| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Ipsissimus Marr
Imperial Academy
|
Posted - 2007.01.23 19:32:00 -
[1]
I've heard murmurings of some rigs and gank warfare links not affecting carriers, and want to confirm before training for these. If I run an "Armored Warfare Link - Damage Control" will this reduce the cap use on Capital Armor Reps? If I sticking a rig to increase armor rep repair amount, will that work? What about the rig that increases ship total armor HPs?
Thanks.
|

Ipsissimus Marr
Imperial Academy
|
Posted - 2007.01.26 10:36:00 -
[2]
Hrm, I guess no one knows?
|

Keitaro Baka
Babylon Scientific and Industrial Enterprises Babylon Project
|
Posted - 2007.01.26 10:43:00 -
[3]
Last I checked, nothing normal works on the Capital reps .. I suppose gang mods won't either ...
But it's a nice thing to check next time on sisi :)
All the stuff above does not necessarily reflect my corp, my alliance or even me.. Drones 101 |

Cain Calzon
Caldari Genco Interstellar Alcohol Conglomerate
|
Posted - 2007.01.26 11:22:00 -
[4]
warfare modules dont affect capital modules, so thats a no
|

Mike Yagon
Minmatar The Nest Interstellar Alcohol Conglomerate
|
Posted - 2007.01.26 11:29:00 -
[5]
That is, the warfare modules affecting specific modules. Warfare link modules that do not affect Armor Repairers or Shield Boosters work like normal. It's just like Crystal Implant sets not affecting the Capital Shield Booster.
------ In Carebear We Trust |

Chronus26
Gallente Vale Heavy Industries SMASH Alliance
|
Posted - 2007.01.26 13:23:00 -
[6]
The warfare link you mentioned - No.
Armor-rep amount rig - No.
Total Armor HP rig - Yes.
Bonuses that apply to modules wont affect Capital Modules, but bonuses to the Ship will. -----
|

Akita T
Caldari Caldari Navy Volunteer Task Force
|
Posted - 2007.01.26 15:04:00 -
[7]
Same with fighters, things that affect normal drones are supposed to NOT "work" on fighters. The general rule is, if the name of a module is "Capital <something>", it is ONLY affected by the corresponding capital module skill and none of the other skills that normally affect the corresponding non-capital modules.
That is, crystal implants don't modify the boost amount of a capital shield booster, armor repair amount rigs don't affect the capital armor repairer repair amount, "regular" duration and/or capacitor usage reduction skills for boosters/repairers do nothing either, and so on and so forth.
So far, the ONLY notable exception I know of is the following: boost amount mods for capital shield booster, from shield boost amplifiers and capacitor power relays. If you know of any other exceptions (like, I don't know, "standard" drone interfacing influencing fighter damage/HP amounts, for instance, if it's the case), please let us know. _ MySkills | Module/Rig stacknerfing explained |

Jon Hawkes
ISS Navy Task Force Interstellar Starbase Syndicate
|
Posted - 2007.01.26 15:17:00 -
[8]
Originally by: Chronus26 Bonuses that apply to modules wont affect Capital Modules, but bonuses to the Ship will.
This seems to be the key issue here. For some reason, Capital-class modules are not classed as "real" modules when it comes to applying rig/implant/gang bonuses.
|

Kildar Divad
Elite Storm Enterprises Storm Armada
|
Posted - 2007.01.26 17:34:00 -
[9]
and is this a bug or a feature? i.e. will it change in a future patch?
-- #include stddisclaimer.h
|

Ipsissimus Marr
Imperial Academy
|
Posted - 2007.01.26 17:35:00 -
[10]
Great, thanks for all the responses.
|

Chronus26
Gallente Vale Heavy Industries SMASH Alliance
|
Posted - 2007.01.26 18:31:00 -
[11]
Originally by: Jon Hawkes
Originally by: Chronus26 Bonuses that apply to modules wont affect Capital Modules, but bonuses to the Ship will.
This seems to be the key issue here. For some reason, Capital-class modules are not classed as "real" modules when it comes to applying rig/implant/gang bonuses.
Well, I think it is more that Capital modules are placed into a completly seperate classification than there non-capital conterparts, so:
You have your class:
Quote:
Shield_boosters
Within it you have your sub-classes:
Quote:
-Shield_boosters -Small -Medium -Large -X-Large
Within each of your sub-classes you have your Types:
Quote:
-Shield_boosters -Small -Small Shield Booster I -Medium -Large -X-Large -X-Large Shield Booster II
Now, when we come to Capital sheild boosters, instead of having them in a sub-class like this (how we would tend to classify them):
Quote:
-Shield_boosters -Small -Small Shield Booster I -Medium -Large -X-Large -X-Large Shield Booster II -Capital -Capital Shield Booster I
They appear to have been given a completly seperate class:
Quote:
-Shield_boosters -Small -Small Shield Booster I -Medium -Large -X-Large -X-Large Shield Booster II
-Capital_Shield_Boosters -Capital Shield Booster I
So, when we come to the boost bonus from Crystal Implants, the bonus will apply as:
Quote:
FOR the CLASS(Shield_Boosters) apply XX% increase to 'boost amount' attribute.
meaning that since the Capital Shield Booster I has it's own class, the bonus is not applyed to it.
There would be a number of reasons for it to be set up that way:
Stopping Crystal Implants from creating 'unbreakable' Capital tanks. Stopping the bonuses from the 'Sheild Compensation' skill affecting Capital boosters. Stopping the bonuses from 'Capital Shield Operation' from affecting Regualar Boosters. Stopping the Seige Module from affecting Regular boosters.
Probably some other reasons I haven't thought of.
And, the same reasoning would hold true for Capital Repairers/Rigs/Gang-links.
Then again, I could be totally wrong... I await sombody ganking my logic  -----
|

Nooey
Omerta Syndicate
|
Posted - 2007.01.26 18:40:00 -
[12]
Sounds about right to me.
...a Wyvern with fully functional Crystals, Mindlinked Vulture, Officer Kitted Tank, Maxed Shield Skills...it'd be pretty fearsome. 
|

Chronus26
Gallente Vale Heavy Industries SMASH Alliance
|
Posted - 2007.01.26 18:50:00 -
[13]
Originally by: Nooey Sounds about right to me.
...a Wyvern with fully functional Crystals, Mindlinked Vulture, Officer Kitted Tank, Maxed Shield Skills...it'd be pretty fearsome. 
I did a little maths last night and came out with that a Pith X-type fitted Phoenix with FG crystals and all round 80% resists would tank something like 15k DPS upwards, and thats before gang links etc etc. so yeah, pretty nutty... -----
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |