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Thread Statistics | Show CCP posts - 1 post(s) |

WilIam Hung
Defenders of the Rice Fields
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Posted - 2008.03.17 02:05:00 -
[1561]
I'm sure this has been brought up, but because Shield Extenders increase a ship's shield dps tank, but Armor extenders (i.e. 1600mm Plates) don't increase a ship's armor dps tank.
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Decepshun
State War Academy
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Posted - 2008.03.17 02:41:00 -
[1562]
Don't know if this has been mentioned, but I get crashes all the time with version 2.5...never happened with earlier versions.
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Karad Forsky
State War Academy
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Posted - 2008.03.17 03:13:00 -
[1563]
Originally by: WilIam Hung I'm sure this has been brought up, but because Shield Extenders increase a ship's shield dps tank, but Armor extenders (i.e. 1600mm Plates) don't increase a ship's armor dps tank.
Shield recharges, hence adding shield and keeping the same recharge rate makes so that more HP is recharged per second. Hence your passive shield tank goes up.
Armor doesn't recharge. The plate is just HP, it doesn't help you regenerate HP, just gives you a higher number of effective HP.
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WilIam Hung
Defenders of the Rice Fields
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Posted - 2008.03.17 03:30:00 -
[1564]
Originally by: Karad Forsky
Originally by: WilIam Hung I'm sure this has been brought up, but because Shield Extenders increase a ship's shield dps tank, but Armor extenders (i.e. 1600mm Plates) don't increase a ship's armor dps tank.
Shield recharges, hence adding shield and keeping the same recharge rate makes so that more HP is recharged per second. Hence your passive shield tank goes up.
Armor doesn't recharge. The plate is just HP, it doesn't help you regenerate HP, just gives you a higher number of effective HP.
That's not what I mean. Situation 1: Low MARII 1600MM Rolled Tungston Situation 2: Mid LSEII
By adding MORE HP in shield, the overall tank goes up, but by adding armor, it dosen't.
I understand that shield recharges and armor dosen't, but my point is, the armor (which is being recharged by the MAR) is not going up (dps/tank) when HP (1600mm) is added.
I believe you misunderstood me 
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SAS Kinghtwing
Army Of Angels
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Posted - 2008.03.17 05:04:00 -
[1565]
I'm getting a "Floating Point by Zero" error when i try to import ship fittings from the clipboard. Can anyone suggest a solution? Thanks in advance :)
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Ancy Denaries
Under Heavy Fire
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Posted - 2008.03.17 07:34:00 -
[1566]
Originally by: WilIam Hung That's not what I mean. Situation 1: Low MARII 1600MM Rolled Tungston Situation 2: Mid LSEII
By adding MORE HP in shield, the overall tank goes up, but by adding armor, it dosen't.
I understand that shield recharges and armor dosen't, but my point is, the armor (which is being recharged by the MAR) is not going up (dps/tank) when HP (1600mm) is added.
I believe you misunderstood me 
No, she did not misunderstand you. You cannot tank more DPS simply because you add more armor HP, since armor HP will not regenerate. You will simply just add more time until you die.
Example:
1000 HP, 150 DPS tank. Incoming damage is 200 DPS. You die after 20 seconds 10000 HP, 150 DPS tank. Incoming damage is 200 DPS. You after 200 seconds. But you will not tank MORE DPS just because you had a bigger buffer.
With shields, you have a set recharge rate, and a buffer. Increasing total shieldpoints will INCREASE the recharge amount on the shield, since the shield retains it's recharge time.
Thus:
1000 HP tank, 1000 second recharge = 1 HP / s 10000 HP tank, 1000 second recharge = 10 HP/s (average numbers here)
Therefore you actually increase the DPS tanked by adding more shield HP, since your shield recharges more HP / sec if you increase it's buffer. Armor will not.
The armor repper will not repair MORE HP/sec just because you add a buffer. Neither will a shieldbooster. The PASSIVE recharge rate will, however.
Clearer now?
Originally by: "Cris Dono" That ofc isn't the best thing when a punisher obviously fitted with an Acme Infini-cap-o-matic is still dishing out hurt like there was no tomorrow :(
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Ismern
GoonFleet GoonSwarm
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Posted - 2008.03.17 14:09:00 -
[1567]
EFT only lists your tankable DPS for whichever tanks better, shield or armor.
If your armor tanks better, it lists your armor's tankable DPS regardless of how little your shields tank and vice versa. ----------------------------------------------------------- The winners of EVE have spoken.
Let's all quit GoonSwarm and go to Empire while we still have some ISK left. |

