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Hyperforce99
Gallente Strike Force I Omega Syndicate
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Posted - 2007.01.10 20:15:00 -
[1]
The Calculations below give you information about how stacking penalties apply to resistance rigs in combination with modules. I did some research on SISI and came up with this.
If this is usefull can a dev. make it a sticky?
-=-=-=-=-=-=-=-=-=-=- Index -=-=-=-=-=-=-=-=-=-=-
Items Used, 1 gallante battleship with explosive armor resistance : 10%
Armor Explosive Hardener | (Active Armor Resistance Module)
Anti-Explosive Pump | (armor resistance rig)
Explosive Armor Compensation (lvl3) (Boosts armor resistance on (in) Active Hardeners by 5% per Level)
-=-=-=-=-=-=-=-=-= Situations involving 1 Rig -=-=-=-=-=-=-=-=-=
---
no rig + 1x Hardener:
no Hardener = 10 (in)active Hardener = 18.8 active Hardener = 55
---
Rig + 1x Hardener
no Hardener = 37 (in)active Hardener = 42 active Hardener = 66,7
should be : 68.5 if no stacking penalties where applied: so, Resistance Rigs cause stacking penalties to Resistance Modules
---
No Rig + 2x Hardener
no Hardener = 10 1x (in)active Hardener = 18.8 2x (in)active Hardener = 24.5 1x (in)active Hardener + 1 active Hardener = 58.5 2x active Hardener = 74.5
---
Rig + 2x Hardener
no Hardener = 37 1x (in)active Hardener = 42 2x (in)active Hardener = 45 1x (in)active Hardener + 1 active Hardener = 68.4 2x active Hardener = 79
---
No Rig + 3x Hardener
3x active Hardener = 82
---
Rig + 3x Hardener
3x active Hardener = 83.3
---
Its useless to fit 3 Active Hardeners and a Rig, since the panelty's applied to the 3de active Hardener will render the bonus at near 1% resistance increase.
---
From the information shown above we can calculate the percentage that got nerfed due to stacking panelty's:
68.5 : 55.0 = 1.254 x better than with no Rig (1x Hardener) 79.0 : 74.5 = 1.060 x better than with no Rig (2x Hardener) 83.3 : 82.0 = 1.016 x better than with no Rig (3x Hardener)
-=-=-=-=-=-=-=-=- Situations involving Multiple Rigs (3x) -=-=-=-=-=-=-=-=-
0x Rig + No Hardeners = 10% 1x Rig + No Hardeners = 37% 2x Rig + No Hardeners = 54% 3x Rig + No Hardeners = 62%
This means
Example in combination with Hardeners:
0x Rig + 1x Active Hardener = 55% resistance 1x Rig + 1x Active Hardener = 66,7% resistance 3x Rig + 1x Active harnder = 74% resistance
0x Rig + 2x Active Hardener = 74.5 resistance 1x Rig + 2x Active Hardener = 79.0 resistance 3x Rig + 2x Active Hardener = 81.3 resistance
0x Rig + 3x Active Hardener = 82.0 resistance 1x Rig + 3x Active Hardener = 83.3 resistance 3x Rig + 3x Active Hardener = 84.0 resistance
calculating out effectiveness in percentages
74.0 : 66.7 = 1.109 x better than with 1x Rig (3x Rigs + 1x Hardener) 81.3 : 79.0 = 1.029 x better than with 1x Rig (3x Rigs + 2x Hardener) 84.0 : 83.3 = 1.012 x better than with 1x Rig (3x Rigs + 3x Hardener)
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Hyperforce99
Gallente Strike Force I Omega Syndicate
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Posted - 2007.01.10 20:16:00 -
[2]
-=-=-=-=-=-=-=-=-=-=-=-=-=- Verdict: -=-=-=-=-=-=-=-=-=-=-=-=-=-
using 1 rig and 1 Hardener its sertainly worth it (improvement vs 1 Hardener and 0 Rigs = 25.4 % bonus to resistance)
using 1 rig and 2 Hardeners its only worth it if you really need it (improvement vs 2 Hardeners and 0 Rigs = 6.0 % bonus resistance)
using 1 rig and 3 Hardeners its not really worth it (improvement vs 3 Hardeners and 0 Rigs = 1.6 % bonus)
using 3 rig and 1 Hardener its sertainly worth it to use 1 Hardener (improvement vs 1 Hardener and 1 Rig = 10.9 % bonus to resistance)
using 3 rig and 2 Hardeners its only worth it if you really need it to use 2 Hardeners (improvement vs 2 Hardeners and 1 Rig = 2.9 % bonus resistance)
using 3 rig and 3 Hardeners its not really worth it to use 3 Hardeners (improvement vs 3 Hardeners and 1 Rig = 0.8 % bonus)
So in the end, it seems Resistance Rigs cause stacking panelties to your Resistance. Using 1 Resistance Rig does give penalties to your Resistance modules but its still very recommended.
