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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Shpenat
Pafos Technologies
11
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Posted - 2012.05.09 08:13:00 -
[1] - Quote
I would like to know if there is a plan to iterate on this module in the future and add higher meta variants?
Right now it is marginally better than T1 EANM. As EANM uses no cap, and uses benefits of compensation skills. Adaptive module is active and does not take any bonus from compensation skills.
Don't take me wrong. I think the module is well balanced. But it is still meta 0 module and balanced to other meta 0 modules. But we have named, T2, faction and deadspace versions of EANMS which overshadow this T1 adaptive hardener. |
Shpenat
Pafos Technologies
11
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Posted - 2012.05.09 08:21:00 -
[2] - Quote
Copine Callmeknau wrote:
Why is this even a thing anyway? Can't we go back to discussing how this module is basically useless except on the tightest rep fits?
The module is quite useful. Meta 0 EANM gives +15% to all resists, +20% with all compensation skills at max.
Adaptive hardener gives +15% to all resists before adaptation. Will shift to +30% against NPCs (as all of them uses at least 2 damage types) and +60% if being shot by single damage type (missiles).
If we get T2 variant with +20% base resists it would compare to T2 EANM quite nicely.
T2 EANM with all skills: +25% to all resists. T2 adaptive hardener base: 20% to all resists. T2 adaptive hardener against 2 damage type NPC: +40% T2 adaptive resist against single damage type: 80% now this is probably overpowered. |
Shpenat
Pafos Technologies
11
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Posted - 2012.05.10 10:19:00 -
[3] - Quote
Illrean wrote:So are we going to be able to "Modulate the Shield Harmonics" and be able to do this with shield tanks.. or is this going to only be an Armor Tank thing?
So far this is armor only module. Shield got fueled shield booster. |
Shpenat
Pafos Technologies
11
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Posted - 2012.05.14 18:07:00 -
[4] - Quote
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.
I would like to know if this was fixed or if it is still the issue. |
Shpenat
Pafos Technologies
12
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Posted - 2012.05.17 09:31:00 -
[5] - Quote
I think there is easy way to fix this module. Instead of current system where you subtract 1% from every damage type not applied and add corresponding amount to incoming damage, do the following
Step 1) Subtract 1% from every non 0 damage no matter the incoming damage
Step 2) Evaluate incoming damage
Step 3) Distribute available resistance points cyclically starting from highest incoming damage type.
This scheme will have same calculation complexity as the checking conditions did not change (only in case of totally adapted module it will be more complex).
Pros: - The module will always adapt to incoming damage - Coding should be easy as it is just switch of two operation (checking for non-zero resists + subtracting and checking incoming damage types)
Cons: - Need some dev time to code and QA time - The adaptation speed will not be constant (+3% per cycle when adapting from default state, +1% per cycle when adapting from single damage type to another). This can actually be addressed in this new system quite easily by always subtracting 4 points from whatever damage are non 0 - needs more server time when completely adapted
Can anyone from devs please confirm that they read the post and whether there is still enough time to change this before inferno hits (or whether this is bad idea because I missed something)? |
Shpenat
Pafos Technologies
12
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Posted - 2012.05.17 11:36:00 -
[6] - Quote
Perihelion Olenard wrote:
Can the module still be reset by deactivating it and reactivating it? It will then adjust to the new proportion of damage.
Yes. Deactivation resets the module. |
Shpenat
Pafos Technologies
19
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Posted - 2012.06.12 19:57:00 -
[7] - Quote
Cool. Now the hardener is even better than before. The only drawback I see is the rising cap usage. Maybe we can get cap reduction skill as well?
I agree the formula probably need some tweaking, but devs are afraid not to break it completely. TBH I understand them. |
Shpenat
Pafos Technologies
20
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Posted - 2012.06.19 11:09:00 -
[8] - Quote
Would it be possible to lower the activation cost a bit? With the new skill in place the capacitor requirement exclude this module from use on frigates and nearly on cruisers as well.
The basic module uses 42 GJ of capacitor every 10 seconds which translates to -4.2 capacitor per second (CPS) with lvl 5 of cycle time skill it will rise to -8.4 CPS which is very much comparable to cap usage of small armor repairer.
Together these modules draw over 17 CPS. On the other hand small capacitor booster using 400 navy charge can provide 18.2 CPS. Given the nature of adaptation module you need to run him permanently. Using the small armor repairer at the same time puts you at risk of losing all capacitor and excludes the use of any other active module.
I propose lowering the activation cost to 32 GJ or even lower. As long as this module has more than 15 GJ activation cost it will use more cap than armor hardener. |
Shpenat
Pafos Technologies
20
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Posted - 2012.06.20 08:56:00 -
[9] - Quote
PinkKnife wrote:So, the skill for the new target breaker module both reduces cap use, AND cycle time. Why does the skilbook for this module only reduce cycle time?
I think they did not do it because of consistency. Non of the armor active modules have cap reduction possibility (the only exception being remote armor repairer). Even local armor repairer gets more cap hungry with shorter cycle time with no possibility to compensate.
However having cap usage comparable to medium armor repairer on module which is marginally better than T2 EANM makes no sense. |
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