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Nuthyn
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Posted - 2010.01.01 20:20:00 -
[1]
Shield Hardeners vs. Shield Resistance Amplifiers
OKà.
LetÆs assume you have all the Shield Compensation skills to 5.
Shield Hardeners (require cap) T2 version 55%
Shield Resistance Amplifiers (NO CAP) T2 version dmg resistance bonus 37.5%
Shield Compensation skills add 5% ôHardening Bonusö per level, so +25%
A - 37.5 + 25 = 62.5% ????? This CANNOT be correct???
OR
B - 37.5 x 1.25 = 46.875%
OR
C û Both are wrong???
I am trying to think of a build that uses Amplifiers to save on cap, so I can use less cap recharge/flux/power relays modules, so I can add more gank.
Also, what if I use 2 Shield Resistance Amplifiers??? How do they stack with the penalty???
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Ecky X
Shade. Cry Havoc.
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Posted - 2010.01.01 20:25:00 -
[2]
I believe B is correct.
When in doubt, plug into EFT!
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Sidus Isaacs
Gallente
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Posted - 2010.01.01 20:39:00 -
[3]
Edited by: Sidus Isaacs on 01/01/2010 20:39:09
Originally by: Nuthyn Shield Hardeners vs. Shield Resistance Amplifiers
OK….
Let’s assume you have all the Shield Compensation skills to 5.
Shield Hardeners (require cap) T2 version 55%
Shield Resistance Amplifiers (NO CAP) T2 version dmg resistance bonus 37.5%
Shield Compensation skills add 5% “Hardening Bonus” per level, so +25%
A - 37.5 + 25 = 62.5% ????? This CANNOT be correct???
OR
B - 37.5 x 1.25 = 46.875%
OR
C – Both are wrong???
I am trying to think of a build that uses Amplifiers to save on cap, so I can use less cap recharge/flux/power relays modules, so I can add more gank.
Also, what if I use 2 Shield Resistance Amplifiers??? How do they stack with the penalty???
Its B, the stat itself is boosted by the ammount the skills says.
Its kinda misleading in the description :). So for most intents active is still better then passive ones. --------------------------------------------------------------------------------
http://desusig.crumplecorn.com/sigs.html |
Drazin DawnTreader
Cutthroat Mercenary Corp
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Posted - 2010.01.01 20:46:00 -
[4]
B final answer.
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Rin Taleda
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Posted - 2010.01.01 21:00:00 -
[5]
Originally by: Drazin DawnTreader B final answer.
Don't forget stacking penalty if using more than one. Best bet is to use EFT or try it out in game.
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RougeOperator
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Posted - 2010.01.01 21:26:00 -
[6]
Originally by: Sidus Isaacs
Its B, the stat itself is boosted by the ammount the skills says.
Its kinda misleading in the description :). So for most intents active is still better then passive ones.
Pretty much like he says.
Exceptions are using the Resistance amps if you expect to have no cap or don't want to use cap at all and the boost they give is enough for what you are doing.
If you have the support skill at 25% bonus the difference between Amps and most hardeners is about 8-9% less resistance on amps I think. But on the ship like a Drake or Moa that gets a shield bonus its only 4% less resistance with amps. Granting that on those ships you usually have cap to spare but not being in danger of losing substantial res bonus due to neuts has its attraction.
My two cents.
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FT Diomedes
Gallente Factio Paucorum
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Posted - 2010.01.01 21:28:00 -
[7]
As noted above, "B" is correct.
There are only a couple of situations where I will use the passive Shield Resistance Amplifiers:
1. On a ship that is vulnerable to ganking as it undocks. In that situation, people will start shooting you before you can even activate your hardeners, so the passive ones are better.
2. On a tank for a Level 5 mission tank - where the tanking ship will be neuted to the point that its hardeners would be off anyway.
3. On PvE frigates that don't have enough CPU for active hardeners. ...this doesn't even seem to be a regular case of rats fleeing the sinking ship. Seems more like the rats are on fire, the ship is on fire, and the sea is full of drunk Russians. - Jacob Etienne |
thisisnotmikaldrey
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Posted - 2010.01.01 21:43:00 -
[8]
dont forget passives are specific resists and with active you have the additional option of invuls. woefully there isnt a passive invul.
save cap but more slot usage for specific resists
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Nuthyn
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Posted - 2010.01.02 02:53:00 -
[9]
Thanks everyone!!!
I was thinking of getting a Pithum A-Type Amplifier.
45.1 (Base for these modules) x 1.25 = 56.375
Soà a little bit better than T2 Active.
They sell for 80 to 150 million depending on the type of damage resist.
(I just bought an expensive ship and it has been said on many forum posts that if you buy an expensive ship, you had better outfit it with Faction/Navy modules)
Thanks again for all your help.
