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Jaabaa Prime
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Posted - 2005.12.20 02:18:00 -
[1]
Edited by: Jaabaa Prime on 20/12/2005 02:29:05
Quote: To active armor hardeners: 3% bonus per level to Armor Explosive resistance when the modules are not active To passive armor hardeners: 5% bonus per level to Armor Explosive resistance
I now have this @ level 1, and wanted to see what the effect would be.
When I fit an active hardener I get the promised 3% bonus, my resistance increases from 10% to 12.7%.
But, when I fit a passive module, the 5% is multiplied by the module's resistance. As an example, when fitting a "Energized Adaptive Nano Membrane I" which gives a base 15% bonus to all resistances.
Adding 5% for level 1 you might expect a 20% increase from the module but you'd be wrong, what you get is 15.75% (15*1.05 ) or a 0.75% increase to resistance for this type of passive module.
Fitting the T2s and training the skill to level 5 would only boost a passive module from 20% to 25% bonus 
Is it really supposed to be this way or have I stumbled on a bug with respect to passive armour modules ? ---------
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Tiuwaz
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Posted - 2005.12.20 02:49:00 -
[2]
i dont really see your point you exactly calculated how it's supposed to be 
passive module with 20% resists, corresponding skill at lvl 5 raises the effectiveness by 25%
20x1,25= 25
you now got passive module with the effectiveness of 25%
yes the boni are supposed to be multiplicated with the initial passive hardener, so the better your passive hardeneris the more you'll get out of the skill aswell
Originally by: Oveur ****! Lets nerf it!
To the nerfmobile!
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Jaabaa Prime
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Posted - 2005.12.20 03:04:00 -
[3]
My point is that a 5% effective increase to the resistances for ~14+ days training (per skill) doesn't seem worth it.
Also, if I fit an active hardener that is turned off, I get a straight +15% (at level 5) bonus to my explosive resistance.
I don't get a straight +25% bonus to my explosive resistance when using passive modules though.
To make it fair, the active bonus should add 15% to the initial 10% resistance, i.e. from 10% up to 11.5% resistance and not from 10% to 23.5% for active modules that are turned off. ---------
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Tiuwaz
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Posted - 2005.12.20 03:18:00 -
[4]
well if you use an energized t2 membrane (37,5 % resistance) you get at lvl 5 46,875
thats pretty good, nearly as good as a t1 hardener and thats without using any cap
i agree tough that for most cases those skill dont seem to be worth training to lvl 5, but lvl 4 gives you a good deal for little training time even if you train all 8 (armour/shield) to 4
Originally by: Oveur ****! Lets nerf it!
To the nerfmobile!
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j0sephine
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Posted - 2005.12.20 03:52:00 -
[5]
Edited by: j0sephine on 20/12/2005 03:52:59
"My point is that a 5% effective increase to the resistances for ~14+ days training (per skill) doesn't seem worth it."
Well, if it doesn't seem worth it you don't need to train it ^^
More seriously though, while the resistance increase of 5% might appear small... notice this is exactly as much difference as you get between tech.1 and tech.2 version of module in question. Getting that 5% from compensation skills effectively makes your tech.2 nano an equivalent of what tech.3 nano would be, if it existed. Or --from another angle-- the equivalent of tech.1 active shield hardener which requires cap to run.
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Mylar Nocturnus
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Posted - 2005.12.20 08:55:00 -
[6]
If your not burning cap to run the hardener I would say it's worth while
9 million SP and I still am not going to fly a Cruiser and you can't Make me! |

Ravenal
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Posted - 2005.12.20 12:05:00 -
[7]
shouldnt it work like the active ones... 5% addtition to current resistances per level towards 100%.
so if you have a module that gives 20% resistance and you have the skill at lvl4 for extra 20%, you dont get 40% but 0.2*80% = 16% totalling your resistance bonus to 36%. Not 20%*1.2 = 24% like jaabaa seems to be reporting.
bug i say! . Ravenal - Fate is what you make of it.
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Jaabaa Prime
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Posted - 2005.12.20 15:15:00 -
[8]
I'm glad a few people consider this to be a bug too, I wasn't sure, but as Ravenal said, all other armour bonuses increase the resistances not the module's effectiveness. --
Mini Skill Planner |

