Difference between revisions of "Talk:Diffusers"
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And if, say, you add a diffuser that has +6% resists to energy, if your ship already has 20% resists to energy, will it then have 21.2% resist to energy or 26% resist to energy? [[User:Wikilol|Wikilol]] 02:36, 5 December 2010 (UTC) | And if, say, you add a diffuser that has +6% resists to energy, if your ship already has 20% resists to energy, will it then have 21.2% resist to energy or 26% resist to energy? [[User:Wikilol|Wikilol]] 02:36, 5 December 2010 (UTC) | ||
+ | :Diffusers just go on the end. If you equip a diff with 6% resist to energy, no matter what your ship resists or skill resists are you will take 6% less damage. So if you already have 20% resist to energy, that is 80% damage left. 6% of 80% is 4.8%, so your new resists are effectively 24.8%. -[[Image:Simon Game.gif|20px]][[User:Simon|Simon]] <small>[[User talk:Simon|''talk'']]</small> 20:27, 5 December 2010 (UTC) |
Latest revision as of 15:27, 5 December 2010
Are they permanent if successfully put on a ship? Wikilol 00:05, 1 December 2010 (UTC)
- Diffusers can be equipped and unequipped. Failure rate is the chance the diffuser will be destroyed when you take damage from that type of weapon. -Nuromishi 00:52, 1 December 2010 (UTC)
Diffusers 2
And if, say, you add a diffuser that has +6% resists to energy, if your ship already has 20% resists to energy, will it then have 21.2% resist to energy or 26% resist to energy? Wikilol 02:36, 5 December 2010 (UTC)
- Diffusers just go on the end. If you equip a diff with 6% resist to energy, no matter what your ship resists or skill resists are you will take 6% less damage. So if you already have 20% resist to energy, that is 80% damage left. 6% of 80% is 4.8%, so your new resists are effectively 24.8%. -Simon talk 20:27, 5 December 2010 (UTC)