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Marine HK4861
Caldari Seoltachd
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Posted - 2007.01.11 11:54:00 -
[1]
Yes.
Note that modules like shield extenders are added to your base first, then the skill is applied.
For example, your ship has 1000 hp base. You have shield management to 4 which adds 20% shield, so you have 1200hp.
You add a shield extender which boosts hp by 500hp. You now have (1000+500) * 1.2 = 1800hp.
Modules like Power Diagnostic Systems also stack with the skill, so adding it to the example above, with a 4% PDS, you now have:
(1000+500) * 1.2 * 1.04 = 1872hp
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Kua Mortal
Science and Trade Institute
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Posted - 2007.01.11 11:58:00 -
[2]
Oh. That's very useful to know.
Having fun in EVE is about using what you have, not wishing you had more. |

Marine HK4861
Caldari Seoltachd
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Posted - 2007.01.11 12:06:00 -
[3]
Bah. You edited your post. :p
Hull Upgrades works in exactly the same way as Shield Management as I described, except I don't think there are any armour versions of the Power Diagnostic System (ie adds % of hp).
The reference to Expanded cargohold and inertia stabilisers is beacuse those modules require Hull Upgrades to use.
Shield skills go under engineering because a ship's shields operate from onboard shield projectors. These projectors are essentially large mechanical devices focused on power output, so it's a bit different from specialist delicate things which go under Electronics. 
Armour skills are even more low tech then shields and most of them work on the principle of bolting thicker and bigger armour plates on the hull. Since these things are bolted to the ship hull, it makes sense for these things to go into the Mechanic skill set.
Struture is the super-structure of the ship, ie the bones of it.
If you think of a ship as a person, structure would be the person and armour is the clothes (or other protective gear).
I guess shields would be, well a shield the person is holding. 
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Kua Mortal
Science and Trade Institute
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Posted - 2007.01.11 12:17:00 -
[4]
Edited by: Kua Mortal on 11/01/2007 12:17:36 Edited by: Kua Mortal on 11/01/2007 12:16:43 Edited by: Kua Mortal on 11/01/2007 12:46:08 Edited by: Kua Mortal on 11/01/2007 12:42:34 Edited by: Kua Mortal on 11/01/2007 12:40:22 Edited by: Kua Mortal on 11/01/2007 12:33:07 Edited by: Kua Mortal on 11/01/2007 12:31:45 Edited by: Kua Mortal on 11/01/2007 12:30:01 Edited by: Kua Mortal on 11/01/2007 12:28:53 Edited by: Kua Mortal on 11/01/2007 12:26:02 Edited by: Kua Mortal on 11/01/2007 12:25:23 Edited by: Kua Mortal on 11/01/2007 12:23:07 Edited by: Kua Mortal on 11/01/2007 12:21:07 Edited by: Kua Mortal on 11/01/2007 12:20:53 Edited by: Kua Mortal on 11/01/2007 12:16:42 Edited by: Kua Mortal on 11/01/2007 12:15:34 Edited by: Kua Mortal on 11/01/2007 12:13:24
Originally by: Marine HK4861 Bah. You edited your post. :p
Sorry, I have a habit of doing that . Please don't point out the discrepancies in this joke, they are painfully clear to me. *Sigh*. 
That was a brilliant explanation and it makes a lot of sense, thanks very much. How do you know it works like that, are you just knowledgable in all things sci-fi and mechanical, or is there an explanation somewhere on these forums?
Having fun in EVE is about using what you have, not wishing you had more. |

Khavi Vetali
Gallente Team Americas Anarchy Empire
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Posted - 2007.01.11 14:58:00 -
[5]
Regenerative Plating (energized/normal) adds a percentage of HP to armor, but that is its only effect.
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Marine HK4861
Caldari Seoltachd
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Posted - 2007.01.12 09:02:00 -
[6]
You did it again. :p
Jump drives are for Capital ships (dreadnaughts, carriers and titans). They're too big to use stargates, so they have to use jump drives to travel directly from one system to another.
To do this, they need a target jump in point, which is what a cynosural field is.
As for the explanation, it was just educated guesswork on my part. If you look in the backstory (on the left hand column, near the top of the screen), you'll find links to scientific articles which will help explain EVE science and ships.
Khavi: thanks for the info. I'm Caldari, I shield tank. :p
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