Gariuys
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Posted - 2005.12.20 15:49:00 -
[9]
Originally by: Jaabaa Prime I'm glad a few people consider this to be a bug too, I wasn't sure, but as Ravenal said, all other armour bonuses increase the resistances not the module's effectiveness.
Well you considering it being a bug doesn't do anything, cause it's not as explained in blogs/dev posts on how the new skills would work. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

GC13
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Posted - 2005.12.20 16:03:00 -
[10]
Dude, you sound exactly like the genius who considered it a bug because Engineering gave 5% * 5 = 25% to powergrid, and not 1.05%^5 = 27.6% to powergrid.
Sit down and think for a moment. A T1 passive shield hardener gives 32.5% for shields. Would it be balanced for me to be able to improve its bonus by over 60% with about two and a half days of training a skill that's not that expensive? REALLY, how could you expect it to be anything BUT multiplied in? Even the named faction energized armor mods would have their bonus boosted by a full 50% if you had this skill at just level 4. They'd plummet from 20M to 2M really fast if you got your wish, because they'd be darn near WORTHLESS.
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Jaabaa Prime
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Posted - 2005.12.20 18:37:00 -
[11]
GC13, did you even read this ?
Originally by: Jaabaa Prime To make it fair, the active bonus should add 15% to the initial 10% resistance, i.e. from 10% up to 11.5% resistance and not from 10% to 23.5% for active modules that are turned off.
--
Mini Skill Planner |

GC13
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Posted - 2005.12.20 19:31:00 -
[12]
Yes I did, actually. Glossed over in my eagerness to argue, but yes, I did read it.
And to that, I say: The passive bonus on active hardeners is useless anyway, so why bother arguing it? It'd be nice if they changed the description to indicate the way it works, but I think the way it is right now is plenty fair.
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Kuolematon
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Posted - 2005.12.21 07:50:00 -
[13]
Having Tech2 passive hardener that gives you almost as much as Tech1 active hardener -- priceless. My Zealot setup loves those new skills. Getting em to lvl5 asap.  ________________________________________________________
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Lord WarATron
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Posted - 2005.12.21 11:17:00 -
[14]
Edited by: Lord WarATron on 21/12/2005 11:20:14 Edited by: Lord WarATron on 21/12/2005 11:17:13 Well, if they made it that these things gave a bonus to active hardners when they are turned on, i.e
A 50% hardner would get 3% per level which totals to 57.5% with lvl5. I.E 7.5 Extra
A t2 55% Hardner would end up with 63.25 with lvl5 I.e 8.25 Extra
A 60% Super Officer mod would end up with 69% with lvl5 I.e 9 Extra
If anything, it would actually increase the value of t2 and Faction/officer hardners, since the better the hardner, the bigger the percentage resistance gap. --- Order Now!
Slot 10 Akemons Modified 'Noble' Zet 5000 implant +8% Armour Msg me - 500mil - 7 day backlog |

Willo Vasquez
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Posted - 2005.12.21 11:27:00 -
[15]
Edited by: Willo Vasquez on 21/12/2005 11:29:18 My understanding is that the bonus is applied to the unresisted percentage. Say you've got a native 20% resistance, and add a 10% hardener, you'd get a total of 20% + ((100-20)*10%), ie 8%, giving 28% total.
I think....I just totally missed the point....
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Gariuys
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Posted - 2005.12.21 11:37:00 -
[16]
Originally by: Willo Vasquez Edited by: Willo Vasquez on 21/12/2005 11:29:18 My understanding is that the bonus is applied to the unresisted percentage. Say you've got a native 20% resistance, and add a 10% hardener, you'd get a total of 20% + ((100-20)*10%), ie 8%, giving 28% total.
I think....I just totally missed the point....
You did, but no matter, it's correct what you said and that is something.   ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |
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