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Xenuria
Gallente Genos Occidere HYDRA RELOADED
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Posted - 2011.08.08 23:28:00 -
[1]
Edited by: Xenuria on 08/08/2011 23:31:12 So when I overload my guns I get some really good results. Except there is overheat damage.
What is this nanite repair paste stuff?
How dose it work?
What is the minimum and maximum possible effectiveness of this item in damage repaired per unit?
Also is 75% the maximum possible reduction in overheat damage you can have? "Sweet Jesus, It's an Anti-AT field!"
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Tau Cabalander
Retirement Retreat
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Posted - 2011.08.09 00:42:00 -
[2]
With paste in your cargohold, right-click the inactive damaged module to repair it.
I'm feeling too lazy to do the math for the other two questions.
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Xenuria
Gallente Genos Occidere HYDRA RELOADED
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Posted - 2011.08.09 00:43:00 -
[3]
Well to my credit I DID do a yahoo search and looked at both the evo wiki and the fan wiki. I also searched the forums and found nothing.
So I would really like to know before I commit to buying this stuff and training the skills. "Sweet Jesus, It's an Anti-AT field!"
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Utremi Fasolasi
Gallente The Scope
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Posted - 2011.08.09 01:36:00 -
[4]
Originally by: Xenuria Well to my credit I DID do a yahoo search and looked at both the evo wiki and the fan wiki. I also searched the forums and found nothing.
So I would really like to know before I commit to buying this stuff and training the skills.
It is mainly for when you are out on roams and need a quick repair, otherwise use station repair services. |
Xenuria
Gallente Genos Occidere HYDRA RELOADED
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Posted - 2011.08.09 01:52:00 -
[5]
Presumably the paste costs less then the repair service in station. Also if I plan to keep my guns overloaded when burning down mission rats then I need to be able to repair my guns without having to leave the mission.
I am just curious about the maximum effectiveness of these things. Nobody seems to know... "Sweet Jesus, It's an Anti-AT field!"
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Utremi Fasolasi
Gallente The Scope
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Posted - 2011.08.09 02:04:00 -
[6]
Originally by: Xenuria Presumably the paste costs less then the repair service in station. Also if I plan to keep my guns overloaded when burning down mission rats then I need to be able to repair my guns without having to leave the mission.
I am just curious about the maximum effectiveness of these things. Nobody seems to know...
The price can vary but its manufacture chain involves a lot of PI steps and it is not considered expendable by hardcore PVPers in my midst. Station services are preferred, the paste is for emergencies. |
Xenuria
Gallente Genos Occidere HYDRA RELOADED
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Posted - 2011.08.09 03:09:00 -
[7]
Originally by: Utremi Fasolasi
Originally by: Xenuria Presumably the paste costs less then the repair service in station. Also if I plan to keep my guns overloaded when burning down mission rats then I need to be able to repair my guns without having to leave the mission.
I am just curious about the maximum effectiveness of these things. Nobody seems to know...
The price can vary but its manufacture chain involves a lot of PI steps and it is not considered expendable by hardcore PVPers in my midst. Station services are preferred, the paste is for emergencies.
Price is really not an issue for me. Time consumption however is...
So it is faster to use the nanite to repair my guns while I am running a mission then it is to warp back to a station and repair. "Sweet Jesus, It's an Anti-AT field!"
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Ophelia Payne
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Posted - 2011.08.09 03:55:00 -
[8]
I'll tell you what it's not for... and when I do you'll understand why I can never go back to Amarr space
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Davelantor
Caldari Ore Exploration Team
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Posted - 2011.08.09 04:25:00 -
[9]
let see...
100% is the max overheat damage you can have. at 100, you will not be able to repair your modules using paste, but instead will have to go to a station to repair.
other then that you can get up to 99% and still use repair paste.
Perhaps at start it will be a bit more expensive to do it with Repair paste but when you incase the skills it will cost less to repair your modules with paste
paste only works on modules that are damaged from overheating
while repairing the modules goes offline and gets a white circle around it.
