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Stacking penalties: Difference between revisions

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Kivena (talk | contribs)
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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, 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 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); the total velocity modification from this set ''is'' 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.