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'''Stacking penalties''' refer to an effectiveness reduction that is incurred when using two or more [[module]]s or [[rig]]s that affect the same attribute. The more modules or rigs affect the same attribute, the less effective each additional module is; in practice, having more than three or four modules/rigs affecting the same attribute is not worth it. | '''Stacking penalties''' refer to an effectiveness reduction that is incurred when using two or more [[module]]s or [[rig]]s that affect the same attribute. The more modules or rigs affect the same attribute, the less effective each additional module is; in practice, having more than three or four modules/rigs affecting the same attribute is not worth it. | ||
Most (but not all) modules and rigs have show in their description if they are subject to stacking penalties. | |||
Note that it is the stat bonus that is affected, not the module itself. For example, if you fit both a Nanofiber Internal Structure (boosts agility and velocity) and an Overdrive Injector System (boosts velocity), the Nanofiber'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 (Adaptive Invulnerability Field or Adaptive Nano Plating): the EM/Explosive resistances from the omni-hardener would be stacking-penalized but the Kinetic/Thermal resistances would not. | |||
Also of note is that module drawbacks (negative effects) can also be stacking penalized. | |||
== Effects of stacking penalities== | |||
Normally, the benefits of additional modules/rigs would be multiplicative. So if fitting one Speed Booster (a fictional module with nice round numbers to make the math easier to understand) module increases a ship's speed by 10%, fitting two of them would increase a ship's speed by 21% (<span style="white-space: nowrap;">(1 + 10%) × (1 + 10%) = 1.1 × 1.1 = 1.21</span>), and fitting three would increase it by 33% (<span style="white-space: nowrap;">1.1 × 1.1 × 1.1 = 1.33</span>). | Normally, the benefits of additional modules/rigs would be multiplicative. So if fitting one Speed Booster (a fictional module with nice round numbers to make the math easier to understand) module increases a ship's speed by 10%, fitting two of them would increase a ship's speed by 21% (<span style="white-space: nowrap;">(1 + 10%) × (1 + 10%) = 1.1 × 1.1 = 1.21</span>), and fitting three would increase it by 33% (<span style="white-space: nowrap;">1.1 × 1.1 × 1.1 = 1.33</span>). | ||
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* Adding a fourth Speed Booster module: <span style="white-space: nowrap;">127 m/s + 2.8% = 130 m/s</span>, an additional increase of +3 m/s | * Adding a fourth Speed Booster module: <span style="white-space: nowrap;">127 m/s + 2.8% = 130 m/s</span>, an additional increase of +3 m/s | ||
== The Formula == | == The Formula == | ||
[[image:StackingPenaltyGraph.png|400px|thumb|The effectiveness of stacking penalized modules polotted.]] | |||
Stacking-penalized modifiers are applied one at a time, in descending order of strength. | Stacking-penalized modifiers are applied one at a time, in descending order of strength. | ||
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=== The Numbers === | === The Numbers === | ||
* 1st mod: 100.0% effectiveness | * 1st mod: 100.0% effectiveness | ||
* 2nd mod: 86.9% effectiveness | * 2nd mod: 86.9% effectiveness | ||