Fitting more than 1 Resistance Rig has an increased effect of the stacking Penalties.
Adding more than 1 of the same type of Resistance Rig on your ship is not advised as all you do is add small amounts of resistance not worth wasting rig slots for.
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Zoe Sedai
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Posted - 2007.01.10 22:07:00 -
[3]
Awesome post!
You did leave me with a few questions however. Did you try using 3 x Anti-Explosive Rigs with 3 EANM II's and possibly a DCU II to see what your total resists are?
I'm wondering if the overall resists across the board wouldn't be higher with that setup than with 1 each of the Kin/Therm/Exp rigs, 1 each of the Kin/Therm/Exp hardeners and a DCU II. EM would certainly be through the roof, but I'm not sure how the stacking would be on the rest.
Thanks again for the informative post
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Hyperforce99
Gallente Strike Force I Omega Syndicate
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Posted - 2007.01.11 07:28:00 -
[4]
Originally by: Zoe Sedai Awesome post!
You did leave me with a few questions however. Did you try using 3 x Anti-Explosive Rigs with 3 EANM II's and possibly a DCU II to see what your total resists are?
I'm wondering if the overall resists across the board wouldn't be higher with that setup than with 1 each of the Kin/Therm/Exp rigs, 1 each of the Kin/Therm/Exp hardeners and a DCU II. EM would certainly be through the roof, but I'm not sure how the stacking would be on the rest.
Thanks again for the informative post
Stacking applies only to the same attribute, so if you have 1 resistance rig for each (Kinetic/Thermal/Explosive) + 1 hardner for each (Kinetic/Thermal/Explosive) you will have 2 hardners of each type total, the stacking penalties would be calculated as it would be for 1 rig and 1 hardner. 25% bonus compared to 1 hardner and 0 rigs
for 3x nano plating for example and 1 resistance rig for each (Kinetic/Thermal/Explosive)
your going to sit there with 4 objects that effect the same object, so it will be the same as 1 Rig and 3 Hardners, the 3de Resistance Module will have nearly no effect to the attribute with the panelty applied.
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Gal'tashec
Gallente Raptus Regaliter Pride - Honor - Duty
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Posted - 2007.01.11 09:53:00 -
[5]
This needs a sticky. Great post! I think you need to send a mod an e-mail requesting a sticky. I'm not 100% certain but I think it was [email protected] --- Vice CEO of Raptus Regaliter Diplomat of the Pride - Honor - Duty alliance. Always in the lookout for good pilots and corporations. |
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Ulynidd
Forum Moderator Interstellar Services Department
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Posted - 2007.01.11 11:15:00 -
[6]
Stickied.
_____________________________
Ulynidd Lead Forum Moderator
[ Forum Rules ] |
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Goumindong
Amarr Merch Industrial
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Posted - 2007.01.11 14:13:00 -
[7]
All of the percentage based bonuses are wrong.
74% reistance for example is 21% better[21% reduction in damage] than 66.7% resistance, not 10.9% better. And the difference between 82% resistances and 83.3% resistances is not "almost 1%" it is 7.222%
The OP has no clue how resistances apply and stack.
There is actualy a formula, which can be approximated to:
1-(1-A * [1-B] * [1-C] * [1-(.87 * D)] * [1-(.57 * E)] * [1-(.23 * F)] *[etc])
Where
A = Base resistance B = Ship Bonus C = Largest Resistance Modifier D = Second Largest Resistance Modifier E = Third Largest Resistance Modifier F = Fourth Largest Resistance Modifier [ETC]
The decimals are the stacking penalties[approximated]. The actualy algorythm is probably a bit more elgent and beyond my basic abilities to define on paper, but its the product of the one minus the resistance modifiers between A and Z where A is the base resistance and Z is the lowest resistance modifier. If i knew how to BBCode in some subscript, this would be a little bit more elegent.
