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Ulesi
Red Light Enterprises Alektorophobia
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Posted - 2006.10.18 02:33:00 -
[1]
Do the 4 Armour Compensation skills affect an Energized Adaptive Nano Membrane or a Damage Control?
Or do they only effect passive armour hardners?
Thanks!
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Viktoria Maher
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Posted - 2006.10.18 03:00:00 -
[2]
Based on the description, armour compensation skills only affect active hardeners when they are in passive mode (ie: off) and then only by 1%.
Of course, whether the description is accurate or not is another matter. ;)
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Ulesi
Red Light Enterprises Alektorophobia
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Posted - 2006.10.18 03:03:00 -
[3]
It also states:
To passive armor hardeners: 5% bonus per skill level to Armor Kinetic resistance.
I'm just alittle confused as if that pretains to EANM/DC or not?
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Blanche Virgo
The Followers of Origin
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Posted - 2006.10.18 03:28:00 -
[4]
It does not affect the Damage Control due to the fact that it is not an Armor hardener specifically.
EvE > WoW |

Blind Man
Caldari 0utbreak
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Posted - 2006.10.18 04:03:00 -
[5]
it helps EANM's by 1% per lvl.
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Ulesi
Red Light Enterprises Alektorophobia
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Posted - 2006.10.18 04:31:00 -
[6]
Originally by: Blind Man it helps EANM's by 1% per lvl.
Bummer. Not the answer I was hopeing for 
So are these skills actually useful? 25 cap every 20 secs for 50% resist seems alot better than what a passive armour hardner with these skills has to offer. Am I wrong here?
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SonOTassadar
The Dead Parrot Shoppe Inc. Brutally Clever Empire
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Posted - 2006.10.18 04:34:00 -
[7]
It helps if you're getting NOSed 
EANMs are good for certain PvE missions, such as when you fight the Angel Cartel -- they do all types of damage. Passive tanking really shines in PvP, where NOS is king. ----- Griffin -- 100,000 ISK ECM - Multispectral Jammer Is -- 20,000 ISK Standar Missile Launcher Is -- 10,000 ISK War target sobbing over losing a fight in his T2 fitted Battleship -- priceless |

RaTTuS
BIG R i s e
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Posted - 2006.10.18 10:27:00 -
[8]
EANM do work with the armort comp skills. for a tech2 EANM you get 25% resists with the skills @ 5 [i.e. 20% + 1% per level] -
Dark Blood are better same with fraction / officer - but you'll pay a lot for those.
-- BIG Lottery, BIG Deal | RaTTuS @ Skills Showroom
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Imechal Ravpeim
Amarr International Multi-Player Consortium Interstellar Alcohol Conglomerate
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Posted - 2006.10.18 12:50:00 -
[9]
IIRC... Three t2 nano energized adaptives with max compensation skills is the same as four t2 active hardeners; one of each type. Plus the fact that it's passive means it takes no cap to run and uses less PG and CPU to fit. ;)
Don't quote me on that though.
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Jaxtet
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Posted - 2006.10.18 20:47:00 -
[10]
Originally by: Imechal Ravpeim IIRC... Three t2 nano energized adaptives with max compensation skills is the same as four t2 active hardeners; one of each type. Plus the fact that it's passive means it takes no cap to run and uses less PG and CPU to fit. ;)
Don't quote me on that though.
What about the stacking penalty on these modules?
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Sir Bart
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Posted - 2006.10.18 21:29:00 -
[11]
EANM is exactly what these skills apply to.
They provide no bonuses to damage controls because a DCU is not a passive module, it's active.
They provide a 5% inscrease in effectiveness per level. So a module that provides 20% and you ahve level 4 skill gives you + 20% so that module gives you 20% * 1.2 = 24% resists. People say it gives 1% more per level because taht's they way it works out on EANM2's since 5% of 20% is 1%.
They are very good skills because EANM uses less cpu than active hardeners and with 3 EANM and level 4 skills, you have a better tank than you can acheive with 3 actives. Easier to fit and better... that's a no brainer.
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KillerOfMacros
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Posted - 2006.10.19 02:48:00 -
[12]
Who ever said the EANM was an active mod you should be shot for not knowing. If it's an "active" module it needs to be turned on and blinks green... WHICH THE EANM DOES NOT. The comp skills work with any of the eneregized membrains except the one that adds % to armor HP.
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Vincent Almasy
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Posted - 2006.10.19 16:25:00 -
[13]
with skills at level 5 in all, three of them does about 50% shielding, changing a base gallente from: emp-60 exp-10 therm/kin-35 to emp-79.87 exp-54.7 therm/kin-67.29, that's with three, which would be noted any more after is about useless.. but add in a reactive membrian II upps exp to 70.18. This takes up 4 low shots with using only t2 tech makes a mean tank, with a t2 med rep(as this set up is possible on cruisers) a cruiser can tank: 320armorhp/9sec= 35.5a sec at 0% shielding. A little cruiser can tank: 176.4-EMP DPS | 108.53-Therm/kin DPS | 119-EXP DPS.
I remind you this is only T2 tank on a T1 cruiser, with Armor Compensation skills V and Repair systems V. Impressive?
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Jaxtet
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Posted - 2006.10.19 21:10:00 -
[14]
The descriptions for the energized plates shows a penalty for using the same module twice or more. I don't see anyone figuring in this penalty. Is it valid? Is it worth mentioning?
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Vincent Almasy
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Posted - 2006.10.19 22:09:00 -
[15]
Originally by: Jaxtet The descriptions for the energized plates shows a penalty for using the same module twice or more. I don't see anyone figuring in this penalty. Is it valid? Is it worth mentioning?
my example did figure it in as I was using a fitting program. but yes, after 3 things tent to be useless
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KillerOfMacros
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Posted - 2006.10.20 01:24:00 -
[16]
The penality runs about 13% for the second module, meaning if it's 20% module and it's the 2nd one then you'll see about 17.4% increase in resists. The 3rd one has a 40% penality, or so, meaning that the same 20% module for the 3rd time would only give you about 12%.
Enjoy... BTW these are round numbers the actual stacking penalities have many numbers behind the decimal point 
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Rannoc
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Posted - 2006.10.22 15:15:00 -
[17]
Originally by: Imechal Ravpeim IIRC... Three t2 nano energized adaptives with max compensation skills is the same as four t2 active hardeners; one of each type. Plus the fact that it's passive means it takes no cap to run and uses less PG and CPU to fit. ;)
Don't quote me on that though.
You are close, maxed skill with 3 EANM2 is same as 4 Tech1 Active hardeners. 4 Tech2 hardeners will give you ~3.5% more then 3 EANM2 and ~1.5% more then 4 EANM2. So bottom line is, Hardeners will always give higher resist then EANM of the same tech level but at a cost of using cap.
--R
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Mudkest
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Posted - 2006.10.22 18:08:00 -
[18]
Originally by: Blind Man it helps EANM's by 1% per lvl.
eanm is a passive armor hardner isnt it? so would get 5% per level
or do you mean eanmII get 21 at lvl1, 22 at 2 and so on, 5% of 20 being 1 and all :)
- When talking about the itsy bitsy spider, try not to start with itchy, you'll get the second part wrong as well |