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Myn Daern
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Posted - 2010.01.02 07:20:00 -
[10]
As a side note, correct me if I'm wrong,
I believe that Damage Control Units bypass that 'stacking' rule on resists, but it burns up a low slot, less gank for replacing the damage mod.
But I will say it increases your survivability a lot as it boosts your armor and structure resists more than shields.
Hey a DCII has saved me more than once. |
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Akuma Tsukai
Amarr
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Posted - 2010.01.02 07:59:00 -
[11]
It does bypass the stacking penalty but DC bonuses to shields are smallest so its often not used on shield tankers. Still, if u want max tank possible, DC will help. ---- Drones eat everything. Trust me. |
Fenren
Minmatar Bure Astro Photography
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Posted - 2010.01.02 09:24:00 -
[12]
Originally by: thisisnotmikaldrey dont forget passives are specific resists and with active you have the additional option of invuls. woefully there isnt a passive invul.
save cap but more slot usage for specific resists
that is only half true... a non-activated invul with shield comp skills works quite well as a substitute for the EANM (giving the same bonus as a non-skilled EANM IIRC)
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Heccie Thump
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Posted - 2010.01.02 09:50:00 -
[13]
I looked into passive resists not too long ago and the one issue that gets overlooked a lot is that there is no passive resist module that boosts ALL resists (ie a passive Invul). To get a decent amount of omni tank you may have to use more mids than you want to on passive resists.
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Kail Storm
Caldari Dark Taboo
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Posted - 2010.01.02 10:16:00 -
[14]
On a ship like the Tengu where the resists are rediculously high in certain areas naturally and Cap for repping is life, Resist amps are the way to go by far IMO.
When I rig for a 4 or lvl 5 mish I use 1 invuln 1 or 2 amps instead of 2 or 3 active hardeners and I can fit a Med repper and have it last 1/3 longer, or perma run a small on poorly skilled toons without fitting Cap mods.
Also moving the small to med booster is a huge differances in soaking up massive dmg in Small gang/Gatecamp PVP. Small almost cant handle Tanking the gates and enemy ships but the med booster it does great. So I find resist amps to work very well since I only really need to fill the EXPL and EM hole. If you run, You`ll only die tired :) |
Nuthyn
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Posted - 2010.01.03 19:10:00 -
[15]
Edited by: Nuthyn on 03/01/2010 19:11:07
Originally by: Kail Storm àwhere the resists are rediculously high in certain areas naturally and Cap for repping is life, Resist amps are the way to go by far IMO.
When I rig for a 4 or lvl 5 mish I use 1 invuln 1 or 2 amps instead of 2 or 3 active hardeners and I can fit a Med repper and have it last 1/3 longer, or perma run a small on poorly skilled toons without fitting Cap mods.
àSo I find resist amps to work very well since I only really need to fill the EXPL and EM hole.
Yeah, this is my thinking exactly.
I have a Rattlesnake. I will pop LvL 5 in 23 days - +25 shield resists.
I am thinking of doing a Caldari Invulnerability Field + An EM (Faction Amp) + An EXPL (Faction Amp).
I am also going to have a DCU2.
I am pretty sure this puts all my resists in the high 70s.
Thoughts?
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Daphne Mezereum
Caldari Half Lethal
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Posted - 2010.01.03 19:24:00 -
[16]
Originally by: Nuthyn
(I just bought an expensive ship and it has been said on many forum posts that if you buy an expensive ship, you had better outfit it with Faction/Navy modules) Thanks again for all your help.
Depends. I'd rather not be treated like a walking ISK faucet, but OTOH, if you can afford to kit out a ship worth 5b+, then by all means, enjoy.
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Mona X
Caldari C0VEN
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Posted - 2010.01.03 19:27:00 -
[17]
Originally by: FT Diomedes
1. On a ship that is vulnerable to ganking as it undocks. In that situation, people will start shooting you before you can even activate your hardeners, so the passive ones are better.
Not true. After undocking you have 30 seconds of invulnerablity. You cannot be targeted or bumped during that time.
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Nuthyn
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Posted - 2010.01.03 19:44:00 -
[18]
Originally by: Daphne Mezereum
Depends. I'd rather not be treated like a walking ISK faucet, but OTOH, if you can afford to kit out a ship worth 5b+, then by all means, enjoy.
I think it will be closer to 2 billion, but I can afford it. Which I donÆt think is that bad really for a ship of this power/caliber???
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Awesome Possum
Imperium Signal Corps
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Posted - 2010.01.04 01:00:00 -
[19]
Originally by: Mona X
Originally by: FT Diomedes
1. On a ship that is vulnerable to ganking as it undocks. In that situation, people will start shooting you before you can even activate your hardeners, so the passive ones are better.
Not true. After undocking you have 30 seconds of invulnerablity. You cannot be targeted or bumped during that time.
His computer must be really slow, if it can't load within the 30 seconds of invulnerability.
The comp I'm on atm is the same exact way.. takes ~45 seconds to load. ♥
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