E.G.
Imagine you have a shield tank and you are fitting EM resistance modifiers at 55%.
with 1 your equation looks like
1-([1-0] * [1-0] * [1-.55]) = 1-(1*1*.45) = .55 = 55% resistance.
And with two it looks like.
1-([1-0] * [1-0] * [1-.55] * [1-.87*.55)]) = 1-(1*1*.45*[1-.4735]) = 1-(1*1*.45*.5215])=1-.234675 = 76.53%
And with a third it looks like
1-([1-0] * [1-0] * [1-.55] * [1-(.87 * .55)] * [1-(.57 * .55]) = 1-(1*1*.45*.5215*6865])=83.88%
Now, 83.88% reduces damage from 1 to .1612. and 76.53% reduces damage from 1 to .2347 so 83.88% is 31.31% better [That is 1-.1612/.2347] than 76.53% resistances. Which also happens to be the result of the resistance bonus gained from the hardener after the stacking penalty is applied to the hardener bonus [.57 * .55 = .3135] absent some rounding errors that occur when i snip decimals when doing my calculations.
[Disclaimer] The numbers used in the stacking calculation are approximations of the real values, which are slighly different. The fourth number is a worse approximation and may be entirely wrong, but it should be close enough to enforce the point. ---------------------------------------- Thou Shalt "Pew Pew" |
Hyperforce99
Gallente Strike Force I Omega Syndicate
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Posted - 2007.01.11 15:07:00 -
[8]
Edited by: Hyperforce99 on 11/01/2007 15:06:34 I was talking about the increase in % resistance It compares how effective it is to use rigs, and what combination would be worth using.
your calculation describes the percentage of damage that is covered by the added resistance per rig/module. I tryed to do that to, but I couldn't find the formula.
then again, your calculation is far more effective than what I did
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Goumindong
Amarr Merch Industrial
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Posted - 2007.01.11 15:24:00 -
[9]
Originally by: Hyperforce99 Edited by: Hyperforce99 on 11/01/2007 15:06:34 I was talking about the increase in % resistance It compares how effective it is to use rigs, and what combination would be worth using.
your calculation describes the percentage of damage that is covered by the added resistance per rig/module. I tryed to do that to, but I couldn't find the formula.
then again, your calculation is far more effective than what I did
Yes, but the flat increase in resistance % doesnt tell me anything unless i know where I am starting at, and nor does the percentage boost in resistane %.
from 0 to 1.2% is a 1.2% difference and you take 1.2% less damage. From 98.8% to 100% is a 1.2% differene and you take infinitly less damage.
What matters is the percentage difference in the amount of damage you are going to take.
This is because this is the way that the game calculates resistances and this is because that is the number we want to look at when decided how much boost we are going to get and then decide for other things.
When i fit an EANM i say "I get a 20% resistance bonus and will be 25% more survivable[roughly]" and then i can compare that to fitting a heat sink where i say "I do 23% more damage" That is the point i can weigh the two options. Do i want to be 25% more surviable? or do I want to do 23% more damage?
It should also be noted that in my post above, the survibility increase from all numbers are the inverse of the percentage change, so if you stick a 50% resist module on your ship, you are twice as surviable against that damage type.
It should as well be noted that tanking is dependant on DPS in as well as out and only works on the singular type you are hardening for, which increases the utility of damage[though working it all out in various situations is pretty complicated] ---------------------------------------- Thou Shalt "Pew Pew" |
Hyperforce99
Gallente Strike Force I Omega Syndicate
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Posted - 2007.01.11 15:35:00 -
[10]
I have Adjusted my original posts to refer to your post and explained what mine and your calculations do.
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dalman
Finite Horizon
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Posted - 2007.01.11 18:55:00 -
[11]
Wouldn't it be easier to just write the obvious in a one-liner instead?
'Resistance rigs are useless and just take up space on the server'
Am I forced to have any regret? I've become the lie, beautiful and free In my righteous own mind I adore and preach the insanity you gave to me |
Sphynx Stormlord
Gallente Anqara Industries Serenus Letum
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Posted - 2007.01.11 19:16:00 -
[12]
They are not useless, they are just only useful on ships that dont have room for enough resistance modules.
