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Miss Take
Miss Take

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Posted - 2005.01.31 05:28:00 - [1]

Originally by: Keva
Originally by: Jack Winters
Do remember that the skill Tactical Shield Manipulation effects the damage that go thru, I do need some explanation to this. "Bonus: 5% reduced chance of damage penetrating the shield." Does this affect the ship with or without hardners. And at lvl5 how much damage does it stop?

Tac Shield is useless. A small amount of dmg "bleeds" through the shields and hits armor when shields get low however the amount is tiny so the benefit of tac lvl5 vs tac lvl1 is useless in real combat. Basicly if you fought a long hard lvl4 mission with 100+ rats and routinely got to <20% shields with tac lvl1 you might end up with 100pts of armor dmg if you are flying a battleship. With tac lvl5 you might only have 30dmg to your armor. Either way that dmg isn't going to determine if you survive or die. So boosts this skill only if you need a higher lvl to use a mod otherwise it is worthless points.

Quote:
I'm Currently using a Ferox for agent level 3 missions, With my current shield tank, the rats don't get more than 0.1-40 dmg thru. 2x Hardners for what ever rat I go up against. But I would love to know if I could get 100% resistance in one type of damage. (I got Battlecruiser lvl5 and Tactical Shield... lvl5) In my view it would never get to 100%, but to 99,99^e%, I am not sure hoping I'm wrong :)


Tac shield doesn't nothing to affect hardening but you will never get 100% or even 99.9%.

With the resit you got 2 negative factors.
1) hardners onl reduce the "vulnerable" % which descreases
2) you got the normal stacking penalty.

Now I am an armor tanker but the formulas are the same. Let's look at explosive armor tanking with 50% hardners. The base is a 20% resist.
base: 20% resist
1 hardner: 60%
2 hardner: 75%
3 hardner: 84%
4 hardner: 88%
5 hardner: 92%
6 hardner: 94%
7 hardner: 96%
8 hardner: 97%

one hardner does a massive boost +40% (which isn't bad since the theoretical max is 50%). The second one is still useful bring the resist up another +15%. After that it drops to +9% (but in long run blockin another 1/10 of the dmg could save your ship). The benefits drop off steep. The 4th and 5th hardners provides only 4% (combined they are less than the benefit of the 3rs). The 6th and 7th provide a useless 2% and the 8th boosts only 1%.

Now no ship has more than 8 slots but even if you had one with 12 slots it would look like this
9 hardners: 98.04%
10 hardners: 98.70%
11 hardners: 99.14%
12 hardners: 99.43%

so as you can see the benefits start dropping to the fractional %.

So the short answer you aren't going to ever get 100% it's impossible and you are unlikely to get even to 99%. However ships that get a bonus to resist (HAC, assualt ships, new T2 indies) are VERY valuable because boosting that resist before using hardners allows you to get to a very useful 85%-90% with only 1 or 2 hardners.



The only hope i have for this skill is the advanced engineering skills that are listed on EVE-I.

Tactical shileds manipulation to lvl 5 will give u access to them, and they seem to be amazing if the details are correct!
Miss Take
Miss Take
Reikoku

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.31 05:28:00 - [2]

Originally by: Keva
Originally by: Jack Winters
Do remember that the skill Tactical Shield Manipulation effects the damage that go thru, I do need some explanation to this. "Bonus: 5% reduced chance of damage penetrating the shield." Does this affect the ship with or without hardners. And at lvl5 how much damage does it stop?

Tac Shield is useless. A small amount of dmg "bleeds" through the shields and hits armor when shields get low however the amount is tiny so the benefit of tac lvl5 vs tac lvl1 is useless in real combat. Basicly if you fought a long hard lvl4 mission with 100+ rats and routinely got to <20% shields with tac lvl1 you might end up with 100pts of armor dmg if you are flying a battleship. With tac lvl5 you might only have 30dmg to your armor. Either way that dmg isn't going to determine if you survive or die. So boosts this skill only if you need a higher lvl to use a mod otherwise it is worthless points.

Quote:
I'm Currently using a Ferox for agent level 3 missions, With my current shield tank, the rats don't get more than 0.1-40 dmg thru. 2x Hardners for what ever rat I go up against. But I would love to know if I could get 100% resistance in one type of damage. (I got Battlecruiser lvl5 and Tactical Shield... lvl5) In my view it would never get to 100%, but to 99,99^e%, I am not sure hoping I'm wrong :)


Tac shield doesn't nothing to affect hardening but you will never get 100% or even 99.9%.

With the resit you got 2 negative factors.
1) hardners onl reduce the "vulnerable" % which descreases
2) you got the normal stacking penalty.

Now I am an armor tanker but the formulas are the same. Let's look at explosive armor tanking with 50% hardners. The base is a 20% resist.
base: 20% resist
1 hardner: 60%
2 hardner: 75%
3 hardner: 84%
4 hardner: 88%
5 hardner: 92%
6 hardner: 94%
7 hardner: 96%
8 hardner: 97%

one hardner does a massive boost +40% (which isn't bad since the theoretical max is 50%). The second one is still useful bring the resist up another +15%. After that it drops to +9% (but in long run blockin another 1/10 of the dmg could save your ship). The benefits drop off steep. The 4th and 5th hardners provides only 4% (combined they are less than the benefit of the 3rs). The 6th and 7th provide a useless 2% and the 8th boosts only 1%.

Now no ship has more than 8 slots but even if you had one with 12 slots it would look like this
9 hardners: 98.04%
10 hardners: 98.70%
11 hardners: 99.14%
12 hardners: 99.43%

so as you can see the benefits start dropping to the fractional %.

So the short answer you aren't going to ever get 100% it's impossible and you are unlikely to get even to 99%. However ships that get a bonus to resist (HAC, assualt ships, new T2 indies) are VERY valuable because boosting that resist before using hardners allows you to get to a very useful 85%-90% with only 1 or 2 hardners.



The only hope i have for this skill is the advanced engineering skills that are listed on EVE-I.

Tactical shileds manipulation to lvl 5 will give u access to them, and they seem to be amazing if the details are correct!
   
 
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