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Reactive armor hardener?

Author
Cyc Lilith
Aliastra
Gallente Federation
#21 - 2012-05-27 19:47:11 UTC
Jorma Morkkis wrote:
Cyc Lilith wrote:
i meant special in PvP when ur not often have capstable ships or get neuted.


If you try to be capstable in pvp you're doing it wrong.


U'r trolling me, right?

I wrote, "not often". There are some special PvP-fits that are capstable(some buffertanks or Carrier etc) :P - But my mainpoint was being neutralized.
Helion Dhamphir
Necromatic Inc.
#22 - 2012-05-27 23:41:31 UTC
Didn't read all the posts so i'm not sure if this has been answered..

I just threw this module on a rupture for testing.

First of all, it is possible to run it while being cap stable, with active tank, AB and webber aswell..

Anyhow, as we all know it starts out with 15% resists across the board.
it then shifts by 1% per cycle depending on incoming damage.

for reference: em/therm/kin/exp

If you're getting hit equally bt all types, resist will be 15/15/15/15

if you're against say, Gurista, resists will be 0/30/30/0

if you're against a drake shooting Scourge missiles your resistance will be 0/60/0/0


My conclusion is that, while it offers 30% more resistance (optimally) than an EANM II, the time required to obtain the full effect just makes it a bit useless for most situations..
Tankn00blicus
Aliastra
Gallente Federation
#23 - 2012-05-27 23:57:07 UTC
Helion Dhamphir wrote:
My conclusion is that, while it offers 30% more resistance (optimally) than an EANM II, the time required to obtain the full effect just makes it a bit useless for most situations..
The fact that it doesn't take the proportions of each damage type you're receiving into account, only whether you're receiving that type of damage at all, makes it even more useless (i.e. if the damage you're receiving is 99% EM and 1% thermal you will get 30/30 EM/therm resists instead of 59.4/0.06). Pre-nerfed garbage.
Mastin Dragonfly
Ministry of War
Amarr Empire
#24 - 2012-05-28 11:56:19 UTC
Tankn00blicus wrote:
The fact that it doesn't take the proportions of each damage type you're receiving into account, only whether you're receiving that type of damage at all, makes it even more useless (i.e. if the damage you're receiving is 99% EM and 1% thermal you will get 30/30 EM/therm resists instead of 59.4/0.06). Pre-nerfed garbage.


Some missinformation in this thread so far...
First the above is NOT true, I've had mine shift to 32 em 28 therm when fighting Bloodraiders/Sansha, also had it divided unequally over 3 or 4 resists when fighting mercenaries for instance, it's not fixed to even parts.
Also it does not get stuck once it reaches a certain division, when doing missions with different enemies like dread pirate scarlet it adjusts just fine without turning it off.

It does take too long to adjust though, I agree on that.
Michael Harari
Genos Occidere
HYDRA RELOADED
#25 - 2012-05-28 12:37:47 UTC
Mastin Dragonfly wrote:
Tankn00blicus wrote:
The fact that it doesn't take the proportions of each damage type you're receiving into account, only whether you're receiving that type of damage at all, makes it even more useless (i.e. if the damage you're receiving is 99% EM and 1% thermal you will get 30/30 EM/therm resists instead of 59.4/0.06). Pre-nerfed garbage.


Some missinformation in this thread so far...
First the above is NOT true, I've had mine shift to 32 em 28 therm when fighting Bloodraiders/Sansha, also had it divided unequally over 3 or 4 resists when fighting mercenaries for instance, it's not fixed to even parts.
Also it does not get stuck once it reaches a certain division, when doing missions with different enemies like dread pirate scarlet it adjusts just fine without turning it off.

It does take too long to adjust though, I agree on that.


No, ive tested it, he is correct.