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Solar Blade
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Posted - 2007.01.11 19:16:00 -
[13]
They are far from useless, in fact they can make your ship a quite a bit stronger, stacking penalties or not if you balance and think it out right, you can walk away with a very good bonus in resistance. I think. Hyperforce's explanation might not the best guide i've ever seen but it sertainly helps me allright. Your not forced to use them you know.
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Cadridorn
Caldari Knowledge Industries Geological Research Unbrella Alliance
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Posted - 2007.01.11 20:27:00 -
[14]
'Resistance rigs are useless and just take up space on the server'
uhhh it doesnt nessisarily make you resists "better" but what it can do is free up a mid or a low slot for something else.
I dont know armor tanking.. but maybe using a rig in place of a resist module... will allow you to mount that sensor booster you always wanted.. or maybe more armor plating... maybe a cap recharger to maintain your armor reps..
I know for the passive(and active) shield tankers, rigs have huge potential.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.01.12 09:27:00 -
[15]
The problem is two-fold:
1. That rig ship attribute modifiers get stacking-nerfed TOGETHER with modules, not separately
You can thank Tuxford for that, it used to be (in pre-public release testing at some point) that modules and rigs were getting separate stacking nerfs, he felt like it's a bug so he "fixed" it.
2. That even passive resistance amplifiers have better values as resistance rigs right from the start, and that rigs are NOT affected by compensation skills
In other words, an active hardner is worth much more than two resistance rigs ___
For a more detailed mathematical description of "stuff involved", see sig. _ My skills | Mod/Rig stacknerfing explained |
keepiru
Supernova Security Systems
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Posted - 2007.01.12 13:12:00 -
[16]
Hah, nice post Hyp ----------------
Boost T2 Plate HP! |
baaaaal
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Posted - 2007.01.13 03:54:00 -
[17]
Edited by: baaaaal on 13/01/2007 03:51:09
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Aenigma
Drones of Annihilation
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Posted - 2007.01.13 15:53:00 -
[18]
I found the total stacking penalties for damage mods, inertia stabs etc to be equal to:
X{n} = X{0} * Multiplication(n-1,i=0)[1+A{i}*exp(-(i)^2/7.2189)]
With X{n} the value for n modules/rigs (Note: for the resistances as you see it in EVE this is 1-X{n}). X{0} the value without any modules/rigs fitted (Note: for the resistances as you see it in EVE this is 1-X{0}). n the number of modules+rigs fitted that affect the same attribute. i the index number. A{i} as the multiplier (in decimals) belonging to the module or rig, with Ai ranking from highest to lowest (ie sorted so that |A{i}| is greater or equal to |A{i+1}|. For Heat Sink IIs this number is 0.1 for the damage modifier, and 0.105 for rate of fire, for Inertiastabilizer Is this number is -0.125 for both inertia and mass, and for Thermic Armor Hardeners IIs -0.55 for the thermal armor resistance.
I still have to test the formula for resistances, but i think it'll yield good results. --------------------------------------------
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Hyperforce99
Gallente Strike Force I Omega Syndicate
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Posted - 2007.01.13 23:04:00 -
[19]
thx once you've finished your tests succesfully i'll put it on the first post :)
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.01.14 00:36:00 -
[20]
stacking penality for anything is:
Penality mod for Nth module/rig = 0.5 ^ [ ((N-1) / 2.22292081)^2 ]
1 : 1.0000000000 2 : 0.8691199806 3 : 0.5705831430 4 : 0.2829551534 5 : 0.1059926494 <- not good 6 : 0.0299911664 <- already pretty worthless 7 : 0.0064101831 <- practically pointless 8 : 0.0010349205 9 : 0.0001262127 10 : 0.0000116268 11 : 0.0000008090 <- this can only be acheived with 8 mods and 3 rigs, but as you can see it's negligible anyway
taken from forum thread link in my sig _ http://ineve.net/skills/character.php?charID=776304952 http://oldforums.eveonline.com/?a=topic&threadID=439640 ON VACATION : 15-23 Jan 2007 |
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Aenigma
Drones of Annihilation
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Posted - 2007.01.14 09:49:00 -
[21]
Edited by: Aenigma on 14/01/2007 09:49:36 Edited by: Aenigma on 14/01/2007 09:47:49 I ran this test with my formula using Adaptive Nano Plating I on a Tormentor, which has A{i} = -0.08.
