So we jumped into an eve-uni gang that had decided at that moment to warp out. A fleetmate manages to point the last man - a Rupture. We decide to hold him there until the E-UNI fleet return. Unfortunately we had already done that before with a pointed Prophecy (scoring a couple of a kills) so they didn't come back to save their friend. So we popped it.
The pilot appears to have had a somewhat different explanation of what happened.
NoP had been waiting for these guys but decided to move on. I saw them landing on grid and cancelled my warp. Unfortunately, I was the only one in fleet who cancelled. We shot each other for awhile, then some strange, ti-di llke thing wiped my UI largely, but also delayed my death significantly. Game just paused. If I could've seen anything in space, I'd've asked fleet to warp to me for some killing. When it resumed, I found I couldn't take 4 BCs in a cruiser. Saved it from being a no shot night
On May 20 2013 09:37 Omigawa wrote: When CCP changes ship resist bonuses from 5%/level to 4%/level, does that translate directly to 5% less total ship EHP at level 5?
That isn't the way resistance and EHP work together.
Look at .8 resistance, for example. The old Abaddon has a multiplier of 5. The new one has a multiplier of 4. Just as an example, that's 1000 EHP lost per 1000 armor HP. 1000 armor HP translated before into 5000 EHP, whereas now it translates into 4000 EHP. Rather than being a 5% loss of EHP this is a 20% loss (at .8, the loss increases when you go up in resistance and decreases when you go down).
/edit - As a disclaimer, this is a short, simplified example. The actual effect of gain or loss will depend on how many stacking-penalized resist changes there are - but this should give you the intuition to understand it. Resist amounts mean little at low resist and mean a lot at high resist.
No. The resist bonuses are applied on top of the attribute resists with no stacking penalty and then the invuln bonus is applied on top of that with no stacking penalty but that doesn't mean you simply add or subtract the %s because they interact with each other. How it works is resist is base 0 + the number it says under attributes. So if it says 50% exp resist then you have a resist 50%. If you then have a 5% per level at level 5 then you get another 25% of the incoming damage reduced. Because you already have 50% it only applies to the remaining 50%, ie 12.5% of the total, bringing your exp resist up to 62.5%. It is still a 25% resist increase but the 50 and the 25 aren't simply added to each other but rather apply one after the other. Therefore if the resist bonus were to change to 4% per level then it would be 20% of the remaining 50%, ie 10% of the total, bringing your exp resist up to 60%. The 5% change in resist bonus amounts to a 2.5% change in the number shown because of the way the number is calculated.
It goes 0 + attribute resist (no penalty) + bonus resist if applicable (no penalty) + dcu resist if applicable (no penalty) + resist module with highest number (no penalty) + resist module with second highest number (stacking penalty 1) and so forth. This is calculated for each resist separately so if you have an invuln and a specific hardener then the invuln will be unpenalised on three of the resists and penalised on one of them.
Ok let's make this crystal clear. I will use an explicit example and generalize it rather than doing the reverse.
Abaddon with no mods and 0 skills has 50% (.5) EM resist to its armor. With all Vs it becomes 62.5% EM resist. So where and how does the 25% bonus to armor resist come in?
First we start with the base level. I'll just call it 'a'.
a = 1-.5
Then we add a 25% bonus to armor resist from skills (skills are never penalized).
b = 1-.25
What does the resist number read when we "add" these two resists together? It reads 1-(a*b) = .6250.
What if we add another resist bonus, say a maxed EANM. A maxed EANM is a 25% bonus to resists again (the highest stacking-penalized module is never stacking-penalized).
c = 1-.25
What does the resist number read in EFT when we "add" the EANM? It reads 1-(a*b*c) = .7188.
Stacking-penalized modules/rigs "add" in exactly the same way except that you need to fiddle with the "base" amount it gives.
So what will a 1 EANM all Vs Abaddon look like in terms of EM armor resist when the patch comes out? Well, we have to change 'b'.
b = 1-.20
1-(a*b*c) = .7000
We've only "lost" .0188 (about 2%) resist amount, but what does that mean?
Pre-nerf Abaddon EM armor EHP = 1/(1-.7188) = 3.556
3566 EHP per 1000 HP
Post-nerf Abaddon EM armor EHP = 1/(1-.7000) = 3.333
3333 EHP per 1000 HP
You've lost 233 EHP per 1000 HP - a 20% deficiency (to EM, remember). This resulting from a loss in EFT to 2% resist amount. Get in your head that resist amount has a nonlinear relationship with EHP. Resist amount means jack until you convert it to EHP multiplier.
(being very careful to properly change the base amounts for stacking penalties before calculating g)
EHP multiplier = 1/(g)
Of course you have to be careful if you want to calculate total EHP. You first need to calculate 'g' for each individual resist then average them. So to get total EHP, you'd do
total EHP multiplier = 1/((gE + gT + gK + gX)/4)
I hope it's clear why resist amounts are extremely misleading. It's best to simply follow the rule that resist amounts mean much more when the amount is closer to 100% (1) and much less when the amount is closer to 0% (0). Going from 5% resist to 6% does almost nothing. Going from 95% resist to 96% adds a ridiculous amount of EHP.
/-edit KwarK's post was correct, and I was sitting there nodding my head when reading it. But I don't think it's very clear to someone who isn't familiar with how it works.
Oh ok, I understand. I was adding resists when I should have been multiplying.
Follow up question: for T1 ships with resist%/level bonuses, do you think it would be more effective for CCP to remove the resist%/level bonus in exchange for something else (missile velocity/explosion radius on the Drake, for example) and just change the base resist amount? An across the board nerf to every ship that has a specific bonus just strikes me as a weird way to "balance" the game. I'd like to hear your thoughts.