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tiberiusric
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Posted - 2007.07.26 06:38:00 -
[1]
have them all at 4 ,is it worth the months training to get them to 5? i mostly pvp so armor tank.my ships of choice are the eos and domi. thanks
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Wayward Hooligan
Sniggerdly Pandemic Legion
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Posted - 2007.07.26 08:01:00 -
[2]
It would help but stuff like Drone Interfacing 5, AWU 5, nav skills, Gal BS 5, Command Ship 5, Leadership skills would be much more of a priority.
Can you run a Mindlink for Eos gang mods yet?
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Cleric JohnPreston
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Posted - 2007.07.26 15:29:00 -
[3]
ive most of mine at 5, doesnt do much, adds an xtra 1% i think, not really worth it.
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Diverse Diver
The Mighty All Blacks
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Posted - 2007.07.27 11:46:00 -
[4]
em/explosive/thermic/kinetic armor compensation
Armor Compensation To active armor hardeners: 3% bonus per skill level to Armor resistance when the modules are not active To passive armor hardeners: 5% bonus per skill level to Armor resistance
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Serj Darek
Minmatar Mentally Unstable Enterprises
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Posted - 2007.07.27 12:04:00 -
[5]
Originally by: Diverse Diver em/explosive/thermic/kinetic armor compensation
Armor Compensation To active armor hardeners: 3% bonus per skill level to Armor resistance when the modules are not active To passive armor hardeners: 5% bonus per skill level to Armor resistance
He's talking of the effect of the skill on EANM, which gives 1% per level. EANM with level 1 comp, 0,05 * 20 = 1 = 21% (on the corresponding resist) EANM with level 5 comp, 0,25 * 20 = 5 = 25% (on the corresponding resist)
First!
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lyrenna
Caldari
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Posted - 2007.07.27 12:06:00 -
[6]
with compensation skills lvl 4 you get 20x1,2=24 resist on eanm II with compensation skills lvl 5 you get 20x1,25=25 resist on eanm II
1 week for %1 so no dont thik so.
=== when you armor tank a raven god kills a kitten. === |

SonOTassadar
The Dead Parrot Shoppe Inc. Brutally Clever Empire
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Posted - 2007.07.27 18:27:00 -
[7]
The question is, do you think it's worth it?
I, as a shield tanker, took EM shield compensation to 5, and have left the others at 4. I may return to them one day, but for right now, EM resists on shields are in dire need of anything they can get.
If it were me, the obvious choice would be to take Explosive armour compensation to 5, and return to the others at a later date. ----- Griffin -- 100,000 ISK ECM - Multispectral Jammer Is -- 20,000 ISK Standard Missile Launcher Is -- 10,000 ISK War target sobbing over losing a fight in his T2 fitted Battleship -- priceless |

Praesus Lecti
Gallente The Scope
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Posted - 2007.07.27 18:32:00 -
[8]
So the consensus is that going from 4-5 on each armor compensation skills isn't worth the training time, but is 1-4 equally not worth it for those who use active hardeners?
If I understand correctly, it's 3% armor resist increase per level when active modules are inactive. Simple really. What I dont understand is how that 3% is applied. If you have a base resist of, say, 60% thermal resist on your armor and you train lvl 1 thermal armor compensation, is the 3% that's added the result of this equation X=(60+(60*0.03)) or is it X=(60+((100-60)*0.03)).
The difference at lvl 1 between the two is 61.8 for the first equation and 61.2 for the other. Now, if the effects of each level are calculated cumulatively (thus making the calculation for lvl 2 being X1=(X+(X*0.03) and X1=(X+((100-X1)*0.03)) respectively. By the time you get to the 4th level, the results are 67.5 for the first and 64.5 for the second.
If the results are from the first equation, you are looking at about 5-6 days training time for a 7.5% increase in a SINGLE base resist stat with an active hardener online but inactive (not running) If the results are from the other equation, those 5-6 days training time result in just a 4.5% base resist increase under the same conditions.
I really dont know if it's worth it. Getting an answer really is important because I actually have these skills trained to lvl 2 and have scheduled to take them to lvl 4 here quite shortly. Taking them out of my plan could knock many days off the next 70 days training I have planned out. :)
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Valrandir
Gallente Slacker Industries Exuro Mortis
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Posted - 2007.07.27 20:42:00 -
[9]
If you use EANM and have nothing better to train, then it's worth it.
-------------------------------- Capital BPO This has surpassed the Yarrdware specification and has been dubbed Uberw |