For thermal damage resistance: n_____actual resistance___prediction (in 12 digits)__error 0_____0.650000000000 1_____0.598000000000___0.598000000000_______0.00E+000 2_____0.556421300119___0.556421300119_______-4.91E-013 3_____0.531022530955___0.531022530956_______9.49E-013
As you can see the resistance as predicted by the model is consistent, with an error that is smaller than what you can see (ie. 12 digits in EVE vs an error in the 13th digit, which you cannot see in EVE).
The last result may show an error in the last digit, but this is most likely caused by the calculation of the actual resistance, which is 1 minus the resistance on your screen. The resistance on your screen is rounded on the 12th digit, which can cause a discrepancy if you substract it from 1. --------------------------------------------
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J3ST3R
Gallente Dark Light Inc
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Posted - 2007.01.14 11:43:00 -
[22]
Edited by: J3ST3R on 14/01/2007 11:39:48 Can you tell the uneducated if explosive armor compensation skill affected the Anti-Explosive Pump resistance values?
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Hyperforce99
Gallente Strike Force I Omega Syndicate
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Posted - 2007.01.14 18:37:00 -
[23]
Originally by: J3ST3R Edited by: J3ST3R on 14/01/2007 11:39:48 Can you tell the uneducated if explosive armor compensation skill affected the Anti-Explosive Pump resistance values?
no, it doesn't
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Neuromandis
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Posted - 2007.01.15 00:49:00 -
[24]
I dunno I just hoped resistance rigs would be more useful... The posts described above are completely accurate, which has led me to the following conclusions:
Resist rigs are only useful if you don't want to know what invulnerability field or Energized Adaptive Nano Membrane. If you fit specific hardeners for whatever reason, they COULD be useful. But be extra careful: there is sometimes onother rig that serves a completely different purpose but could substitute a module that can then be used for a hardener.
Stupid example: I am (theoretically) using a raven, with shieldbooster, shield boost amplifier, a cap recharger, 2 em and 1 thermal hardener. If I wanted to boost em, I'm sol. If I wanted to boost, say, kinetic, instead of sticking a kinetic resist rig, i would be much better off to throw away the cap recharger, use a cap recharge rig and just stick a kinetic hardener - even a passive one. That way you would lose something like 1-2% cap recharge but would gain alot better kinetic resistance. And so on.
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Skith Knoth
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Posted - 2007.01.15 13:19:00 -
[25]
Well i'm pretty lazy and i still don't have enough SP for my Raven and L4 missions. So i'm stuck in a BC Drake for a little while longer. I added 3 rigs before reading this post but i had already assumed it had the stacking penalty. I have BC at L4 and get 5% to resistance.
Before rigs
em 20%, exp 68%, kin 52%, therm 36%
I added 1 em, 1kin and 1 therm rig
After adding rigs
em 44%, exp 68%, kin 67%, therm 56%
lazy setup 1 entender, hards = 2 em, 1 exp, 1 kin, 1 therm
em 81%, exp 84%, kin 82%, therm 76%
Basically i run that most of the time and shields won't drop below 80% for my L3 missions. For blockade i do swap out the em and exp for more kin and therm resist like so. Blockade is prety easy and boring so i like to aggro both groups to make it more interesting (can't really afk it though lol).
em, 44%, exp 68%, kin 91%, therm 85%
It's a good setup for at work. I can afk make coffee take calls etc etc and not worry about getting killed. I'm sure there can be other useful ways to use the rigs. But like i said it's my lazy setup.
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Tyler Lowe
Minmatar DROW Org
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Posted - 2007.01.16 04:48:00 -
[26]
Edited by: Tyler Lowe on 16/01/2007 04:47:32 Nice post.
As an alternative to dealing with hardeners from the standpoint of a resistance figure, I find it's easier to simply convert all hardeners and rigs into an increase in straight HP/repair/boost amount. I noticed some confusion above about where a particular resistance starts in order to find the effect of the straight bonus figures, and tbh, it just doesn't matter. By dividing 1 by the the remaining *vulnerability* percentage, you can quickly calculate the increase in effectiveness granted by any resistance increase. It honestly does not have to get more complex than that.
