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active 101
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Posted - 2007.01.20 21:15:00 -
[1]
Dispite all the posts regarding this ive still not gotten my head around it , i have all sheild compensation skills to L5 , obviously i normally use named or T2 hardners . I have not got my head around passive tanking . if i get 5% per level thats 25% + 37.5% (passive amp T2 ?) = 62.5% , or the equivalent of a faction hardner . If this is the case i would switch , but it never seems to work out like this , I just seem to use Pith B XL , T2 Boost amp , 2 * T2 Invun and 2 damage specific all the time. I would like to switch to a passive tank so i can run my CNR's sheild booster perminantly just using t2 passive modules , i have a 30% kinetic rig installed ( + a cap charge and a RoF ). Is this possible / easy for L4 missions ?
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Lowanaera
Amarr 1st Praetorian Guard Vigilia Valeria
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Posted - 2007.01.20 21:21:00 -
[2]
Multiply, don't add. The bonus isn't an extra 25% resist, it's a 25% increase to the modules resist. A 37.5% module with compensation V is 46.875%.
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Aranin
Amarr Veto. Academy Veto Corp
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Posted - 2007.01.20 21:23:00 -
[3]
if i am not mistaken it adds 25% of the 37.5% hardner increase ontop of what u get without the comp skills.
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Ashurn
Gallente Federal Navy Academy
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Posted - 2007.01.20 21:36:00 -
[4]
Edited by: Ashurn on 20/01/2007 21:34:19 Tech II Shield Resist Amplifiers grants 37.5% resist bonus.
Specific Shield Resist Compensation grants an increase of 25% to the module's resist bonus.
Thus, 37.5 x 1.25 = 46.875% resist on the Shield Resist Amplifier. 
A specific tech 2 shield resist hardener grants 55% to one resist. So, no. Your tech 2 passive shield resist amplifier will not be better than a tech 2 active shield resist hardener.
Hope that helps.
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active 101
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Posted - 2007.01.20 21:40:00 -
[5]
ah , thank you , so if i were to use a officer passive amp the resistances would probably be just over 50% Basically i am just trying to run the booster all the time with the boost amp so i can just forget adout sheild (is it possible ?) , warp in and not worry on L4's . How do the passive amps stack , if i used 2 thermal is it 37.5% + 37.5% (of whats left upto 100) + 25% ?
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active 101
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Posted - 2007.01.20 21:42:00 -
[6]
BTW sorry for posting with an alt but ime so ashamed , been playing over 3 years and ime clueless 
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J Valkor
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Posted - 2007.01.20 21:44:00 -
[7]
A few things to note A - If you are using a Tech 2 invulnerability field with all of your compensation skills at five, the mod becomes 50% effective of itself with cap. That is sorta nice. B - If you get the Pithum A-Type hardener or one of the officer versions, you can achieve around 55% resistance. Expensive? Yes, but no cap. If you get the BEST one in the game... well... it's awesome.
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Majin82
Caldari g guild
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Posted - 2007.01.20 21:44:00 -
[8]
For a CNR just go with what everyone uses for Level 4's
5 x Active T2 Hardener 1 x Shield Booster (take your pick: Faction, Large T2, XLarge T2)
2 x BCU II 3 x PDS II
Rigs: Capcapcap
If you want to see the full power of Fully Passive Regen, get a Drake and fit this.
6 x Heavy Launcher
4 x LSE II 2 x Shield Recharger II
4 x SPR
3 x Shield Recharge Rig (Purger I)
Only Pottsey could build a better passive setup.  ------------------------------------- The difference between a Pirate and an Anti-Pirate is that an Anti-Pirate fights ships fitted with guns!
Passive Drake For The Win |

active 101
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Posted - 2007.01.20 21:58:00 -
[9]
Again i think i missed something , i thought the compensation skills gave 5% to passive modules and 3% to active modules , but only when they were not active , (i only trained to 5 cos i mis-read them and thought i would get 55% + (5*3%) , (WRONG) . Just tell me what combo of amps / hardners is best for me on L4's :) . I have done quite a few but it does not seem as easy as most people here make out even with maxed skills , so i tend to stick to L3 and just run through loads really fast . ( I have 6.5 Mil SP in drones and can use any , i put 7 T2 hammers in the bay but ime scared to use them as i hear horror stories of them aggro'ing whole level ?) my usuall mission ship High 7 t2 CRUISE 1 e500 nOS
Med
Pith "b" XL booster T2 Booster amp 4* **** knows
Lows 4 * Pdu 2 1 * BCU (std)
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Ashurn
Gallente Federal Navy Academy
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Posted - 2007.01.20 22:02:00 -
[10]
Edited by: Ashurn on 20/01/2007 22:03:31 Edited by: Ashurn on 20/01/2007 22:01:37 Edited by: Ashurn on 20/01/2007 21:59:39 Using 2 modules of the same resist types will yield you a penlty to the effectiveness to your second module.
E.g Assuming you are in a Drake, with Battlecruiser V as well as EM Shield Compensation V.
EM resist base = 0% With BC V bonus = (100 - 0) * 0.25 + 0 = 25% EM resist
Using a Tech II EM Shield Amp: 37.5% x 1.25 = 46.875% [(100 - current_resist) * (resist_bonus * stacking_penalty)] + current_resist = new_resist (100 - 25) * 0.46875 + 25 = 60.15625% EM resist
But, upon using a second (same) module, you incur a penalty on the effectiveness of the shield amplifier. Thus;
[(100 - 60.15625) * (0.46875 * 0.8691199806)] + 60.15625 = 76.3885933876708984375% EM resist. *The underlined value is the stacking penalty.
But take into account that ship's inherent bonuses as well as Damage Control Unit's bonuses are not affected by the stacking penalty. Though, an active shield hardener and a passive shield resist amplifier will still incur penalty to the latter one with lesser bonus.
Hope that is clear. 
P.s. [Edit] The Armor/Shield Resist Compensation skills only applies to passive resist modules and active resist modules when they are inactive. 
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active 101
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Posted - 2007.01.20 22:16:00 -
[11]
lol kind of gets a bit hazey around the " EM resist base = 0% " , sorry 
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Ashurn
Gallente Federal Navy Academy
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Posted - 2007.01.20 22:20:00 -
[12]
Edited by: Ashurn on 20/01/2007 22:17:49 Alright, you see, the Caldari Tier 2 Battlecruiser, Drake. Starts with the base shield resists of EM/Exp/Kin/Therm 0/60/40/20%.
Thus, I took the EM resist as an example in the calculations. 
P.s. I know you are using a CNR, I'm just using a Drake for comparison's sake. As well as I am using one, and I'm loving it. 
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