Shooting PP at a ship (5:1 therm:kin damage ratio) causes it to shift to 0/30/30/0
Mastin Dragonfly
Ministry of War
Amarr Empire
#26 - 2012-05-28 13:47:50 UTC  |  Edited by: Mastin Dragonfly
Not the most convincing but the first one I got:

Enemies Abound 3/5 2nd room

Another one:

Enemies Abound 4/5 final room

Enemies Abound 5/5
Shpenat
Ironman Inc.
Transgress
#27 - 2012-05-28 14:11:14 UTC
I think this module has good potential, but in current state is bit "meh"


  • It is comparable to T1 EANM, but is overshadowed by T2 EANM
  • It adapts way too slow to have any meaningful use in PvP.
  • It adaptation formula is too simple to adapt it correctly. As per CCP Tuxford they are not completely happy with it, but apparently did not find enough time to update it.
Tankn00blicus
Aliastra
Gallente Federation
#28 - 2012-05-28 16:39:15 UTC
Mastin Dragonfly wrote:
Tankn00blicus wrote:
The fact that it doesn't take the proportions of each damage type you're receiving into account, only whether you're receiving that type of damage at all, makes it even more useless (i.e. if the damage you're receiving is 99% EM and 1% thermal you will get 30/30 EM/therm resists instead of 59.4/0.06). Pre-nerfed garbage.


Some missinformation in this thread so far...
First the above is NOT true, I've had mine shift to 32 em 28 therm when fighting Bloodraiders/Sansha, also had it divided unequally over 3 or 4 resists when fighting mercenaries for instance, it's not fixed to even parts.
Also it does not get stuck once it reaches a certain division, when doing missions with different enemies like dread pirate scarlet it adjusts just fine without turning it off.
I've tested it. Also, your screenshots don't really prove anything, as they're at about 30/30; as for adjusting to other damage types, likely what happened was you weren't receiving the damage type for several cycles, and then began to.

If you want to see for yourself, get on Sisi along with an alt/friend, have one ship fit a reactive armor hardener, and the other ship fit 8 smartbombs, 2 of each damage type, and try them out. With 2 EM and 1 thermal smartbomb going you will get 30/30 EM/therm resists.
Nicholas Tong
Doomheim
#29 - 2012-05-31 22:31:35 UTC
Looks good for prolonged combat, hulls which can absorb a huge amount of attacks (Carriers, Dreads, Titans. Tanked Domis?)
Also the resistance adaptation speeds up accordingly to the enemies firing speed ( brawlers will have setbacks)
These might have been intended, just my 2 cents.
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#30 - 2012-06-01 01:34:35 UTC
Tankn00blicus wrote:
Helion Dhamphir wrote:
My conclusion is that, while it offers 30% more resistance (optimally) than an EANM II, the time required to obtain the full effect just makes it a bit useless for most situations..
The fact that it doesn't take the proportions of each damage type you're receiving into account, only whether you're receiving that type of damage at all, makes it even more useless (i.e. if the damage you're receiving is 99% EM and 1% thermal you will get 30/30 EM/therm resists instead of 59.4/0.06). Pre-nerfed garbage.


This is a lie. I've watched the module myself work correctly with my bait ships. I will always fit one of these to my bait ships for now on as well, I noticed substantially increased survival.
Tau Cabalander
Retirement Retreat
Working Stiffs
#31 - 2012-06-01 02:44:01 UTC  |  Edited by: Tau Cabalander
FYI, details on the operation of the module from SiSi:

CCP Tuxford wrote:
2ofSpades wrote:

(2) The other part I noticed was the hardener didnt seem to re-adapt. I was getting shot by a drake and my resistance was all kin and a proteus warped in started shooting me. The drake had stopped shooting me but my resistance didnt re-adapt to therm/kin for the proteus. This flaw actually worked out to my advantage because I had a thermal hardener fitted so I was able to avoid a stacking penalty. After I reset the hardener it did adapt to the proteus giving me 50/50 therm/kin. Once again not very adaptive but still a cool idea, you should nerf the drake with a 15% morphing shield resistance bonus instead of its 25% across the board.

