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Tau Cabalander
Retirement Retreat Working Stiffs
738
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Posted - 2012.06.01 02:44:00 -
[31] - Quote
FYI, details on the operation of the module from SiSi:
CCP Tuxford wrote:2ofSpades wrote: (2) The other part I noticed was the hardener didnt seem to re-adapt. I was getting shot by a drake and my resistance was all kin and a proteus warped in started shooting me. The drake had stopped shooting me but my resistance didnt re-adapt to therm/kin for the proteus. This flaw actually worked out to my advantage because I had a thermal hardener fitted so I was able to avoid a stacking penalty. After I reset the hardener it did adapt to the proteus giving me 50/50 therm/kin. Once again not very adaptive but still a cool idea, you should nerf the drake with a 15% morphing shield resistance bonus instead of its 25% across the board.
The version we have is pretty simple. It just takes one point of the two lowest resists and adds them to the two highest resists. When it has no more points to take it just does nothing. The issue you have now is that your hardener has adapted to only kinetic damage which means all the other resistances are now at zero. This means as long as your kinetic damage is is one of the two highest damage types you take then it well never shift to take your second highest one into account. This seems slightly broken to me so I'll bring it to the attention of my team. Adaptive Hardeners Feedback |
Rel'k Bloodlor
Mecha Enterprises Fleet Villore Accords
188
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Posted - 2012.06.01 06:28:00 -
[32] - Quote
yay more armor cap fleet bumps, *barf* May be they should just make a passive armor drug so we can all just represses our shield caps and ask for a skill refund.
lets see how passive tank works for caps
..............................................................Armor................................Shield % HP mod..................................................GêÜ .......................................X capless omni resist mod............................GêÜ........................................X damage control unit...................................GêÜ* .....................................GêÜ slave set (aka imps for caps)...................GêÜ ..................................... X cap intensive omni mod............................GêÜ........................................GêÜ drug..........................................................X........................................X
*better for armor
see all we need now is a armor passive drug, like 20% more HP or 10% resist or hell 1% re gen a sec and then we can just take the code for caldari and some minmatar caps right out, to make room for a few new amarr caps. Hell T2 amarr caps with huge resist and a 5% resist per level on top..................................................................
They should also just cut the mineral need on all armor caps buy 50% because there still not not used enuf. Shield caps need a nerf to make room for the armor caps, lets say 25% more minerals need and time as well just to be safe. I am in Factional Warfare. Have been from day one.-á-áI will never work for a mega corp in null-sec. Do not make FW like null-sec. Were is the FW exclusive frigate sized ship? I see the cruiser and battle ship.......... |
Qui Shon
Capital Construction Research Pioneer Alliance
11
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Posted - 2012.06.01 07:25:00 -
[33] - Quote
Michael Harari wrote: No, ive tested it, he is correct.
Shooting PP at a ship (5:1 therm:kin damage ratio) causes it to shift to 0/30/30/0
He's correct, and he's also not correct. With two dmg types it's clearly bugged and behaves as you say. With three dmg types it works more sensibly. If this forum wasn't so ******* anal about embedding images I'd show you...meh, well links then
What I wanted to find out was if it was so stupid as to take incoming raw damage into account, or actual damage taken after your existing resist. For once, I was positively surprised.
Qui on some other forum wrote: |
Qui Shon
Capital Construction Research Pioneer Alliance
11
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Posted - 2012.06.01 07:53:00 -
[34] - Quote
It's the way they add/remove resist which causes it to get locked. It's already been pointed out in that other thread.
It's taking from two lowest and adding to two highest, and with only two dmg types this makes it lock at 30/30
Adding a third dmg type, will make a little go to that type, which can then be taken by the actual highest dmg type.
I shot another ship with more even resists with 9 Ogres and 1 Bouncer, and did indeed get 30/30 split that did not change. But when I removed one Ogre and added a Curator, resistance was slowly passed to EM at 0.5% one cycle, which was scooped up by TH and EX the next cycle (ship resist was still EM higher then EX). This makes an already slow process at 1% per cycle per dmg type, extremely slow.