What I mean by this is:
tech I shield resistance: 0% 1x tech II em shield hardener- 55% remaining vulnerability- 45%
1 / .45 = 2.222...
so you can absorb/repair 2.22 times the orginal amount (with no hardeners) after applying the resistance mod.
If you apply a second resistance modifier, it functions at (approximately) 87% of it's full amount, so it will harden and additional 47.85%, or 47.85% of 45% removed from your vulnerability, for a hardness of 76.53%. Repeating the step above, we find that the remaining vulnerability is 23.47%, so..
1 / .2347 = 4.26 (roughly),
By using two hardeners, you can absorb 4.26 times the amount of EM damage a ship with no shield hardeners can absorb.
Which makes sense, because the one hardener left use at 2.222, and the second hardener hardening an additional 47.85% left 52.15% of the vulnerability remaining, so
1/ .5215 = 1.9175
1.9175 * 2.222 = 4.26 (roughly)
The thing to remember is, it does not matter in the least what the starting value is in determining this figure. Add two EM armor hardeners to a Minmatar tech I ship which starts at 70% and the result is exactly the same. The hardened ship can absorb 4.26 times the amount of damage the unhardened ship could handle.
So it really makes absolutely no difference what your starting value is, other than for the sake of finding an absolute DPS you could tank for a particular damage type.
Providing you know what the penalty for each successive mod is, you can simply apply that penalty to the starting figure and convert to a HP/Rep/Boost modifier for each hardener.
Not sure if I made things better (easier) or worse (confusing) with that, but it is another way to look at it.
J.A.F.O.
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Shyruban
Gallente Morbid Orbit
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Posted - 2007.01.16 18:51:00 -
[27]
I just found out for myself today :( same as above... i fky a navy megathron... naturally it has low explo resist (10%) but right now am doing missions in Metropolis and mostly get Angel missions..hense need more explo resist... Figured i'd fit a anti-explo pump rig... Damn thing is totally useless at the end i end up with about 2% extra explo resist... Also what i can see...there's already a stacking penality between the base resist and the rigs...before fitting any modules.. ( 10% base explo resist plus 30% explo resist from rig) shouldn't that make 40% resist??? but it doesn't comes to 37% so by the time i fit exactle same mods i had on before i added a rig... i end up with 2% extra explo resit... These day everytime ccp adds something new that seams good...it turns out to be a poisoned gift :) the statcking between base resit and the rig should be removed... Basicly adding an anti dmg pump rig to a ship is only good if u already have a high base resist of the same type...otherwise..it's just a wasted rig slot... For angel missions i should have added a kinetic rig instead...since second biggest damg from angels is kinetic...then i might have been able to do wissions without a kin hard...hense freeing a slot... But cap rigs kick a*** those i like :) Show me a sane man or woman and i will cure him\her. |
Aenigma
Drones of Annihilation Privateer Alliance
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Posted - 2007.01.16 20:45:00 -
[28]
Originally by: Shyruban Also what i can see...there's already a stacking penality between the base resist and the rigs...before fitting any modules.. ( 10% base explo resist plus 30% explo resist from rig) shouldn't that make 40% resist??? but it doesn't comes to 37% so by the time i fit exactle same mods i had on before i added a rig...
Actually it's 30% of what's remaining (in your case 100% - 10% = 90%). That's a net +27% on your base resist, and hence you see 10% + 27% = 37% --------
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Zoe Sedai
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Posted - 2007.01.17 15:30:00 -
[29]
You guys who think these are worthless are nuts...
Using Aenigma's stacking chart, you can determine exactly what resist you'll end up with using a combination of mods. For example, the explosive resists on a domi end up stacking as follows, rounded to the 2nd decimal point:
Base - 10% + Hardener - 55% + Anti Exp Pump - 69.34% + DCII - 77.89% + EANM II - 83.54 (Calculated with armor comp skill at 0)
That's an ~83% resist on your weakest damage resist - pretty impressive in my opinion. With 8 low slots, you can easily fit 3 x hardeners, 1 x DC II, 1 x EANM II, and 1 x LAR II and have a truly massive tank.
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Domalais
Equilibrium LLC United Confederation of Corporations
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Posted - 2007.01.18 04:40:00 -
[30]
Originally by: dalman
'Resistance rigs are useless and just take up space on the server'
They're very useful so long as you aren't using EANMs.
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