Blind Man
Caldari 0utbreak
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Posted - 2006.10.22 19:17:00 -
[19]
yeah, 20 + 5% per lvl (comes out to 1% per lvl like I said)
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Gefex
Thunderbolts The Cyrene Initiative
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Posted - 2006.10.23 12:37:00 -
[20]
Edited by: Gefex on 23/10/2006 12:38:02 What about passive 'single' type membranes?
They are 32.5% resist to a single damage type, so I guess that would scale up even more? My maths sucks so I wont even attempt it.
I normally fit 2 EANM's and an N-Type Explosive membrane to my Enyo for a nice rounded tank for missions (can't use T2 yet!)
My comp skills are still quite low, but if I got them all to lvl 5 then it would add say 4% to each EANM, and also add 7%? to the explosive membrane? Or would it just add a set figure to the whole lot?
The descriptions on these skills arent detailed enough to be honest!
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Susa Ou
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Posted - 2006.10.24 03:16:00 -
[21]
The skill is quite simple.
If its passive, it adds 1% per level of skill to a maximum of 5%. If it is an active mod, it adds 5% per skill level to a max of 25%.
The trade off is, passive is capless, but actives are almost always a better choise for pve - since you know the damage type being inflicted. FOr pvp however, an across the board (omni) resist boost is more valuable - hense the ploriferation of EANM.
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Gefex
Thunderbolts The Cyrene Initiative
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Posted - 2006.10.24 08:31:00 -
[22]
Originally by: Susa Ou The skill is quite simple.
If its passive, it adds 1% per level of skill to a maximum of 5%. If it is an active mod, it adds 5% per skill level to a max of 25%.
Eh? If the mod is PASSIVE it adds 5% per level for a maximum of 25%. If it is active it adds 3% per level while the module is OFFLINE. Its really not much use for active modules.
I figure, without taking base resists or penalty for using more than one that..
Energized (Resist Type) Membrane I - 32.5% + (25% @ 8.875%) = 41.375% Energized (Resist Type) Membrane II - 37.5% + (25% @ 8.875%) = 44.875% Energized Adaptive Nano Membrane I - 15% + (25% @ 3.75%) = 18.75% Energized Adaptive Nano Membrane II - 20% + (25% @ 5%) = 25%
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