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Quirinuss
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Posted - 2007.01.12 14:50:00 -
[31]
Edited by: Quirinuss on 12/01/2007 14:46:46 I was forced to train this skill to level 5 in order to use my Capital Shield Booster. Other then Caldari cap pilots, only reason to train this puppy is to get your T2 hardeners.
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Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2007.01.12 15:58:00 -
[32]
Change it to '5% less cap use for shield hardeners per level' and give armortankers a similar skill.
Basilisk Fitting Link |

SallyShears
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Posted - 2007.02.25 19:01:00 -
[33]
Originally by: Shadarle
If you actually think your armor tank benefits from TSM then you simply don't understand how TSM works or you don't understand how shield regen works or you don't understand how the interaction of the two works out, or all three. Every single person who has analyzed the situation mathematically has shown that TSM hurts.
I am trying to wrap my head around this issue and have two questions: 1.) Wouldn't it be good for an armor tank if TSM worked correctly since you could count on the extra few shieldHP that your shield may build between hits alloiwing the armor tank to repair more armorHP while the shield carved a few points off the top of the hit? I undersatnd it's not much, but every little bit helps. Please don't blast me; just trying to think about all angles and I don't quite understand it all which is why I'm asking the questions.  2.) Has a DEV EVER weighed in on this topic? A link to the post if so.
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Harry Voyager
Obscurity LLC
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Posted - 2007.02.25 21:24:00 -
[34]
The real bugger with TSM is that a rank 4 skill nets me, at most, around a total 400 damage shift, from armour to shield, over the course of an entire battle.
Throw those 4 lvl 5 ranks into Energy Operation (r1) and Energy Management (r3), and you're looking at a 66% difference in tanking capacity, before and after.
Throw those 4 ranks into Shield Ops/Mgm, and my ship gets an additional 38 dps peak passive shield tank. A mere 10 second engagement, nets me the entire benefit of TSM.
TSM isn't worth having, unless you need to fit Invul II's, or Capital shield boosters. There is just no point to it at all.
Harry Voyager
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Cookie Snatcher
Gallente
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Posted - 2007.02.26 11:07:00 -
[35]
instead of nerfing stuff to hell, devs should try to fix some skills. For example this skill. How long do we have to wait for this skill to be acctually useful.
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VaderDSL
Caldari Orcus Inferno
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Posted - 2007.02.26 16:06:00 -
[36]
Originally by: Cookie Snatcher instead of nerfing stuff to hell, devs should try to fix some skills. For example this skill. How long do we have to wait for this skill to be acctually useful.
2 years and counting 
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El Verbatim
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Posted - 2007.02.27 17:21:00 -
[37]
Edited by: El Verbatim on 27/02/2007 17:18:18 Ok, I think there's one situation where this skill might be good (at least if I understand what's going on).
Suppose (big suppose, I agree), you're a shield tanker and get ganked. The gang is breaking your tank such that your shields fall in the region where TSM is active (so damage bleeding through to your armor).
At that moment however, you can pop one or two of your attackers and the ones remaining cannot lower your shields any further but you cannot restore it back to full either so it hovers around that let's say 10 percent shields.
If the fight would continue for a LONG time and during that time, you never reach 0 percent shield but you can't get it higher then let's say 20 percent either, you'll still die eventually as the damage is leaking to your armor and eventually to your structure.
So your shield tank still stayed up but you still loose the ship.
Very unlikely situation, I agree.
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bulebolt
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Posted - 2007.02.27 18:25:00 -
[38]
hi all im quite new to eve a few months old and am trying to get the irght shield skils to make an affective tank ive followed a ferox guid and that works fine but ive just moved to a drake and need some help with the right skills for the job can u help ?
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Reysing Tafe
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Posted - 2007.02.27 19:01:00 -
[39]
All true... on the other side, armor tankers are likely to have hardened armors, meaning that (with the skill at 0) gross damage penetrating the shield makes less 'net' damage to your ship than if that damage would have been absorbed by the unhardened shields (skill at 4-5)... there's a lot of parameters in the play, I guess that only a computer simulation would give a definitive answer. anyone?
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Karrihn
Caldari Black Company
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Posted - 2007.03.02 14:31:00 -
[40]
Assume you have a shield resist of 85% for explosive damage and 25% armor resist for explosive.
you get hit for 100 explosive damage. against your shield you mitigate 85 points of damage, the buffer between your enemy and your structure is reduced a total of 15 points.
Now you are at 24% shields and assume you get hit for the same amount and type of damage. Assuming your shield resists mitigate (.75*.85)*100 = 63 points of damage. your armor mitigates 9.25 points of damage. total damage mitigated by resists is 72.25. Your buffer between your enemy and structure is reduced a total of 27.75 points.
** NOTE: I am making an assumption on the percentage of damage that is allowed to "blead through", Someone who knows please update me. The assumption is to illustrate with numbers.**
even on a ship with a passive shield tank the extra time spent ***near*** but still below peak recharge is not enough of a help to make much difference as recharge nose dives at around 25%.
If you have a peak recharge of 100/sec and you take 120/sec in damage once you get below 30% if you can't eliminate the number of guns shooting at you in another 30 seconds your dead anyway. I at least like to have a little buffer left in my armor to allow me to withdraw. The Destruction of your ship is usually preceeded by the thought,"I think I will try somthing a little different this time...." |
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