# Fitting Math 101

 This is a deprecated class syllabus, intended as historical record for the teaching department. Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

The Math listed can be overwhelming, but the formulas are accurate. It is strongly recommended to view the slides that are attached.

## Fitting Math

• A 1 - 2 hour class.
• The math can be overwhelming. Make sure to link these Slides, from Zanthra Shard, in Lecture.E-Uni

### What this class is about

• How module bonuses are applied
• Additive (Shield Extender Module) vs Multiplicative (Shield Extender Rig)
• How stacking penalties are calculated for stats affected by them, and how severe they are.
• Faction Mods, and the bonuses they can provide.

• List some additive modules, and what their bonuses are.
• Explain how additive module calculations are done. (Base + Addition) * multipliers .
• (Examples available in slides)

### Multiplicative Modules (Without Stacking Penalties)

#### Explain how the ratios should be expressed

• These should be in decimal rather than percent, and be negative or positive. Often you divide the percent shown in show info by 100.
• For some modules the name of the stat is misleading.
• Shield Recharge Rate Bonus is actually a reduction in shield recharge time, and should be displayed as negative.
• Rate of Fire on Damage Mods are inverted, and will be covered later.
• List some multiplicative modules and their bonuses.
• Show how to calculate stats using multiplicative modules (without stacking penalties).
• Demonstrate using both Additive and Multiplicative modules together.

### Explain Shield and Capacitor Recharge

• Average recharge is capacity / recharge time, and peak recharge is 2.5 times that.
• Show example of the calculation.

### Damage Mods and Rate of Fire

• The rate of fire on damage mods is a little misleading.
• To calculate the actual module duration, you divide 1 by rate of fire bonus then multiply the module duration by it.
• If you just want the DPS, you can multiply the rate of fire straight into the damage.

### Stacking Penalties

• Stacking Penalties enourages fitting diversity.
• Stacking penalty is calculated independently by stat.
• Give the list of stacking penalties, up to some number:
• The most common formula for calculating stacking penalties is:
• S(n) = 0.5^[((n-1) / 2.22292081) ^2]
• S(1) = 1
• S(2) = 0.86912
• S(3) = 0.57058
• S(4) = 0.28296
• S(5) = 0.10599
• S(6) = 0.02999
• S(7) = 0.00641
• S(8) = 0.00103
• S(9) = 0.00013
• S(10) = 0.00001
• You can use the Stacking Penalty Set explanation, or any other explanation.
• Set A is all bonuses affected by Stacking Penalties. Sorted by most signficant to least significant.
• A'(n) = A(n) * S(n)
• A' is the set of all bonuses applied to the stat.
• Bonuses are calculated seperately from penalties.
• Show example of stacking Penalties.
• Talk about what is stacking penalised, what is now, and what sources are stacking penalied.
• More example of stacking penalties, preferably with remote and local bonuses.

### Faction Mods

• How faction mods are positioned in the Stacking Penalties set.
• How the bonuses can be more effective than adding more modules.
• How they even have lower fitting requirements.
• In general this should be a quick section after stacking penalties is understood.

### Armor and Shields

• Shield Resists and Shield Vulnerablities
• V = 1 - R
• R = 1 - V
• Talk about some base resists.
• Effective damage, and the splitting of ammo into components.

### Resist Mods

• Types, active, passive, ship, and damage control.
• Calculation without Stacking Penalties.
• Calculation with Stacking Penalties.

### Effective Stats

• Effective Hitpoints are arbitrary depending on what you calculate them against.
• Examples; Ingame (worst case), Uniform Damage (EFT Default), and Specific.
• Effective Tank (Passive or Active tanking EHP/s using resists similar to EHP).