is a bit buggy...

Do keep in mind, EFT isn't a CCP product at all.

It's made by a player, and I'm glad he updates it regularly anyway.