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Reactive Armor Hardner

Author
Roime
Mea Culpa.
Shadow Cartel
#21 - 2013-02-22 20:36:20 UTC
Whitehound wrote:
Roime wrote:
Whitehound wrote:

So when using a Reactive Armor Hardener instead of two Active Armor Hardeners can you use the free low-slot for either a second resistance module (i.e. an EANM II) or a Capacitor Power Relay and either get more resistances or more energy on your ship than you will have with two Active Armor Hardeners.


RAH @ 30% + EANM II with max skills is much less resistance than an active hardener, and it uses over twice as much cap as two active hardeners. (6.3 cap/s vs 3 cap/s with all Vs)

It's a good module for ships that could fit 3 EANMs, or have two resists holes and not that many lows, but it does not replace rat-specific hardeners on typical PVE fits. But if you have the cap, 2 active hardeners + RAH is better than 2 hardeners plus EANM for your resists in PVE. With four slots, you're again better with 2 active hardeners of each... and for the fifth slot, RAH is better than either a DCU or EANM II.

It allows for example 89.29 % kin/therm resists on a PVE Brutix with non-pimp modules, which is not bad at all.

The EANM II was an example. A single hardener then only covers a single damage type. Fit something else when you do not like it. Just stop reasoning why something has to be in some way when you only do not like it.

I prefer to fit the Reactive Armor Hardener next to a Thermal Armor Hardener. The Thermal Armor Hardener is to reduce the thermal component of laser and hybrid weapon damage (plus it helps against Gallentean drones) and the Reactive Armor Hardener then either covers the EM or the kinetic component of these two weapon types. This alone makes the Reactive Armor Hardener more worth than fitting 3 hardeners, because I am using my low-slots more efficiently and do not waste a low-slot for a resistance type I might not need. If I can then fit a Cap Power Relay II for 24% more cap onto a BC or BS do I get more energy back than the Reactive Armor Hardener needs. Or I can fit another damage mod and spend even more cap if I wanted to.


I'm not reasoning against the module, I use it on many ships (Proteus, dual rep Myrm, neut Domi etc) and it's awesome, but it does not give the higher resists or lower cap life in the situations you described.



.

Ohanka
#22 - 2013-02-22 20:37:06 UTC
Vytoryn wrote:
i believe i've found a problem in the Reactive Armor Hardner

1 Active Armor Hardner activation cost (30 GJ) 2 cost (60 GJ) thats (3 o/o) drain to ship capacter

1 Reactive Active Armor Hardner activation cost (35.7 GJ) thats (5.1 o/o) drain to ship capacter

i have Armor Resistance Phasing at level 3 at the time of this post

Im using a random ship with a captecer cap of (31.7)

Why does a Reactive Active Armor Hardner drain more capacter then 2 Active Armor Hardner

And you can use only 1 Reactive Active Armor Hardner and the ship i used was a cruiser


I am thumbing up your post entirely because of your avatar, good sir.

North Korea is Best Korea

Whitehound
#23 - 2013-02-22 21:17:49 UTC  |  Edited by: Whitehound
Roime wrote:
I'm not reasoning against the module, I use it on many ships (Proteus, dual rep Myrm, neut Domi etc) and it's awesome, but it does not give the higher resists or lower cap life in the situations you described.

Wake up, sleepy. The Reactive Armor Hardener does give higher resists. 60% is more than the 55% you get from a T2 hardener for a single damage type. And when you compare it with an omni damage pattern is its 15% still better than the 13.75% you get from a T2 hardener, but just not as good as an EANM II with 21%-25%. Maybe you failed to read the part where I said "random or omni damage pattern"? ...

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Google Voices
Doomheim
#24 - 2013-02-22 22:11:13 UTC
Mallak Azaria wrote:
Tallian Saotome wrote:
Chribba wrote:
If you believe it's a bug I would suggest filing a bugreport (bugs.eveonline.com) as simply posting it here won't get it fixed or looked at until a BR is filed.

Good job catching it if it's a bug (my math sucks so I'm not even trying to verify)

/c

Oh great, the guy who everyone in eve will trust with their moneys admits he can't count.

No wonder inflation is out of control.


This is why The Mitanni is the only reasonable choice for a 3rd party. He can actually count.



Counting to two really isn't that big an accomplishment.....


"Fozzie could not comment on when this issue would be resolved and stated that “one day Veritas will come up to me and say ‘hey I fixed off-grid boosting’”, but he had no idea on a potential timeframe for this sort of miracle."

