Looking at the consoles available from my fleets Dil Mine I am wondering, the consoles that give a boost to turn, do they stack? The Neutronium, Monotonium and Rcs all have a variant that boost turn. I am wondering what happens when you equip all 3 of them plus say a XII Borg Engine. I can't remember off hand the exact stats but I think it was like +35 turn for each console. Also there are variants that boost Hull regen or Hull points or resistance. I and wondering about the deminishing returns when stacking these. I know it will not let your resistance get to %100 but what about the turn rate and Hull regen? Has anyone slapped 3 of these on a ship and seen what happens? Or just how high can you get your Energy and Kenitic resist up to with these consoles?
Looking at the consoles available from my fleets Dil Mine I am wondering, the consoles that give a boost to turn, do they stack? The Neutronium, Monotonium and Rcs all have a variant that boost turn. I am wondering what happens when you equip all 3 of them plus say a XII Borg Engine. I can remember of find the exact stats but I think it was like +35 turn for each console. Also there are variants that boost Hull regen or Hull points or resistance. I and wondering about the deminishing returns when stacking these. I know it will not let your resistance get to %100 but what about the turn rate and Hull regen? Has anyone slapped 3 of these on a ship and seen what happens? Or just how high can you get your Energy and Kenitic resist up to with these consoles?
Yes, they stack.
I have a regular RCS console with a Tachyokinetic converter, and my turn rate boost stacked. Stacking the Fleet Engineering console should as well. The Embassy ones do.
There's no diminishing return on the turn rate boost, but there is a diminishing return on resistance.
The higher your passive resistance, the less effective the resistance consoles become. For instance, with a 40% resistance console, actual amount that I have is, I believe, ~36%. And that's with my B'rel's resistance (without any consoles) is ~24%.
I have one of the Neutronium [Turn] and it stacks with my RCS and Tachokinetic Converter. Keep in mind that RCS and [Turn] stack against the base turn rate of your ship, not against each other or the turnrate your skills give. Pretty much everything except resists stack evenly against base now. Resists scale against the hard cap of 75% resist as the absolute maximum for a given energy type or kinetic.
The higher your passive resistance, the less effective the resistance consoles become. For instance, with a 40% resistance console, actual amount that I have is, I believe, ~36%. And that's with my B'rel's resistance (without any consoles) is ~24%.
That's because it increases resistance rating, not straight-up resistance. Otherwise we'd end up with completely invincible cruisers and bugships, and no one wants that. (In PvP, anyway. It's hard to find a winner in a match where no one loses health)
Resistance rating is then plugged into a formula to calculate your final resistance percentage. The desired effect is for each point of resistance rating to increase your effective HP by the same amount. Dota 2 has a similar calculation for Armor, and its wiki includes some graphs to illustrate the point.
In short, resistance rating has diminishing returns for its nominal damage resistance, but should (when calibrated correctly) have a roughly linear (non-diminishing) relationship with the effective HP (the amount of raw damage input you can take).
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I have a regular RCS console with a Tachyokinetic converter, and my turn rate boost stacked. Stacking the Fleet Engineering console should as well. The Embassy ones do.
There's no diminishing return on the turn rate boost, but there is a diminishing return on resistance.
The higher your passive resistance, the less effective the resistance consoles become. For instance, with a 40% resistance console, actual amount that I have is, I believe, ~36%. And that's with my B'rel's resistance (without any consoles) is ~24%.
The hull increase isn't that great either.
That's because it increases resistance rating, not straight-up resistance. Otherwise we'd end up with completely invincible cruisers and bugships, and no one wants that. (In PvP, anyway. It's hard to find a winner in a match where no one loses health)
Resistance rating is then plugged into a formula to calculate your final resistance percentage. The desired effect is for each point of resistance rating to increase your effective HP by the same amount. Dota 2 has a similar calculation for Armor, and its wiki includes some graphs to illustrate the point.
In short, resistance rating has diminishing returns for its nominal damage resistance, but should (when calibrated correctly) have a roughly linear (non-diminishing) relationship with the effective HP (the amount of raw damage input you can take).
It depends on the ship you fly for example:
My Bug Ship will get the neutronium alloys with hull regen because hull and turn rate are great.
My Dreadnought Carrier will get neutronium alloys with turn rate.
For my other ships I will have to take a closer look and actually have to think about what I am going to use.