Related articles: (go for the official stuff instead of crappy fan made **** that is never updated) http://wiki.eveonline.com/en/wiki/Heat_and_thermodynamics
The Hunt |
foksieloy
Minmatar Rockets ponies and rainbows
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Posted - 2011.08.09 06:04:00 -
[10]
Xenuria, get out of here you pubie scrub. _______________________ The best thing in EvE is Barrage M. |
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Drykor
Minmatar Aperture Harmonics K162
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Posted - 2011.08.09 09:23:00 -
[11]
Originally by: Ophelia Payne I'll tell you what it's not for... and when I do you'll understand why I can never go back to Amarr space
^^ --- Drykor - AHARM |
Xenuria
Gallente Genos Occidere HYDRA RELOADED
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Posted - 2011.08.09 14:52:00 -
[12]
Originally by: Davelantor let see...
100% is the max overheat damage you can have. at 100, you will not be able to repair your modules using paste, but instead will have to go to a station to repair.
other then that you can get up to 99% and still use repair paste.
Perhaps at start it will be a bit more expensive to do it with Repair paste but when you incase the skills it will cost less to repair your modules with paste
paste only works on modules that are damaged from overheating
while repairing the modules goes offline and gets a white circle around it.
Related articles: (go for the official stuff instead of crappy fan made **** that is never updated) http://wiki.eveonline.com/en/wiki/Heat_and_thermodynamics
This is nice and all but it still dose not answer my questions... "Sweet Jesus, It's an Anti-AT field!"
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Lady Go Diveher
The Independent Troll Society
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Posted - 2011.08.09 15:43:00 -
[13]
Fool! I will end your troll by ...
ANSWERING.
Quote: What is this nanite repair paste stuff?
It is repair paste made of nanites! The clue was really in the name.
Quote: How dose it work?
The nanites are released into the guns / other modules. The nanites think ... "HOLY **** they're burned to ****ery. Who hit overload?!? Is this an Red Fed AT9 tournament match or something?"
The nanites ... enter .. the damaged areas. Causing the damage (cracks and what not) to be filled. This is essentially a suicide mission. Salute them, for they are brave. Their tiny .. pasty bodies .. expire from life and fill the holes.
Quote: What is the minimum and maximum possible effectiveness of this item in damage repaired per unit?
One unit, can fill one "HP" worth of hole. That's your baseline figure. Oh... they've tried for greater, but evolution takes a certain amount of time.
BUT.
What is this!?
The capsuleer ... by sheer force of mind, can make the nanites perform their task more efficiently. Why, with "level 5" of the skill "Nanite interfacing" capsuleers can force the nanites to perform 100% better. ONE HUNDRED PERCENT!!
But that's not all. Oh no. Because they can also, maximal skillified, cause 25% less need for themselves .. to do the same task!
Surely, these little slaves are easily inspired by a good whipping.
Now, capsuleer, I know you took math 101 to gain your certification. So I shall not insult you by adding the results of these two together. You can work it out, for your own planned skills!
Quote: Also is 75% the maximum possible reduction in overheat damage you can have?
Are you still using that wonderful proteus that you have used in such glorious battle?
It should be known, that learning of the skill "Gallente Strategic Cruiser" to 5 will give you a 25% reduction .. and thermodynamics will offer you 25% too.
Again, math time, cadet! -------
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Matalino
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Posted - 2011.08.09 15:45:00 -
[14]
Originally by: Xenuria
Originally by: Davelantor Related articles: http://wiki.eveonline.com/en/wiki/Heat_and_thermodynamics
This is nice and all but it still dose not answer my questions...
Sure it does:
Quote: one unit per HP repaired
Quote: Nanite Operation (A rank 2 skill in the Mechanic category) reduces the amount of paste needed by 5% per level.
You will probably find that the cost of repair paste will cut heavily into your profits if you use it for missions.
