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The Acolyte
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Posted - 2006.07.03 09:44:00 -
[1]
Good Morning.
I'm trying to be sure I understood passive hardening before I spend time training the skills. I've searched and read about it, and mostly people just say EANM > multiple active hardeners.
1. Take an energized adaptive nano membrane, with base 20% resists in all damage types. Assuming the compensation skills are all at lv 5, that would add 25% to each type, making the EANM II resists all 45%, correct?
2. Do the stacking rules somehow favor passive modules over active modules? Why would more EANM be better than more actives?
3. Say I had an energized magnetic membrane II, with a base 37.5 resist. Would a kinetic armor compensation make that module's resist be 62.5%? If so, why would anyone ever use an active kinetic hardener? I must be missing something!
Any help would be appreciated, thanks.
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Skva
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Posted - 2006.07.03 09:52:00 -
[2]
It's not 37.5 + 25%, it's 37.5 * 1.25. So, with the compensation skills at 5, a EANMII would give 46.875%. Your signature is too large! Please resize it according to the forum guidelines. Jacques Archambault |

Leandro Salazar
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Posted - 2006.07.03 10:31:00 -
[3]
WTB EANMII with 37.5 base resist...
Anyway, it is indeed 20% * 1.25, so 25% base per EANMII. Considering stacking penalties, three of these EANMIIs add a 49.68% effect to all four resistances, while the usual 3 hards add 50/55% to only exp, kin and therm. So they are definitely better than T1 hardners, and whether they are better than T2s or not depends on the likelihood of being hit with EM damage. --------- ZOMG my sig was concordokkened! Link removed due to bad language on remote site. -wystler
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The Acolyte
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Posted - 2006.07.03 10:39:00 -
[4]
Edited by: The Acolyte on 03/07/2006 10:43:15 Thanks for your input, that makes more sense.
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Wild Rho
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Posted - 2006.07.03 10:52:00 -
[5]
You should also consider that active hardners are a drain on your cap to keep running meaning your tank could be shut down through nossing or simply through using alot of mods at once. Passive hardeners don't cost any cap and therefore your ship is always tanked, even if you were nos'd to zero cap. It also makes it easier to run other mods on your ship such as weapons and armour reps/shield reps.
WE ARE DYSLEXIC OF BORG. Refutance is systile. Your ass will be laminated. - Jennie Marlboro
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The Acolyte
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Posted - 2006.07.03 11:09:00 -
[6]
Leandro, could you explain how you came up with 49.68%? I'm assuming zero explosive resistance to start, one hardener takes you to 25, the second adds .25 * 75 = 18.75 more to 43.75, then the third adds .25 * 56.25 = 14.06 more to make the total 57.81%?
Yeah, the no cap use to resist is a nice feature. That should make up for the few less percent resists.
Thanks.
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Eximius Josari
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Posted - 2006.07.03 11:29:00 -
[7]
Hardeners have two stacking penalties, the one that happens by their native design (hardener only adds a percentage of the unhardened hp), and the one that is known as the stacking penalty (diminishing returns on all modules effecting the same stat).
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Hoshi
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Posted - 2006.07.03 11:30:00 -
[8]
Originally by: The Acolyte Leandro, could you explain how you came up with 49.68%? I'm assuming zero explosive resistance to start, one hardener takes you to 25, the second adds .25 * 75 = 18.75 more to 43.75, then the third adds .25 * 56.25 = 14.06 more to make the total 57.81%?
Yeah, the no cap use to resist is a nice feature. That should make up for the few less percent resists.
Thanks.
There is a stacking penalty with multiple hardeners. First hardener have 100% effect, second 87%, third 57% etc. --------------------------------------------------------------------------------
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Giant Haystacks
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Posted - 2006.07.03 12:08:00 -
[9]
You shouldn't use 3 ean's without a damage control. With lvl 4 comp skills the third is giving just under 14% res, a F85 damage control costs about the same and gives 14% (no stacking penalty o DCs), plus 54% hull res.
2 eanII + DC > 3 actives.
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