The version we have is pretty simple. It just takes one point of the two lowest resists and adds them to the two highest resists. When it has no more points to take it just does nothing. The issue you have now is that your hardener has adapted to only kinetic damage which means all the other resistances are now at zero. This means as long as your kinetic damage is is one of the two highest damage types you take then it well never shift to take your second highest one into account. This seems slightly broken to me so I'll bring it to the attention of my team.

Adaptive Hardeners Feedback
Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#32 - 2012-06-01 06:28:54 UTC  |  Edited by: Rel'k Bloodlor
yay more armor cap fleet bumps, *barf*
May be they should just make a passive armor drug so we can all just represses our shield caps and ask for a skill refund.

lets see how passive tank works for caps

..............................................................Armor................................Shield
% HP mod..................................................√ .......................................X
capless omni resist mod............................√........................................X
damage control unit...................................√* .....................................√
slave set (aka imps for caps)...................√ ..................................... X
cap intensive omni mod............................√........................................√
drug..........................................................X........................................X

*better for armor



see all we need now is a armor passive drug, like 20% more HP or 10% resist or hell 1% re gen a sec and then we can just take the code for caldari and some minmatar caps right out, to make room for a few new amarr caps. Hell T2 amarr caps with huge resist and a 5% resist per level on top..................................................................


They should also just cut the mineral need on all armor caps buy 50% because there still not not used enuf.
Shield caps need a nerf to make room for the armor caps, lets say 25% more minerals need and time as well just to be safe.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Qui Shon
Lone Wolf Freelancers
#33 - 2012-06-01 07:25:06 UTC  |  Edited by: Qui Shon
Michael Harari wrote:

No, ive tested it, he is correct.

Shooting PP at a ship (5:1 therm:kin damage ratio) causes it to shift to 0/30/30/0



He's correct, and he's also not correct. With two dmg types it's clearly bugged and behaves as you say. With three dmg types it works more sensibly.
If this forum wasn't so ******* anal about embedding images I'd show you...meh, well links then

What I wanted to find out was if it was so stupid as to take incoming raw damage into account, or actual damage taken after your existing resist. For once, I was positively surprised.

Qui on some other forum wrote:

Ok so sorry about the continued OT, but I could actually be bothered to go on sisi to test this now.

Shot a Rapier with 3x Curator, 2x Bouncer, 2x Garde

Rapier has base resists of
80/10/25/51 EM/EX/KI/TH

My drones should do according to eft:
EM: 146dps
EX: 105dps
TH: 120dps

So raw dmg is EM > TH > EX, and after resists it will be EX > TH > EM.

First test at 2km from Carrier with a stationary Rapier had the module ending up alternating between these two states:
[spoiler]
http://i.imgur.com/9yaLY.jpg
[/spoiler]

So I went to 20km in case tracking was having an effect, shut off and reset the resistances, and got this sequence:
[spoiler]
http://i.imgur.com/vSoOW.jpg
http://i.imgur.com/NWZnt.jpg
http://i.imgur.com/1erca.jpg
http://i.imgur.com/emfCA.jpg
http://i.imgur.com/fA0uc.jpg

15 minutes later:

http://i.imgur.com/PEGZj.jpg
[/spoiler]

Conclusion: Use fkn missiles next time.
Also module is NOT completely useless and DOES calculate on received-after-resists damage, not raw incoming damage.
Qui Shon
Lone Wolf Freelancers
#34 - 2012-06-01 07:53:38 UTC  |  Edited by: Qui Shon
It's the way they add/remove resist which causes it to get locked. It's already been pointed out in that other thread.

It's taking from two lowest and adding to two highest, and with only two dmg types this makes it lock at 30/30

Adding a third dmg type, will make a little go to that type, which can then be taken by the actual highest dmg type.


I shot another ship with more even resists with 9 Ogres and 1 Bouncer, and did indeed get 30/30 split that did not change.
But when I removed one Ogre and added a Curator, resistance was slowly passed to EM at 0.5% one cycle, which was scooped up by TH and EX the next cycle (ship resist was still EM higher then EX). This makes an already slow process at 1% per cycle per dmg type, extremely slow.

