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Arewe Tharyet
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Posted - 2009.08.20 15:00:00 -
[1]
I'm confused : damage control has a bunch of positive resistance bonuses, while invulnerability shield has negative resistance bonuses. Also, there are an awful lot of numbers on the damage control module.
can someone explain the pos/neg resistances, and also pros/cons of these 2 modules (I fly caldari ships, a Moa cruiser, L2 mission right now.
Also, I have 2 large shield extender 1's - does this make sense?
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Max Tux
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Posted - 2009.08.20 15:09:00 -
[2]
Invulns will only give you shield resistances
DC2's will give you Hull, armor and Shield resistances.
As for the positive and negative - it just different ways of expressing the same thing. As usual, consistency doesn't exist in their methods of expressing things :P.
Generally ( for caldari) i would use an invuln on most ships ( that you are specifically shield tanking) as higher resistances mean less damage taken.
Damage controls are low slot as opposed to medium, so if you already have 3 damage mods, and your tank could do with a bit of a boost, good to fit a DC2 as the resistances are very nice - also if it does hit teh fan you have 60% resistances on your hull that should buy you an extra few seconds to say goodbye
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Garbad theWeak
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Posted - 2009.08.20 15:14:00 -
[3]
I think you are a bit confused.
The closest direct armor equivalent of an invulnerability field is an energized adaptive nano. Both provide resistances to all damage types, although the invulnerability takes cap. You can also use multiple modules of the same type with a stacking penalty.
A Damage control is a bit different -- only one may be used, and it gives resistances to all damage types for each structure, armor, and shields. Its a very useful mod for just about anyone seeking to make their ship tougher, regardless of how you tank. It also bypasses the stacking penalty.
Both DC, EAN, and Invul are very good mods and are staples in pvp and pve. The only real down side to using them is that is one less slot you could use for something else you might prefer (like a MWD).
A simple way to get very good tank as a caldari shield tanker is something like this:
2x large shield extenders 1x invulnerability 1x damage control in low slow
That should be more than adequate for any damage type in a level 2. If you find you need less tank, drop some mods out. You can also use specific resistance hardeners (such as a EM hardener) if you would rather buff one resistance a lot instead of all of them a little. This is useful in pve where you know the damage type they will do.
Hope that helps.
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Saint VII
Minmatar Tribal Liberation Force
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Posted - 2009.08.20 15:16:00 -
[4]
DCU II does more for your effective hitpoints than any other module in the game, and for an insignificant activation cost. There are some execptions but generally this seems to be true. Therefore I find it leave the hangar with any ship and not have a DCU.
But if you are talking about your shield tank efficacy and it is truly and either-or situation, the invulnerability module in your mid slot will do more for your shield resists than the DCU II. I have both on my Cyclone.
No great scoundrel is ever uninteresting. |
Saint VII
Minmatar Tribal Liberation Force
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Posted - 2009.08.20 15:17:00 -
[5]
Originally by: Garbad theWeak A Damage control is a bit different -- only one may be used, and it gives resistances to all damage types for each structure, armor, and shields. Its a very useful mod for just about anyone seeking to make their ship tougher, regardless of how you tank. It also bypasses the stacking penalty.
Is that true? I was doing some informal testing two nights ago on stacking penalties, and could have sworn that DCU was impacted by it just like everything else.
No great scoundrel is ever uninteresting. |
Gavin DeVries
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Posted - 2009.08.20 15:37:00 -
[6]
It's not stacking penalized. A DC II gives 12.5% to all resists on shields and armor. All resist bonuses are percentages of the difference between the current value and the max value of 100%. That's an important point. Stacking penalties start with the highest bonus and work down, so the smallest bonus will have the biggest penalty.
Let's say you're flying a shield tanked T1 ship. It has a base 50% resistance to explosive damage. You put a T1 explosive hardener on it and a T1 invulnerability field. The hardener gives 50% to explosive resists and the invulnerability field gives 25% to all resists. The invulnerability field will be stacking penalized, so you'll get 50% from the hardener and (25 x .87) or 21.75% (roughly) from the invulnerability field. The hardener raises your resists from 50 to 75% (100-50 = 50, 50 x .5 = 25, 50 base +25 bonus = 75%). The invulnerability field then increases your 75% to 80.43%.
If a DC II were stacking penalized, you'd only get .57 x 12.5 or 7.12% from it. You get the full 12.5% instead.
The main thing they do extra is they give you a whopping 60% to all resists on your structure, which is both why they add so many effective hitpoints to your ship and why they are considered an almost mandatory module in PVP. ______________________________________________________ Isn't it enough to know that I ruined a pony making a gift for you? |
NoNah
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Posted - 2009.08.20 15:38:00 -
[7]
Originally by: Saint VII
Originally by: Garbad theWeak A Damage control is a bit different -- only one may be used, and it gives resistances to all damage types for each structure, armor, and shields. Its a very useful mod for just about anyone seeking to make their ship tougher, regardless of how you tank. It also bypasses the stacking penalty.
Is that true? I was doing some informal testing two nights ago on stacking penalties, and could have sworn that DCU was impacted by it just like everything else.
It is true. It used to get a stacking penalty with gang bonuses, but I believe even that is removed now and it's entirely free of stacking penalties. Parrots, commence!
Postcount: 336152
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Saint VII
Minmatar Tribal Liberation Force
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Posted - 2009.08.20 15:50:00 -
[8]
Thanks for the info guys. All the more reason for me to keep putting DCU II's on my ships. \o/
No great scoundrel is ever uninteresting. |
Je'Nann
Soul Assassins Delinquent Habits
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Posted - 2009.08.20 15:56:00 -
[9]
dcu rock. its like youve packed a suitcase before you undock \o/
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Garbad theWeak
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Posted - 2009.08.20 20:01:00 -
[10]
DCII is one of the mods I consider on any ship. Sometimes I find something else is better for a specific role, but I always consider it. Its that good.
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