goomba freehand
A Black Knight Corp FREGE Alliance
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Posted - 2007.07.27 20:45:00 -
[10]
It all depends on what you want use if you are a active hardener then no but is you want to use passive hardeners then yes it is a must. But I would work on other support skills before going to armor comp skills
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Msobe
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Posted - 2007.07.27 21:22:00 -
[11]
Its definately worth having them all at 4. Getting them to 5 is worth it when you have other things taken care of. I wouldn't say it is a good idea before you have things like cap and fitting skills maxed, or poor skills in your drone/gunnery/missile tabs. When you've got all that up, and are flying the ships you like, yeah, every little bit counts.
On an armageddon with a 2eanm2 + dc2 fit, it boosts you from 80/59/62/67 (lvl 4's) to 80/60/62/68 (lvl 5s) - I rounded there, so the difference was small enough it doesn't always get you an extra point. If you have that ever last bit counts attitude (like I do <grin>) eventually you'll want to. I just haven't found the time.
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Sikozu Prioris
Cirrius Technologies O X I D E
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Posted - 2007.07.28 01:30:00 -
[12]
No point getting them all to level 5, just stick with all at lv4. Much better things to spend time training
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Lance Fighter
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Posted - 2007.07.28 03:54:00 -
[13]
Personally, This is what I would do.
Look at your favorite eos/domi fit. Find the average DPS it can tank. do some math, and figure out how much more it can tank with certain comp skills at 5, whatever. Now do the same math for the same amount of training applied elsewhere - If your domi/eos preforms better with different training, use that. Or if you want more damage, whatever, train that instead... It is up to you, really.
Being a Fleet Commander and a Arbitrator pilot are the same thing - The only difference being that the Fleet Commander commands other people, and the people actually listen to him. |

tiberiusric
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Posted - 2007.07.28 07:36:00 -
[14]
thanks for all the replies guys ...helped alot
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Drykor
Minmatar Warriors of the Einherjar Fimbulwinter
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Posted - 2007.07.28 21:54:00 -
[15]
Originally by: Praesus Lecti
If I understand correctly, it's 3% armor resist increase per level when active modules are inactive. Simple really. What I dont understand is how that 3% is applied. If you have a base resist of, say, 60% thermal resist on your armor and you train lvl 1 thermal armor compensation, is the 3% that's added the result of this equation X=(60+(60*0.03)) or is it X=(60+((100-60)*0.03)).
As far as I know, it's neither, the bonus applies to the hardener itself, not on your base resist.
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Zeros Omega
Reikoku Band of Brothers
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Posted - 2007.07.29 03:16:00 -
[16]
explosive MIGHT be worth it if you fly reallllly expensive ships, because that 1% can mean a world --- History is written on the sands of Arrakis. A chapter has ended, swept away by the whirlwind. One door has closed, but another has opened. And on the other side... our future... |

dalman
Finite Horizon
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Posted - 2007.07.29 16:00:00 -
[17]
Originally by: lyrenna 1 week for %1 so no dont thik so.
Please learn the difference between percentage and percentage unit.
The nature of these skills means that, the better modules you're using and the more modules you're using - the better is the effect of training the skill.
For example, if I put a "Chelm's eanm" on my ship, that's 36.3% at lvl 4 and 37.81% at lvl 5. But actually, that gives 0.62185/0.637=0.976, which means I'm taking 2.4% less damage by training the skills to lvl 5.
Can't be bothered doing the math with the stacking formula, but if I'm fitting 3 highend eanms I'd be taking about 5% less damage by training the skill from lvl 4 to lvl 5.
Whether it's worth it... If you're just gonna use one t2 mod, it's surely not worth it. 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 |

Vardemis
Confederation of Red Moon Red Moon Federation
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Posted - 2007.07.30 08:04:00 -
[18]
Originally by: dalman
Originally by: lyrenna 1 week for %1 so no dont thik so.
Please learn the difference between percentage and percentage unit. [...]
Now he learned it and you will explain it again in the next thread, as usual. :)
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Lore Isander
Caldari Paisti
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Posted - 2007.07.31 11:46:00 -
[19]
I just started on Thermic Armor Compensation V myself due to having hard time deciding what to train (Lots of SP is not always that good I guess ).
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Varsketis
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Posted - 2007.07.31 12:24:00 -
[20]
What bothers me is that comp skills add nothing when using active hardeners. Come on, giving bonuses only when modules are not active is same as giving no bonuses at all. Why i'd fit those modules if i aint gonna use them ? :/ I stoped training them when i noticed that.
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FT Diomedes
Gallente Ductus Exemplo
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Posted - 2007.07.31 14:41:00 -
[21]
Originally by: Varsketis What bothers me is that comp skills add nothing when using active hardeners. Come on, giving bonuses only when modules are not active is same as giving no bonuses at all. Why i'd fit those modules if i aint gonna use them ? :/ I stoped training them when i noticed that.
Well, the reason you are gonna use those skills is if you ever want to fit an omnitank - which is what you use in PvP. The omnitank is also useful in missions against NPCs that do more than two types of damage. And it's more cap friendly than running 4 active hardeners. ------------
Improvize. Adapt. Overcome. |

Mona X
Caldari C0VEN
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Posted - 2007.07.31 14:45:00 -
[22]
Edited by: Mona X on 31/07/2007 14:46:07 When your cap will die (and active hardeners with it), you'll understand. 
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