Damage resistance is multiplicative (a 60% resist + a 30% resist is 0.4*0.7 is 0.28 damage making it through, or 72% resistance). Only one is damaged until it reaches 0, then the next. I am uncertain as to what determines the order of this...I need to do more testing.
AFAIK, resistances are multiplicative and they die one after the other as Morbad said.
The result is that you can't stack a whole bunch and get immunity until your MRPs are dead because of diminishing returns; moreso if one dies, your resistance goes down. IIRC the most optimal setup is two 60% MRPs and one 30% for that longevity
AFMU's also repair MRPs. So instead of two MRPs you might want to consider taking an afmu as they can help repair a broken module out right.
hope this helps, it's kinda old
Of course - once you buy an AFMU - you start to get paranoid as to whether you need a second to repair the first AFMU... Sometimes it is a wonder I am brave enough to leave the station.
The info there still applies, though the D rated MRPs have had their integrity buffed considerably.
For ships with armored/shielded modules and decent hull protection, I generally recommend one big D rated MRP and a single B rated AFMU (B will repair MRPs at an acceptable rate and a both tougher and lower power than A).
For ships with less module protection that don't need to be able to fight for protracted periods after shields fail, dispense with the AFMU and take a second MRP.
One AFMU is sufficient for virtually any setup. Explorers can reboot repair to get their only AFMU back to working order and combat vessels rarely have the module slots or power to make multiple AMFU's worthwhile; it's almost always a better idea to add another MRP or HRP than a second AFMU.
Not really sure about that.
I suppose if you've just stuck an MRP on your ship as a bit of insurance it might be worth repairing with an AFMU. but, then again, if that's the way you're thinking, are you really going to bother with insurance for your insurance?
Conversely, if it's a combat ship, if you've stuck more than 1 MRP on your ship it's probably because you need/want more than 1 MRP on your ship - in which case, having an MRP to repair it (slowly) isn't going to be a terribly attractive proposition.
Personally, I tend to see the AFMU solely as an exploration aid.
I know it can be used more mundanely to make repairs that might otherwise be expensive to pay for at a station but, meh.
If you can afford an A-rated Cutter, Corvette or Anaconda, paying for instant repairs at a station probably isn't going to be a big concern.
If you're going into combat with a ship that will likely have its shield go down (My example would be my hybrid Bi-weave/hull tank FAS) you should already be equipping an AFMU to fix the canopy.
Definitely if you have a Vulture. Fill every space with an MRP, then you can carry on fighting without shields. Military grade armour helps for the hull. For other ships, MRPs might not be so important.Hi CMDR's,
Does it pay to have more then 1 MRP ? I'm looking for a way to withstand module sniping. Or perhaps a packhound barrage. Thanks o7
If you're going into combat with a ship that will likely have its shield go down (My example would be my hybrid Bi-weave/hull tank FAS) you should already be equipping an AFMU to fix the canopy.
One thing I would ask is whether MRPs protect each other?