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Alexandra Lingwa
Caldari The Executives Executive Outcomes
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Posted - 2011.08.09 17:07:00 -
[15]
When I have used it, it takes upwards of several minutes sometimes for them to repair but my skills aren't highly trained. It can also take multiple units to repair modules sometimes too depending on your skills. _____ Where am I? Who are you? and where is my horse? |
Xenuria
Gallente Genos Occidere HYDRA RELOADED
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Posted - 2011.08.09 17:33:00 -
[16]
Originally by: Lady Go Diveher Fool! I will end your troll by ...
ANSWERING.
Quote: What is this nanite repair paste stuff?
It is repair paste made of nanites! The clue was really in the name.
Quote: How dose it work?
The nanites are released into the guns / other modules. The nanites think ... "HOLY **** they're burned to ****ery. Who hit overload?!? Is this an Red Fed AT9 tournament match or something?"
The nanites ... enter .. the damaged areas. Causing the damage (cracks and what not) to be filled. This is essentially a suicide mission. Salute them, for they are brave. Their tiny .. pasty bodies .. expire from life and fill the holes.
Quote: What is the minimum and maximum possible effectiveness of this item in damage repaired per unit?
One unit, can fill one "HP" worth of hole. That's your baseline figure. Oh... they've tried for greater, but evolution takes a certain amount of time.
BUT.
What is this!?
The capsuleer ... by sheer force of mind, can make the nanites perform their task more efficiently. Why, with "level 5" of the skill "Nanite interfacing" capsuleers can force the nanites to perform 100% better. ONE HUNDRED PERCENT!!
But that's not all. Oh no. Because they can also, maximal skillified, cause 25% less need for themselves .. to do the same task!
Surely, these little slaves are easily inspired by a good whipping.
Now, capsuleer, I know you took math 101 to gain your certification. So I shall not insult you by adding the results of these two together. You can work it out, for your own planned skills!
Quote: Also is 75% the maximum possible reduction in overheat damage you can have?
Are you still using that wonderful proteus that you have used in such glorious battle?
It should be known, that learning of the skill "Gallente Strategic Cruiser" to 5 will give you a 25% reduction .. and thermodynamics will offer you 25% too.
Again, math time, cadet!
Congrats you stated facts that everybody in this thread including me already knew.
100% of 1 is 1... so are you saying that at maximum the nanites only repair 2 units of damage per nanite? I was never really good at math..
Also if 20 times 5 is 100 then dose that mean a 100% reduction in the time it takes to repair cycle with a nanite?
That seems a little unbalanced don't you think? "Sweet Jesus, It's an Anti-AT field!"
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Matalino
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Posted - 2011.08.09 18:54:00 -
[17]
Edited by: Matalino on 09/08/2011 18:55:38
Originally by: Xenuria Also if 20 times 5 is 100 then dose that mean a 100% reduction in the time it takes to repair cycle with a nanite?
That seems a little unbalanced don't you think?
Nanite Interfacing says that it increases the speed of repairs, not decrease the time of repairs. A 100% increase in repair speed means that repair speed is doubled; repair time would be halved. Very useful, but not unbalanced given the length of time needed for repairs.
Also, the amount of repair paste needed depends on the base cost of the modules being repaired. Therefore, you will need to test the use of repair paste on your fittings to detirmine your costs. As is clearly stated in the skill's description the Nanite Operation will reduce those costs, whatever they happen to be.
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Xenuria
Gallente Genos Occidere HYDRA RELOADED
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Posted - 2011.08.09 19:23:00 -
[18]
Originally by: Matalino Edited by: Matalino on 09/08/2011 18:55:38
Originally by: Xenuria Also if 20 times 5 is 100 then dose that mean a 100% reduction in the time it takes to repair cycle with a nanite?
That seems a little unbalanced don't you think?
Nanite Interfacing says that it increases the speed of repairs, not decrease the time of repairs. A 100% increase in repair speed means that repair speed is doubled; repair time would be halved. Very useful, but not unbalanced given the length of time needed for repairs.
