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CN-BCU penalty question

Author
Lemok Sonji
Lethal Devotion
Escalation Theory
#1 - 2011-10-26 10:57:09 UTC
I used ETF + advices to find a good fit for my SNI.

I put 4xCN-BCUs to accommodate my CN cruise missile launchers.
When I undock and check the missile damage and launcher rate, I see that missile damage did not change at all from the 4th BCU, and the launchers gained a "massive" 0.2 sec.
Of course it seems that ETF does not take the penalty into consideration for some reason.

I currenly only use cap rigs as I don't have full skills in order to maintain cap stable, as I don't use cap boosters, if it matters.


So, TL;DR: How many BCUs is considered good before penalty kicks in your face?


Cheers.
Efraya
V0LTA
New Eden Alliance 99013733
#2 - 2011-10-26 10:58:39 UTC
http://www.eve-wiki.net/index.php?title=Stacking_penalty

Modules Effect of nth module Cumulative bonuses with N modules ,each giving 10% Cumulative bonuses with N modules ,each giving 20%
1 100% 10 % 20 %
2 87% 19.6% 40.9%
3 57% 26.4% 56.9%
4 28% 29.9% 65.7%
5 10.5% 31.3% 69.2%
6 3% 31.7% 70.2%

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Lemok Sonji
Lethal Devotion
Escalation Theory
#3 - 2011-10-26 11:04:41 UTC
Thanks.

So from this, I should see an increase of 4% when I put the 4th CN-BCU. But for some reason it stay the same when I undock and check the missile info when its in my launcher.

So that is normal, or I'm just looking at it wrong?
Yume Mei
Khanid Dynamics
#4 - 2011-10-26 11:17:36 UTC
Show info on missiles always shows the base values, before skills and other modifiers. EFT is the easiest way to figure out exact numbers.
Jenn Makanen
Doomheim
#5 - 2011-10-26 12:00:36 UTC
if you open up the fitting window, and check the charge info, if should show you what you're actually getting.

To check, try disabling the BCUs one by one and rechecking the charge info.
stoicfaux
#6 - 2011-10-26 13:10:51 UTC
Lemok Sonji wrote:

So, TL;DR: How many BCUs is considered good before penalty kicks in your face?


The 4th BCU provides ~6.5% boost in firepower, which is nothing to sneeze at. Beyond four and the stacking penalties are just too severe.

However, it's common to use a BCU II instead of a 4th faction BCU to save on costs. You only lose a few points of DPS in doing so.

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

Tanya Powers
Doomheim
#7 - 2011-10-26 13:26:00 UTC  |  Edited by: Tanya Powers
Yume Mei wrote:
EFT is the easiest way to figure out exact numbers.
This


Use 3 CN BCU's up your ROF skill up to 5 and use 5% rof implant: less than 3.5sec ROF with T2 launchers, enough to spit a very good dps with 6 HM launchers 2riggor 1flare and obviously T2 ammo (keep some faction like 1K of each for ceptors)

Just an opinion
Lemok Sonji
Lethal Devotion
Escalation Theory
#8 - 2011-10-26 22:17:03 UTC
Jenn Makanen wrote:
if you open up the fitting window, and check the charge info, if should show you what you're actually getting.

To check, try disabling the BCUs one by one and rechecking the charge info.


Thanks.

I did that, and its odd.

The missile damage stays at 433.17 no matter if I disable as many BCUs as I want.
That is when I'm undocked and I show info on the charge in the fitting window.
The launcher does go from 7.92 to 7.71, but missile damage never change.

Is that how its supposed to be with missiles?
Nezumiiro Noneko
Alternative Enterprises
#9 - 2011-10-27 01:15:18 UTC  |  Edited by: Nezumiiro Noneko
Tanya Powers wrote:
Yume Mei wrote:
Show info on missiles always shows the base values, before skills and other modifiers. EFT is the easiest way to figure out exact numbers.