Unsuccessful At Everything
The Troll Bridge
#25 - 2013-02-22 23:10:15 UTC
Vytoryn wrote:
i believe i've found a problem in the Reactive Armor Hardner


WHAT?!??!!?! NO WAY!

The first problem you found was that you were using the Reactive Armor Hardener.
The second problem is that you looked past the first problem.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Ginger Barbarella
#26 - 2013-02-22 23:23:39 UTC  |  Edited by: Ginger Barbarella
I use it on a couple armor ships, and haven't noticed any issues. Bear in mind that I know how hard they are on ship's cap, and that's why I only use that module in SPECIFIC ship fits, and I don't use Hardeners (that's specifically armor hardeners) at all. Too hard on ship's cap for my tastes.

I kinda like the Reactive Armor module, but to use it long enough (Resistance training to L4 here on all my alts that fly armor ships) to matter really cuts into the needed cap on lazor ships.

"Blow it all on Quafe and strippers." --- Sorlac

Nevyn Auscent
Broke Sauce
#27 - 2013-02-23 02:14:50 UTC
The problem is that higher skills mean it costs MORE cap, but doesn't have any greater effect over time. So higher skills actually are BAD for the reactive hardener.
Raise it's base cap a bit, make the cap use per cycle drop 10% per skill level. (Time is 5% I believe right?)
Or..... If the module is not adapting, make it use no cap.

I suspect the first is easier than the second to do. And brings it back into a sensible range.
Flycksie
000 Russian Academy 000
000 Russian Concern 000
#28 - 2013-02-23 09:40:38 UTC  |  Edited by: Flycksie
I am thinking that skill "Armor Resistance Phasing" absolutely useless skill now, i trained it to 4 lvl and now understanding that i make mistake. So Why? In eve learning any skills give you bonuses and here example that is not true.
At 0 lvl Armor Resistance Phasing this module works well, eat not much cap and his base duration(10sec) enough to counter NPC dmg.
Why am talking about PVE, because this item absolutely useless in PVP, but this another theme.
So.
Here you can see i was stable without AB and LAR.
[IMG]http://imageshack.us/a/img339/5963/0lvl.th.jpg[/IMG]

And now.
[IMG]http://imageshack.us/a/img12/6491/39345079.th.jpg[/IMG]
Yes it's duration now 6 sec, but this absolutely don't need.
Better i will use one more Harderner...
So i am asking dev make with this skill or module smth!

Why devs again eating my cap? And skill doesn't save it from me.
Kestrix
The Whispering
#29 - 2013-02-23 12:00:18 UTC
Mallak Azaria wrote:
Tallian Saotome wrote:
Chribba wrote:
If you believe it's a bug I would suggest filing a bugreport (bugs.eveonline.com) as simply posting it here won't get it fixed or looked at until a BR is filed.

Good job catching it if it's a bug (my math sucks so I'm not even trying to verify)

/c

Oh great, the guy who everyone in eve will trust with their moneys admits he can't count.

No wonder inflation is out of control.


This is why The Mitanni is the only reasonable choice for a 3rd party. He can actually count.


Proof or STFU He's a goon and goon's and counting don't go together.
Whitehound
#30 - 2013-02-23 12:08:27 UTC  |  Edited by: Whitehound
Flycksie wrote:
I am thinking that skill "Armor Resistance Phasing" absolutely useless skill now, i trained it to 4 lvl and now understanding that i make mistake. So Why? In eve learning any skills give you bonuses and here example that is not true.
At 0 lvl Armor Resistance Phasing this module works well, eat not much cap and his base duration(10sec) enough to counter NPC dmg.
Why am talking about PVE, because this item absolutely useless in PVP, but this another theme.
So.
Here you can see i was stable without AB and LAR.
[IMG]http://imageshack.us/a/img339/5963/0lvl.th.jpg[/IMG]

And now.
[IMG]http://imageshack.us/a/img12/6491/39345079.th.jpg[/IMG]
Yes it's duration now 6 sec, but this absolutely don't need.
Better i will use one more Harderner...
So i am asking dev make with this skill or module smth!

Why devs again eating my cap? And skill doesn't save it from me.

EVE is not just PvE. In PvP do you have to work with higher amounts of damage and the faster the module responds to the damage the better it is. When fights only last 1-2 minutes does every second count. Nobody then switches their ammo and damage type around, at least not as fast as the module can adapt anyway.

In PvE is the Reactive Armor Hardener rather useless, because one knows the damage types in advance and can simply use the active hardeners. I do not think the cap usage is a problem at all.

Your ship in the second picture then has got cap for 25 minutes. Is this not enough for PvE??

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

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