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JeanMichel Bizarre
Wrong Indeed
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Posted - 2009.11.05 16:33:00 -
[1]
Let's take an invulnerability field (extend that analogy to damage control mods) is there any point to have it running once your shields are down?
I'm having a bit of trouble understanding the actual way these mods work. For instance an invulnerability field increases your resistances against all damage types, does it's effect stop once the shields go down? ------
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Jose Black
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Posted - 2009.11.05 16:52:00 -
[2]
Invulnerability fields only affect shields, so no point in having it run when shields are gone. Then again having one would mean you're shield tanking and thus you need to run if your shield is down as opposed to care about the shield hardener being on or off.
Energized adaptive nano membranes and adaptive platings only affect armor resistances and are passive anyway.
A damage control affects shield, armor and structure resistances. That means you want to have it running at all times.
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Ruban Spangler
Caldari Bene Gesserit ChapterHouse Tread Alliance
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Posted - 2009.11.05 17:27:00 -
[3]
Edited by: Ruban Spangler on 05/11/2009 17:31:04 Re. invulnerabilities. If you are a shield tanker and your shield has gone then you are either dead or at the very least should be looking to GTFO. Damage Control on the other hand will buy you some extra time by improving your armour resists. If you are passively shield tanking then you would of course want to keep the invulnerability on to the end to make best use of the shield regeneration.
If you are an armour tanker then you can probably find better uses for your mid slots than an invulnerability module.
Bene Gesserit is recruiting. |
JeanMichel Bizarre
Wrong Indeed
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Posted - 2009.11.05 17:32:00 -
[4]
I was asking about damage controls as I imagined they work pretty much similarly.
Now, considering this fitting
[Thrasher, PvE Tanking Monster - Thrasher]
6x 200mm AutoCannon I (EMP S) Small Tractor Beam I Salvager I
1MN Afterburner I Invulnerability Field I Medium Shield Extender I
2x Shield Power Relay I
Do I keep the invul running once my shields are down or is it just a waste of cap? ------
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Johann Callasan
Caldari
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Posted - 2009.11.05 17:49:00 -
[5]
Originally by: JeanMichel Bizarre I was asking about damage controls as I imagined they work pretty much similarly.
Now, considering this fitting
[Thrasher, PvE Tanking Monster - Thrasher]
6x 200mm AutoCannon I (EMP S) Small Tractor Beam I Salvager I
1MN Afterburner I Invulnerability Field I Medium Shield Extender I
2x Shield Power Relay I
Do I keep the invul running once my shields are down or is it just a waste of cap?
The Invulnerability Field would be a waste of cap once the shields are down. Inv Fields ONLY affect shields.
A Damage Control, while offering less in the way of shield resists, would offer armor AND hull resists as well, allowing you the time to GTFO if the shields failed. Plus, Damage Controls are NOT stacking-penalized with other modules, which is a good advantage once you move beyond Destroyers and get into something with a actual tank :)
TBH, if you need a tank on a PvE level 1 missioning destroyer you're doing it VERY wrong. Range should be your tank.
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Toshiro GreyHawk
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Posted - 2009.11.05 19:31:00 -
[6]
Edited by: Toshiro GreyHawk on 05/11/2009 19:33:28 OK ...
1) YES - if you are using Auto Cannon on a Thrasher for PVE you are doing it wrong. Use the Artillery. Stay at range - wipe them out without getting your shields scratched. This is called Kiting. See my sig.
2) An Invulnerability field will only increase the resists for your shields - it will not restore them. Use a Shield Booster instead.
3) A Damage Control Module gives you FIFTY FRAKKINIG PER-FRAKKING-CENT (50%) resists to your structure for EVERY damage type instead of ZERO FRAKKING PERCENT. What does that mean? It is your GTFO before you blow up module. If things have turned to liquid runny ****e and you are on fire - this module reduces the damage to your very last bit of ship before you pop by half. Well worth having on ships that otherwise have a crappy tank - like destroyers.
4) Having a DCU & a Shield Booster - and you should be good to go for Level I missions.
5) As you may have noticed - no one has extended the analogy from Invulnerability Fields to DCU's because - there is no analogy. They work entirely differently. When the DCU is off it does NOTHING. When the Invulnerability Field is off - it will give you some increased resistance based on how well you have trained such things as Kinetic Shield Compensation. The modules primary effect though is on the resistances it gives when the module is active. The Invulnerability Module uses a good bit of cap - the DCU hardly any. You can turn a DCU on and just leave it on. The Invulnerability Module you shouldn't turn on until you are getting hit as otherwise it will drain your cap just like a shield booster - but will reduce the damage to your shields less than the shield booster would restore them.
6) The effect of the Invulnerability Field stops if you have no shields - but - as your shields will continually try to recharge it will have some effect on them to whatever extent they exist before they are knocked down again. The question is - will it have enough effect to justify the cap drain this active shield hardener uses to run. Probably not.
7) Put something on your ship like a DCU or Invulnerability field, undock - then hit CTRL-SHIFT-F. This will bring up the fitting screen while you are in space. Then turn on your active module and watch it's effects on the resists in the upper right hand corner of the fitting screen. You can see the effect of the passive modules in base but you must activate the active modules to see their effect - and you can't activate them in base. So this is how you can see just exactly what they do and try out various combination's.
Orbiting vs. Kiting Faction Schools |
Johann Callasan
Caldari
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Posted - 2009.11.06 17:37:00 -
[7]
Rage much Toshiro?
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Toshiro GreyHawk
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Posted - 2009.11.07 04:33:00 -
[8]
Originally by: Johann Callasan Rage much Toshiro?
Naw ... just emphasizing a point. Orbiting vs. Kiting Faction Schools |
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