So they have to fix the way it adds/removes resists
http://i.imgur.com/0nst2.jpg |
Solj RichPopolous
EVE Corporation 456898793
7
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Posted - 2012.06.01 16:59:00 -
[35] - Quote
Works wonders for me. But i only fly oversize AB ships. When I take damage they are 90% miss and 10% scratches and this module adapts itself about 2% a cycle. My setups are always cap stable even with this + a corpum a rep and I use very long point and long web. Neut is a non issue as i will never be below 28km on a BS (unless I know hes not sporting a neut) and BCs are just laughable standing no chance whatsoever to apply damage.
Tested it out against a cerb on my legion fit yesterday. He was using therm rage HAMs they were only hit 90 a volley at first with my therm resist at 45% after about 1 min or so of him firing my therm resist had raised itself up to 75%. He tried to switch damage types and i just turned the module off and back on to reset my resist tables. |
Cunanium
NUTS AND BOLTS MANUFACTURING En Garde
13
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Posted - 2012.06.02 23:58:00 -
[36] - Quote
Jorma Morkkis wrote:Cyc Lilith wrote:i meant special in PvP when ur not often have capstable ships or get neuted. If you try to be capstable in pvp you're doing it wrong. If you get neuted all, I repeat all, active tanks shut down. Actually only modules that can be permarun under neuts are OP projectiles/missiles. Liam Mirren wrote:As said, LAZY mission runners who agree to being shitfit because it means they don't have to think about what they're doing (there's many of those). Why is omnitank on Ishtar or any T2 pve-capable ship a "shitfit"?
You my friend, have obviously never heard of cap boosters....
You shouldn't be so adamant about active tanks, you just might get your ass kicked by a dual repped sac. Never mind that pulse reppers on frigates are actually quite popular.
Don't forget how nuets and nos's work, there is time to hit a small cap booster and inject cap to be used for your repper/AB/MWD/Weapon cycles before the next cycle of nuet hits.
You should probably learn more about how nueting and other mechanics work before you try to pigeon hole everyone into a cookie cutter fit. |
Gitanmaxx
Viziam Amarr Empire
23
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Posted - 2012.06.03 17:06:00 -
[37] - Quote
Lili Lu wrote:Yes, it appears that this module is pre-nerfed ****, while the cap booster fueled shield booster is probably at the other end of the spectrum. It appears CCP got these things wrong. The adaptive hardener would have made more sense as a shield mod and the cap booster fueled booster would have been better a an armor repper. But oh well, we will be stuck with their present iterations for a few years it seems. Looking forward to 2018
I agree completely with this. Shield tanking is already superior, faster, and able to do active or passive regen where as armor has buffer.....or buffer which lows you down substantially.
It even makes more quasi space logic to flip them. |
Tankn00blicus
sleep Deprivation INC. LLC The Skeleton Crew
7
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Posted - 2012.06.04 04:47:00 -
[38] - Quote
Qui Shon wrote: He's correct, and he's also not correct. With two dmg types it's clearly bugged and behaves as you say. With three dmg types it works more sensibly.
Oh, so it's just pre-nerfed due to the time it takes to adapt and by CCP's inability to code resulting in this bug and the one that causes it not to re-adapt after finishing adapting once then. |
Lost Greybeard
Fenrir's Dogs of War Union 0f Revolution
68
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Posted - 2012.06.04 21:02:00 -
[39] - Quote
Jorma Morkkis wrote: If you get neuted all, I repeat all, active tanks shut down. Actually only modules that can be permarun under neuts are OP projectiles/missiles.
Capacitor batteries now reflect and negate portions of incoming neutralization/vampirism. I don't know offhand how it stacks for multiple batteries or what the specific stats are for various modules, but on the stuff I've looked at it's been good enough that many of my armor fits have at least one battery now.
Also, a cap booster counters a neut directly without the cleverness, so even in the last release a neut didn't necessarily mean your active tank was dead. Limited, sure. Dead, no.
So basically the numbers on the new module need to be tweaked, but in principle nothing wrong with the general idea. |
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