albathor
Section XIII Tau Ceti Federation
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Posted - 2008.03.17 16:13:00 -
[1568]
that s possible to implement ewar stats ?
i remember quickfit do it, % jamming against type ship, remote damping (targetdistance and time to lock)...
so thank you for your job.
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Abye
Perkone
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Posted - 2008.03.17 17:21:00 -
[1569]
JPG is messy for images with few colors like screenshots of Windows apps. No chance for PNG ? Can't imagine that there aren't good libs for Delphi handling that. ___ CCP Garthagk: "And that is why GMs aren't DEVs"
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Professor Zen
Royal Amarr Institute
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Posted - 2008.03.17 20:47:00 -
[1570]
Edited by: Professor Zen on 17/03/2008 20:51:37
Originally by: SAS Kinghtwing I'm getting a "Floating Point by Zero" error when i try to import ship fittings from the clipboard. Can anyone suggest a solution? Thanks in advance :)
Does the Loadout have a Cap booster? EFT seems to have issues importing these items sometimes...
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Sgt MaxFightmaster
Republic Military School
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Posted - 2008.03.17 21:06:00 -
[1571]
Originally by: Ancy Denaries
Originally by: WilIam Hung That's not what I mean. Situation 1: Low MARII 1600MM Rolled Tungston Situation 2: Mid LSEII
By adding MORE HP in shield, the overall tank goes up, but by adding armor, it dosen't.
I understand that shield recharges and armor dosen't, but my point is, the armor (which is being recharged by the MAR) is not going up (dps/tank) when HP (1600mm) is added.
I believe you misunderstood me 
No, she did not misunderstand you. You cannot tank more DPS simply because you add more armor HP, since armor HP will not regenerate. You will simply just add more time until you die.
Example:
1000 HP, 150 DPS tank. Incoming damage is 200 DPS. You die after 20 seconds 10000 HP, 150 DPS tank. Incoming damage is 200 DPS. You after 200 seconds. But you will not tank MORE DPS just because you had a bigger buffer.
With shields, you have a set recharge rate, and a buffer. Increasing total shieldpoints will INCREASE the recharge amount on the shield, since the shield retains it's recharge time.
Thus:
1000 HP tank, 1000 second recharge = 1 HP / s 10000 HP tank, 1000 second recharge = 10 HP/s (average numbers here)
Therefore you actually increase the DPS tanked by adding more shield HP, since your shield recharges more HP / sec if you increase it's buffer. Armor will not.
The armor repper will not repair MORE HP/sec just because you add a buffer. Neither will a shieldbooster. The PASSIVE recharge rate will, however.
Clearer now?
Don't think you read the post. You are saying the same thing he is:
Increasing shield HP inherently increases shield tank. Increasing armor HP does NOT inherently increase armor tank.
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Knorkor
Megalomania Heavy Industries
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Posted - 2008.03.18 01:06:00 -
[1572]
Thanks for the Program Bud. I really appreciate your work :). greets Knorkor
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Zakgram
Caldari Ore
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Posted - 2008.03.18 07:28:00 -
[1573]
Originally by: Meiyang Lee
Make multiple characters, all referring to the same API key, give them appropriate names and voila, different sets of implants for different occasions.
What a simple solution! Thanks.
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Dashboard
Hard Rock Cafe
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Posted - 2008.03.18 08:37:00 -
[1574]
Feature check/request: is there a quick reference in EFT for effective total HP for a single damage type?
e.g. a vaga out of the box has effective HP against EM damage of 2273/(1-75/100) + 1838/(1-92.5/100) + 1230/(1-0/100) = 34829.
I can't see anywhere in EFT where this calculation occurs. (It's useful for DD-proofing - right now I do it with Excel). Ideally it'd be in the mouseover that currently just says "EM resistances".
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Kathira
Denial of Service Freelancer Coalition
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Posted - 2008.03.18 09:05:00 -
[1575]
I would be pleased when the new MOA design would be implemented.
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Mei LiLing
Garoun Investment Bank
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Posted - 2008.03.18 12:17:00 -
[1576]
Dashboard,
i think you are looking for a right click into the "Defense" field. That will bring up a nice context menu where you can change the incoming damage distribution.
Greets, Mei
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Chi Quan
DEFCON. Phoenix Allianz
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Posted - 2008.03.18 12:39:00 -
[1577]
Originally by: Dyaven Every time I minimize and then maximize EFT it locks up and it doesn't let me select any of the windows, it acts like it's being run minimized even though it's not.
i have that as well 
-- Tempus fugit -- quote spiralJunkie: it doesn't matter how you pronounce it, it still shoots you in the face |

Ludi Cross
Real Nice And Laidback Corporation Brutally Clever Empire
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Posted - 2008.03.18 16:07:00 -
[1578]
I have a problem in 2.5 that I haven't seen mentioned yet.
The tooltip that pops up when mousing over the blue "?" info link does not go away. In fact, as is typical of a tooltip, it stays "on top" of anything else I move around the desktop, blocking whatever information is underneath it. I tried looking for a way to turn off the tooltip as a workaround, but couldn't do that either.
If I click the info button and hold the click, I can at least position the tooltip somewhere that it isn't in the way too much, but that's the best I can do.
Even though I'm trying to stay away from it, I still manage to mouse over it occasionally, popping up that tooltip.
(Sig, Schmig.) |