Also, the amount of repair paste needed depends on the base cost of the modules being repaired. Therefore, you will need to test the use of repair paste on your fittings to detirmine your costs. As is clearly stated in the skill's description the Nanite Operation will reduce those costs, whatever they happen to be.
After doing some experients I have to argue that the price of the modual has little if anything to do with it at least in incarna.
So far nanites appear to repair 1 unit per unit of structure damage to the modual itself.
So if a modual has 3 points of damage then 3 nanites are used.
This is obvious to me what is not so obvious is if the skills that say they affect repair amount and repair time actually do what their description implies.
So I will ask again..
Assuming max skills how quick dose a nanite repair per single unit of damage and how much damage dose a single nanite repair?
"Sweet Jesus, It's an Anti-AT field!"
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Matalino
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Posted - 2011.08.09 19:35:00 -
[19]
Edited by: Matalino on 09/08/2011 19:36:56
Originally by: Xenuria After doing some experients I have to argue that the price of the modual has little if anything to do with it at least in incarna.
What has been known since the begining of Eve, is that base price has nothing to do with market price.
Base price is a factor in the amount of repair paste needed. Base price can vary substancially from one type of module to another, and from one tech level to another. Tech II items have a much higher base price, therefore they will be more expensive to repair. For many modules, Meta 1-4 have lower base prices than Meta 0. Faction modules tend to have similar base prices to Meta 0. Therefore, if you want to minimize repair costs and maximize performance, then you should probably use Meta 4 or Faction modules.
Originally by: Xenuria Assuming max skills how quick dose a nanite repair per single unit of damage and how much damage dose a single nanite repair?
As I stated already, you will need to test with your modules to find out how much nanite repair paste is required. You can then calculate the expected reduction in costs with perfect skills given your skills at the time of testing.
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Xenuria
Gallente Genos Occidere HYDRA RELOADED
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Posted - 2011.08.09 20:52:00 -
[20]
Originally by: Matalino
Originally by: Xenuria Assuming max skills how quick dose a nanite repair per single unit of damage and how much damage dose a single nanite repair?
As I stated already, you will need to test with your modules to find out how much nanite repair paste is required. You can then calculate the expected reduction in costs with perfect skills given your skills at the time of testing.
Look dude I did not make a thread in QnA simply to humble myself and have some troll like you tell me to go figure it out myself.
If you don't know then don't bother posting ITT. "Sweet Jesus, It's an Anti-AT field!"
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Matalino
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Posted - 2011.08.09 21:27:00 -
[21]
Originally by: Xenuria
Originally by: Matalino
Originally by: Xenuria Assuming max skills how quick dose a nanite repair per single unit of damage and how much damage dose a single nanite repair?
As I stated already, you will need to test with your modules to find out how much nanite repair paste is required. You can then calculate the expected reduction in costs with perfect skills given your skills at the time of testing.
Look dude I did not make a thread in QnA simply to humble myself and have some troll like you tell me to go figure it out myself.
If you don't know then don't bother posting ITT.
I am not trolling.
I am trying to explain how Nanite Repair paste works.
Testing is the easiest and surest way to find out how much repair paste you will need for each module.
Otherwise, you can look up the base price of the module and estimate the amount of repair paste needed using this formula: RoundUp( Base_Price * 0.0000019375 * (1 - 0.05 * Nanite_Operation) * Damage_HP ) You can find the base price of a module in the data dump.
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Legolas Greenleaf
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Posted - 2011.08.09 21:49:00 -
[22]
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Everyone above this line got trolled
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Xenuria
Gallente Genos Occidere HYDRA RELOADED
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Posted - 2011.08.09 21:51:00 -
[23]
Ok I am not good at math..
Lets say the module is a heavy neutron blaster tech 2, 6 of them.
With 50% overheat damage...
Can you then tell me the following?
How much damage per unit of nanite is repaired assuming no skills How fast is the damage repaired assuming no skills -- How much damage per unit of nanite is repaired assuming max skills How fast is the damage repaired assuming max skills "Sweet Jesus, It's an Anti-AT field!"
