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Stacking penalties: Difference between revisions

From EVE University Wiki
Kivena (talk | contribs)
Stacking penalties: negative effects
Kivena (talk | contribs)
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The first thing to note is that absolute effects are never stacking-penalized, only percentage effects. That is to say, things like +1 warp core strength, +1000 structure HP, +15m signature radius, +400 GJ capacitor are not stacking-penalized because they are not percentage (%) effects.  
The first thing to note is that absolute effects are never stacking-penalized, only percentage effects. That is to say, things like +1 warp core strength, +1000 structure HP, +15m signature radius, +400 GJ capacitor are not stacking-penalized because they are not percentage (%) effects.  


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, ship bonuses, implants, hardwirings 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.&nbsp; 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.&nbsp; 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.
The third thing is that negative and positive effects are stacking-penalized separately.&nbsp; 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.&nbsp; 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.&nbsp; For instance, the Overdrive Injector System II gives +12.5% velocity at a cost of -20%&nbsp;cargo capacity, and the description claims it suffers stacking penalties.&nbsp; The velocity bonus is stacking-penalized, but the cargo drawback is actually ''not''.&nbsp; 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.&nbsp; For instance, the Overdrive Injector System II gives +12.5% velocity at a cost of -20%&nbsp;cargo capacity, and the description claims it suffers stacking penalties.&nbsp; The velocity bonus is stacking-penalized, but the cargo drawback is actually ''not''.&nbsp; 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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<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.  
 


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See also [[Module Stacking and Speed Modules]].
See also [[Module Stacking and Speed Modules]].