So they have to fix the way it adds/removes resists

http://i.imgur.com/0nst2.jpg
Solj RichPopolous
Silent Havok.
H A R D L I N E R S
#35 - 2012-06-01 16:59:04 UTC  |  Edited by: Solj RichPopolous
Works wonders for me. But i only fly oversize AB ships. When I take damage they are 90% miss and 10% scratches and this module adapts itself about 2% a cycle. My setups are always cap stable even with this + a corpum a rep and I use very long point and long web. Neut is a non issue as i will never be below 28km on a BS (unless I know hes not sporting a neut) and BCs are just laughable standing no chance whatsoever to apply damage.

Tested it out against a cerb on my legion fit yesterday. He was using therm rage HAMs they were only hit 90 a volley at first with my therm resist at 45% after about 1 min or so of him firing my therm resist had raised itself up to 75%. He tried to switch damage types and i just turned the module off and back on to reset my resist tables.
Cunanium
Viziam
Amarr Empire
#36 - 2012-06-02 23:58:07 UTC
Jorma Morkkis wrote:
Cyc Lilith wrote:
i meant special in PvP when ur not often have capstable ships or get neuted.


If you try to be capstable in pvp you're doing it wrong.
If you get neuted all, I repeat all, active tanks shut down. Actually only modules that can be permarun under neuts are OP projectiles/missiles.

Liam Mirren wrote:
As said, LAZY mission runners who agree to being shitfit because it means they don't have to think about what they're doing (there's many of those).


Why is omnitank on Ishtar or any T2 pve-capable ship a "shitfit"?



You my friend, have obviously never heard of cap boosters....

You shouldn't be so adamant about active tanks, you just might get your ass kicked by a dual repped sac. Never mind that pulse reppers on frigates are actually quite popular.

Don't forget how nuets and nos's work, there is time to hit a small cap booster and inject cap to be used for your repper/AB/MWD/Weapon cycles before the next cycle of nuet hits.

You should probably learn more about how nueting and other mechanics work before you try to pigeon hole everyone into a cookie cutter fit.
Gitanmaxx
Viziam
Amarr Empire
#37 - 2012-06-03 17:06:05 UTC
Lili Lu wrote:
Yes, it appears that this module is pre-nerfed ****, while the cap booster fueled shield booster is probably at the other end of the spectrum.

It appears CCP got these things wrong. The adaptive hardener would have made more sense as a shield mod and the cap booster fueled booster would have been better a an armor repper. But oh well, we will be stuck with their present iterations for a few years it seems.

Looking forward to 2018 Blink


I agree completely with this. Shield tanking is already superior, faster, and able to do active or passive regen where as armor has buffer.....or buffer which lows you down substantially.

It even makes more quasi space logic to flip them.
Tankn00blicus
Aliastra
Gallente Federation
#38 - 2012-06-04 04:47:48 UTC  |  Edited by: Tankn00blicus
Qui Shon wrote:

He's correct, and he's also not correct. With two dmg types it's clearly bugged and behaves as you say. With three dmg types it works more sensibly.
Oh, so it's just pre-nerfed due to the time it takes to adapt and by CCP's inability to code resulting in this bug and the one that causes it not to re-adapt after finishing adapting once then.

Nice to see that it does take resists into account as well, or at least is supposed to. The other question would be, does it factor in stacking penalties with other hardeners?
Lost Greybeard
Drunken Yordles
#39 - 2012-06-04 21:02:35 UTC
Jorma Morkkis wrote:

If you get neuted all, I repeat all, active tanks shut down. Actually only modules that can be permarun under neuts are OP projectiles/missiles.


Capacitor batteries now reflect and negate portions of incoming neutralization/vampirism. I don't know offhand how it stacks for multiple batteries or what the specific stats are for various modules, but on the stuff I've looked at it's been good enough that many of my armor fits have at least one battery now.

Also, a cap booster counters a neut directly without the cleverness, so even in the last release a neut didn't necessarily mean your active tank was dead. Limited, sure. Dead, no.

So basically the numbers on the new module need to be tweaked, but in principle nothing wrong with the general idea.
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