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Do specific ship modules stack?

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7 years ago
Apr 9, 2018, 1:17:45 PM

Was having that question for a long time, but always forgot to ask.
Do ship modules stack? When i say stack i mean this:

1. If you use 2 weapon modules with 13% crit chance each, does it mean that those 2 weapons has 26% crit chance and they fire in the same time?? Or they fire separately and chance is calculated same way?
2. Do defensive modules that give crit. damage reduction stack to 100%? or they count separately? This one is very important, as if they stack and you can make 100% that is just op kinda :P

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7 years ago
Apr 17, 2018, 2:21:09 AM

Weapon modules don't stack, each of them do their own damage with their own effects. Defense modules and support modules stack their effects however. Absorbtion from shields and armors has a diminishing return effect though, they can never reach 100%. 

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7 years ago
Apr 17, 2018, 2:32:23 AM
Foraven wrote:

Weapon modules don't stack, each of them do their own damage with their own effects. Defense modules and support modules stack their effects however. Absorbtion from shields and armors has a diminishing return effect though, they can never reach 100%. 

No no, you seems like did not undertand what i asked.
There is a specific defense module, that has unique passive 50% critical damage reduction.
Does that effect stack?

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7 years ago
Apr 17, 2018, 9:42:44 AM
Neron wrote:
Foraven wrote:

Weapon modules don't stack, each of them do their own damage with their own effects. Defense modules and support modules stack their effects however. Absorbtion from shields and armors has a diminishing return effect though, they can never reach 100%. 

No no, you seems like did not undertand what i asked.
There is a specific defense module, that has unique passive 50% critical damage reduction.
Does that effect stack?

It does.

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7 years ago
Apr 17, 2018, 8:43:17 PM

Also just an FYI, Critical Damage does not work in ES2 as it does in many other games. Successful Crtitical hits do not provide any additional damage above and beyond their base damage. What a Critical hit provides in this game is a 100% penetration of both the enemy Shields and Hull plating, which normally reduce the damage recieved by some % before it is applied to the Ships HP. When a shot achieves a critical hit in ES2, it will deal 100% of its normal damage, with no portion of the damage being reduced by the defense modifiers of the enemy ships Shields or Hull Plating. 


The modules that decrease the damage from critical hits actually just reduces the enemies chance to bypassing their defenses. Having two of the 50% critical damage reduction mods will not prevent the damage from critical hits to the ship outright, you will still recieve some damage.  It will just prevent them from bypassing your defense modules damage reduction, and thus they will deal regular damage as if they did not crit at all. 

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7 years ago
Apr 18, 2018, 12:13:03 AM
gap81 wrote:


The modules that decrease the damage from critical hits actually just reduces the enemies chance to bypassing their defenses. Having two of the 50% critical damage reduction mods will not prevent the damage from critical hits to the ship outright, you will still recieve some damage.  It will just prevent them from bypassing your defense modules damage reduction, and thus they will deal regular damage as if they did not crit at all. 

As you mentioned crit. ignores all defenses and because of that i always thought that if you have 2 of those modules, you could completely ignore all the TRUE damage that sometimes weapon dealt.
Briefly what 2 of those mod did (how i thought)
Reduced all the crit. (true damage) to zero which lead to decrease of crit. stat value to 0.
Also worth mentioning that there are some weapons that have passive to ignore defenses completely, which means that game sees it as a critical damage and you can use those 2 mods to completely nullify its damage?

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7 years ago
Apr 18, 2018, 4:31:07 AM

No crit damage is a seperate statistic. All weapons have a natutal penetration value you can see if you turn on advanced stats and mouse over them. 


Critical chance is basicly a seperate roll of the dice that modifies base penetration from its defualt value to 100%...which allows you yo bypass all famage reduction.


Weapons such as rail guns that havr a natural penetration on 100% do not make a crit roll nor do they count as crits when they hit. The modules that deminish crit damage would have zero impact on their damage. 


I go over some of this in my youtube videos on combat tips posted in this forum. Look up The Nose Plays. You may find some of it helpful. 

Updated 7 years ago.
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