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Stacking penalties refer to an effectiveness reduction that is incurred when using two or more modules or rigs that affect the same attribute. Most, but not all, mods show in their discription if they are subject to this. Modules affected by stacking penalty multiplier include, but are not limited to: Electronic Warfare (target painters, webbers), resistance bonuses (hardeners, etc), Ship speed modules (nanofiber structure, inertia stabilizers and overdrive injectors), and others. | Stacking penalties refer to an effectiveness reduction that is incurred when using two or more modules or rigs that affect the same attribute. Most, but not all, mods show in their discription if they are subject to this. Modules affected by stacking penalty multiplier include, but are not limited to: Electronic Warfare (target painters, webbers), resistance bonuses (hardeners, etc), Ship speed modules (nanofiber structure, inertia stabilizers and overdrive injectors), and others. | ||
Note that it is the stat bonus that is affected, not the module itself. For example, if you have a nanofiber internal structure (agility and velocity) and an overdrive injector system (velocity), the nano's velocity bonus would suffer a stacking penalty, but not its agility bonus. | Note that it is the stat bonus that is affected, not the module itself. For example, if you have a nanofiber internal structure (agility and velocity) and an overdrive injector system (velocity), the nano's velocity bonus would suffer a stacking penalty, but not its agility bonus. Similarly with armour or shield resistance modules: if you fit an EM hardener, an Explosive hardener and an omni-hardener (invulnerability field or adaptive nano plating); the EM/Exp resistances from the omni-hardener would be stacking-penalized but the Kin/Therm resistances would not.<br> | ||
Also of note is that module drawbacks (negative effects) can also be stacking penalized.<br> | Also of note is that module drawbacks (negative effects) can also be stacking penalized.<br> | ||
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As is clear, stacking more than 3 or 4 modules - unless you really have nothing else at all that you could fit there - that affect the same stat is fairly pointless, as your benefit is so tiny.<br> | As is clear, stacking more than 3 or 4 modules - unless you really have nothing else at all that you could fit there - that affect the same stat is fairly pointless, as your benefit is so tiny.<br> | ||
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=== What suffers stacking penalties?<br> === | === What suffers stacking penalties?<br> === | ||
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The second thing is that only modules and rigs are stacking-penalized. Skills, implants and boosters are not. There is one exception to this, and that is the [http://wiki.eveonline.com/en/wiki/Snake_Set Snake] pirate implant sets (the ones that affect velocity), which ''are'' stacking-penalized.<br> | The second thing is that only modules and rigs are stacking-penalized. Skills, implants and boosters are not. There is one exception to this, and that is the [http://wiki.eveonline.com/en/wiki/Snake_Set Snake] pirate implant sets (the ones that affect velocity), which ''are'' stacking-penalized.<br> | ||
The third thing is that negative and positive effects are stacking-penalized separately. So, one +% and one -% effect to an attribute suffers no penalties, whereas with two +% and two -% effects, one of each would only be 86.9% effective. This situation doesn't generally come up in practice though, since if you're fitting modules that both add to and detract from the same stat on your ship, you're probably doing it wrong. | |||
It can be hard to tell exactly what suffers stacking penalties and what does not. For instance, the Overdrive Injector System II gives +12.5% velocity at a cost of -20% cargo capacity, and the description claims it suffers stacking penalties. The velocity bonus is stacking-penalized, but the cargo drawback is actually ''not''. Similarly, the Warp Core Stabilizer II gives you one extra warp core strength at a cost of -40% targeting range and -40% scan resolution. It doesn't mention stacking penalty in the description, but the drawbacks ''are'' actually stacking-penalized.<br> | It can be hard to tell exactly what suffers stacking penalties and what does not. For instance, the Overdrive Injector System II gives +12.5% velocity at a cost of -20% cargo capacity, and the description claims it suffers stacking penalties. The velocity bonus is stacking-penalized, but the cargo drawback is actually ''not''. Similarly, the Warp Core Stabilizer II gives you one extra warp core strength at a cost of -40% targeting range and -40% scan resolution. It doesn't mention stacking penalty in the description, but the drawbacks ''are'' actually stacking-penalized.<br> | ||
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| yes<sup>1</sup><br> | | yes<sup>1</sup><br> | ||
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| Shield boost / armor repair bonus<br> | | Shield boost / armor repair bonus<br> | ||
| yes | | yes | ||
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| yes | | yes | ||
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| Duration (cycle time) bonuses (except weapons)<br> | | Duration (cycle time) bonuses (except weapons)<br> | ||
| no<br> | | no<br> | ||
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<sup>1</sup> [http://wiki.eveonline.com/en/wiki/Damage_Control_II Damage Control] modules are never stacking-penalized. They are ignored when working out which resistance bonuses are penalized, and always give their full effect. | <sup>1</sup> [http://wiki.eveonline.com/en/wiki/Damage_Control_II Damage Control] modules are never stacking-penalized. They are ignored when working out which resistance bonuses are penalized, and always give their full effect. | ||
See also [[Module Stacking and Speed Modules]]. | See also [[Module Stacking and Speed Modules]]. | ||