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Matalino
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Posted - 2011.08.09 22:26:00 -
[24]
Edited by: Matalino on 09/08/2011 22:30:11
Originally by: Xenuria Can you then tell me the following?
How much damage per unit of nanite is repaired assuming no skills How fast is the damage repaired assuming no skills -- How much damage per unit of nanite is repaired assuming max skills How fast is the damage repaired assuming max skills
I don't know exactly how long the repairs take. Based on my experience, with max skills it takes about a minute to repair a module. So I expect with no skills it would take around two minutes.
As for the amount of repair paste needed for a Neutron Blaster Cannon II
With no skills: 18 units of paste would repair it from upto 52.80% damage. With max skills: 13 units of paste would repair it from upto 50.85% damage.
If you had 6 damaged turrets, then you would need 6 times that much paste.
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Xenuria
Gallente Genos Occidere HYDRA RELOADED
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Posted - 2011.08.09 22:31:00 -
[25]
Originally by: Matalino Edited by: Matalino on 09/08/2011 22:27:29
Originally by: Xenuria Can you then tell me the following?
How much damage per unit of nanite is repaired assuming no skills How fast is the damage repaired assuming no skills -- How much damage per unit of nanite is repaired assuming max skills How fast is the damage repaired assuming max skills
I don't know exactly how long the repairs take. Based on my experience, with max skills it takes about a minute to repair a module. So I expect with no skills it would take around two minutes.
As for the amount of repair paste needed for a Neutron Blaster Cannon II
With no skills: 18 units of paste would repair it from upto 52.80% damage. With max skills: 13 units of paste would repair it from upto 50.85% damage.
So no significant difference...
Ok what about time to repair? I know that can't be accurate because I barely have level 3 on each skill trained and it only takes 25 seconds exactly to repair all my guns if they have 50% damage.
How do you figure without skills it takes a few mins? "Sweet Jesus, It's an Anti-AT field!"
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Matalino
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Posted - 2011.08.09 22:42:00 -
[26]
Originally by: Xenuria So no significant difference...
The difference is what is stated in the skill's description: 5% per level. What sort of difference were you expecting?
Repairing one gun one time makes a difference of only 5 units. Repairing 6 guns a hundred times would make a difference of 3,000 units. The significance of that will vary from one person to another.
Originally by: Xenuria Ok what about time to repair? I know that can't be accurate because I barely have level 3 on each skill trained and it only takes 25 seconds exactly to repair all my guns if they have 50% damage.
How do you figure without skills it takes a few mins?
My estimate was based on me looking at the in-game clock and noticing that the minute indicator changed before the repairs completed.
If you timed the repairs at exactly 25 seconds with level 3 skills, then you can expect that it would drop to 20 seconds at level 5.
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Xenuria
Gallente Genos Occidere HYDRA RELOADED
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Posted - 2011.08.09 23:34:00 -
[27]
Originally by: Matalino
Originally by: Xenuria So no significant difference...
The difference is what is stated in the skill's description: 5% per level. What sort of difference were you expecting?
Repairing one gun one time makes a difference of only 5 units. Repairing 6 guns a hundred times would make a difference of 3,000 units. The significance of that will vary from one person to another.
Originally by: Xenuria Ok what about time to repair? I know that can't be accurate because I barely have level 3 on each skill trained and it only takes 25 seconds exactly to repair all my guns if they have 50% damage.
How do you figure without skills it takes a few mins?
My estimate was based on me looking at the in-game clock and noticing that the minute indicator changed before the repairs completed.
If you timed the repairs at exactly 25 seconds with level 3 skills, then you can expect that it would drop to 20 seconds at level 5.
Ok... So basically This stuff is nerfed to hell.
Hmmm... "Sweet Jesus, It's an Anti-AT field!"
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foksieloy
Minmatar Rockets ponies and rainbows
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Posted - 2011.08.10 05:48:00 -
[28]
Originally by: foksieloy Xenuria, get out of here you pubie scrub.
_______________________ The best thing in EvE is Barrage M. |
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