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Ships & Modules

 
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Scripts and stacking penalties

Author
Vernon Legaspe
Deep Core Mining Inc.
Caldari State
#1 - 2016-05-04 06:04:26 UTC
A ship has two omnidirectional tracking links equipped. These each provide a 7.5% bonus to drone optimal, a 15% bonus to tracking speed, bonuses to explosion velocity and explosion radius, and a 15% bonus to drone falloff. I assume these bonuses are stacking penalized if multiple omnis are used, but I am not certain.

The omnidirectional tracking link has the option of being loaded with two scripts: one for optimal and one for tracking. Loading a script doubles the chosen bonus while removing the bonus for the other stat, for example loading the optimal range script doubles the optimal and falloff bonus while removing the tracking bonus, and vice versa with the tracking script.

My question is, does loading one of each script do away with the stacking penalty one would normally get when using two unscripted modules? I.e. if you have two omnis and load one with the tracking script and one with the optimal script, are they more effective since there is no stacking of modifiers?

The answer to this question presumably applies to every module that uses a script, like damps, tracking disruptors, etc.
Khan Wrenth
Viziam
Amarr Empire
#2 - 2016-05-04 06:12:49 UTC
I believe so. For a definitive answer, it's usually best to download PYFA as it will answer similar questions you'll have in the future.

Mind you, PYFA can't tell you if something is a good idea or not, it just gives you technical information about how things work.
Zhilia Mann
Tide Way Out Productions
#3 - 2016-05-04 06:35:04 UTC
Yes. Opposite scripting will avoid stacking penalties. This is because modules themselves are NOT stacking penalized. Individal attributes get penalized. This also explains why, for instance, TEs stack with TCs and why T2 damage and RoF rigs give such a large effective bonus while T1s usually do little.
Gully Alex Foyle
The Scope
Gallente Federation
#4 - 2016-05-04 07:13:41 UTC
Vernon Legaspe wrote:
My question is, does loading one of each script do away with the stacking penalty one would normally get when using two unscripted modules?
YES

Vernon Legaspe wrote:
if you have two omnis and load one with the tracking script and one with the optimal script, are they more effective since there is no stacking of modifiers?
YES

Vernon Legaspe wrote:
The answer to this question presumably applies to every module that uses a script, like damps, tracking disruptors, etc.
NO!

It depends on the module bonus. Up to 15% bonus, 2 scripted are better. Over 15% bonus, 2 unscripted are better.

That's because the stacking penalty is 0.869. With some quick math you get (1-0.869)/0.869 as the upper limit of the bonus, which is just over 15% (15.07xxxxxx).

2 sensor boosters (30% bonus to targeting range and/or scan res) are best left unscripted, for example, if you want both max range and max scan res.

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C-137
C3 Corporation
#5 - 2016-05-29 18:23:12 UTC  |  Edited by: C-137
Gully Alex Foyle wrote:

2 sensor boosters (30% bonus to targeting range and/or scan res) are best left unscripted, for example, if you want both max range and max scan res.


That only works on things that stack multiplicative. The SB's give 30%/30% or 60%/0%, the only reason a dual unscripted is better is because (1.3*1.3 > 1.6) So you end up with ([1 + 30 * 0.869 / 100] * 1.3) or 1.638

Dual SB II No Script
- 614.6 Scan Res
- 122.92 Targeting Range

Dual SB II Dual Scripts
- 600 Scan Res
- 120 Targeting Range

Take a Small Beam Lazer:

2x Track Comp, No Script
- 9446 + 4062 m Range
- 146.241 Tracking

2x Comp, Scripts
- 9487 + 4062 m Range
- 146.25 Tracking
The Bigpuns
United Standings Improvement Agency
#6 - 2016-05-30 11:02:57 UTC
C-137 wrote:
Gully Alex Foyle wrote:

2 sensor boosters (30% bonus to targeting range and/or scan res) are best left unscripted, for example, if you want both max range and max scan res.


That only works on things that stack multiplicative. The SB's give 30%/30% or 60%/0%, the only reason a dual unscripted is better is because (1.3*1.3 > 1.6) So you end up with ([1 + 30 * 0.869 / 100] * 1.3) or 1.638

Dual SB II No Script
- 614.6 Scan Res
- 122.92 Targeting Range

Dual SB II Dual Scripts
- 600 Scan Res
- 120 Targeting Range

Take a Small Beam Lazer:

2x Track Comp, No Script
- 9446 + 4062 m Range
- 146.241 Tracking

2x Comp, Scripts
- 9487 + 4062 m Range
- 146.25 Tracking


What doesn't stack multiplicatively? Just thinks like shield extenders that give an absolute rather than percentage bonus?