Ludi Cross
Real Nice And Laidback Corporation Brutally Clever Empire
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Posted - 2008.03.18 16:19:00 -
[1579]
I know everyone asks about next versions, deadlines, and features.
Is there a sticky or URL somewhere with anything, even blog notes, about what's going on with EFT?
I'd really rather check something like that than even ask this question. Thanks.
(Sig, Schmig.) |

Nicholas Barker
MASS Ministry Of Amarrian Secret Service
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Posted - 2008.03.18 16:32:00 -
[1580]
Originally by: Ludi Cross Edited by: Ludi Cross on 18/03/2008 16:19:54 I have a problem in 2.5 that I haven't seen mentioned yet.
The tooltip that pops up when the user mouses over the blue "?" info link does not go away. In fact, as is typical of a tooltip, it stays "on top" of anything else I move around the desktop, blocking whatever information is underneath it. I tried looking for a way to turn off the tooltip as a workaround, but couldn't do that either.
If I click the info button and hold the click, I can at least position the tooltip somewhere that it isn't in the way too much, but that's the best I can do.
Even though I'm trying to stay away from it, I still manage to mouse over it occasionally, popping up that tooltip.
alt and tab EFT back to the front, move your cursor back over the ? and away again and it should disappear. ---
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Xaen
Caritas.
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Posted - 2008.03.18 19:44:00 -
[1581]
The links in the about dialog launch Internet Explorer rather than the system default browser. Please use the system default. Lots of people hate Internet Explorer. - Support fixing the UI|Suggest Jita fixes|Compact logs |

Xaen
Caritas.
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Posted - 2008.03.18 20:00:00 -
[1582]
Originally by: Zakgram
Originally by: Meiyang Lee
Make multiple characters, all referring to the same API key, give them appropriate names and voila, different sets of implants for different occasions.
What a simple solution! Thanks.
That's what I've been doing. But a "Copy Character" button would be nice. And binding "open character window" to ctrl+C is a terrible idea. That's hard wired in many people's brains as "copy".
I say this on the tail end of character duplication, because when i try to copy the API key from one character to another (working around the lack of a "Copy Character" button) EFT closes the character window instead. I have to remember to right click *shudder* to copy the text. And I never remember the first time. - Support fixing the UI|Suggest Jita fixes|Compact logs |

Chi Quan
DEFCON. Phoenix Allianz
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Posted - 2008.03.18 21:18:00 -
[1583]
the characters are in the characters folder, you can easily edit those files with a standard text editor (like notepad) and copy them around.
ot: that way i made a different skill files for all skills at 2, 3 and 4 for comparison
-- Tempus fugit -- quote spiralJunkie: it doesn't matter how you pronounce it, it still shoots you in the face |

Cybele Lanier
The Graduates Brutally Clever Empire
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Posted - 2008.03.18 22:28:00 -
[1584]
I like the ability to get info on what piloting skill bonuses do without having to re-open the ship index. Keep up the good work!  --------------- ""Minimum collateral damage" and "Entire star system" do not belong in the same sentence." |

Naomi Wynn
Red Dawn Empire
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Posted - 2008.03.19 05:32:00 -
[1585]
I don't know if someone already posted this, but the Omen and Zealot have +1 turret hardpoints as of trinity 1.1, now a total of 5 on each. This needs to be updated :D
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Sonera Tau
Aymz Industries Blackguard Coalition
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Posted - 2008.03.19 06:24:00 -
[1586]
Originally by: Naomi Wynn I don't know if someone already posted this, but the Omen and Zealot have +1 turret hardpoints as of trinity 1.1, now a total of 5 on each. This needs to be updated :D
it is, Check under "Trinity 1.1 Ships" in the Ship Browser
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HRRNighthawk
Vendetta Underground Rule of Three
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Posted - 2008.03.19 08:15:00 -
[1587]
I may just be dumb, but how do you read that new DPS graph? It didn't seem to be taking the damage type/resistances into account as the few ships i tried to use with it had the max dmg at the top of the curve every time. Help? :)
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heiditje
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Posted - 2008.03.19 12:03:00 -
[1588]
now that some ships have an changed shield/armor esistance/fitting options etc, we now need an updated version of the great fitting tool u made.
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Xaen
Caritas.
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Posted - 2008.03.19 13:48:00 -
[1589]
Originally by: HRRNighthawk I may just be dumb, but how do you read that new DPS graph? It didn't seem to be taking the damage type/resistances into account as the few ships i tried to use with it had the max dmg at the top of the curve every time. Help? :)
It doesn't.
Calculating DPS vs a ship is not trivial and isn't simply a matter of resistances. You basically have to run a simulation that accounts for boosting/repairing, capacitor, cap boosters, reloading, and the switch from shield to armor, and from armor to structure.
I suppose you could simplify it by only calculating against the shield or armor that is tanked the most though. - Support fixing the UI|Suggest Jita fixes|Compact logs |

Logan Empuls
The Crew Incorporated
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Posted - 2008.03.19 14:14:00 -
[1590]
Not sure if this has been brought up before or not, but I was noticing a problem with EFT with regards to mining crystals. The correct required skills are not associated with them. It would be nice if this were fixed.
Thanks!
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