Use 3 CN BCU's up your ROF skill up to 5 and use 5% rof implant: less than 3.5sec ROF with T2 launchers, enough to spit a very good dps with 6 HM launchers 2riggor 1flare and obviously T2 ammo (keep some faction like 1K of each for ceptors)

Just an opinion



this works nice. My tengu pilot's clone is implanted like this. Its gets you back a low slot on a tengu (or most other caldari bigger ship like ravens). Lets you fit someting else you may find more useful.

Nice for other smaller ships as well. Not saying don't bcu a rocket/light missile spamming frigate but if a tight fit you could lose that bcu for something else since that bcu's rof bonus is in your head so to speak. Bit less damage but not earth shattering losses in my opinion on the frigs.

Also for 3-4.....run both setups in game and decide. If poor, go to sisi. Its really a personal choice. I don't run 4. I tried both, and in flight benefits to that 4th bcu I did not see ( I didn't see eft warrior benefits either tbh, but I gave it go anyway) . Well see any benefit to the point I preferred it over putting a more what I deemed more useful low slot mod. thats jsut me though, you fly how you want based on your own testing if you do it.

Could aslo have the 2-3 debate for a passive drake as well. Try both and pick the one you like. I like 2 for some occasions, 3 for others.
Lemok Sonji
Lethal Devotion
Escalation Theory
#10 - 2011-10-27 10:57:12 UTC
I tried 2 or 4, and I barely see the difference.
Missile damage show info says the same thing whether I have 4 or 0 BCUs online (while undock).
In mission wise, I see that the ROF is faster, but missile damage seems the same.
Tanya Powers
Doomheim
#11 - 2011-10-27 22:41:12 UTC  |  Edited by: Tanya Powers
Lemok Sonji wrote:
I tried 2 or 4, and I barely see the difference.
Missile damage show info says the same thing whether I have 4 or 0 BCUs online (while undock).
In mission wise, I see that the ROF is faster, but missile damage seems the same.



To see your missile dmg after skills/implants/BCU's you need to put your fit in to EFT/Pyfa, of course you must previously plug your char API into EFT/Pyfa import/fetch char skills and use your char instead of "ALL V"

EDIT: ATM in your fitting window the only thing you'll ever see is speed/ impact speed / rad explo / ROF / fly time changes -distance op -falloff / rof / tracking / dmg modifier for hybrid/projectile and can't say for lasers haven't checked
Nezumiiro Noneko
Alternative Enterprises
#12 - 2011-10-28 02:28:30 UTC
Lemok Sonji wrote:
I tried 2 or 4, and I barely see the difference.
Missile damage show info says the same thing whether I have 4 or 0 BCUs online (while undock).
In mission wise, I see that the ROF is faster, but missile damage seems the same.



the difference won't be omfg this is like a golem torp strike jump in damage. It will be subtle drops in mission times. Minute or 2 off this one, minute or 2 off that one. You will see the biggest difference in BS heavy missions like damsel. Rof is more missiles out the door that actually hit for something. Against cruisers and frigs rof won[t show as much as you will hit them like ass, still slow ginds for them with cruise once they get an orbit going. Waht drones are for on cruise missile boats imo. Or certain rigs on a tengu.
Tanaka Sekigahara
United Space Marine Corp
#13 - 2011-10-28 05:33:15 UTC
As someone who flies a lot of missile boats , I have 2 basic setups, a strike setup and a heavy tank setup.

A strike setup has 3 BCUs,damage control and in the rigs a rate of fire rig ( bay loading accelerator)and a missile damage rig (warhead calefaction) . last rig slot is an extender.

A heavy tank setup has 2 BCUs, damage control, and a power diag, and all 3 rigs have shield extenders.

Depending on the application is which ship i take out of hangar.

I find that in almost all applications another module is more benificial in that next low slot that the 4th BCU, either a damage control II, power diag or an overdive injector, for instance.Always use BCU II

As to your true stats, undock, go to show info on the ship in space, go to modules, then go to fitted charges. That will give you the most accurate reading you will get.