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Energized Armor Layering Membrane renewal

Author
Boris Amarr
Viziam
Amarr Empire
#1 - 2013-03-06 09:04:45 UTC
Now Energized Adaptive Nano Membrane II has resits 20% to all damage kinds. With Armor Compensation skill it gives 25% resists and required 36 CPU.

Energized Armor Layering Membrane II gives only 15% armor hits increasing, required 30 CPU and there is no skills for bonus improving.

I think bonus of Energized Armor Layering Membrane II to armor should be increased up to 20% and added Armor Compensation skill for this module (requirements also should be increased up to 36 CPU). Also Layered Plating II also should be updated and bonus should be increased up to 15% like Adaptive Nano Plating II.

This changes can give new live for this modules and allow to use Armor Layering Membranes instead of Armor Trimark rigs that have penalty on ship speed.
Katran Luftschreck
Royal Ammatar Engineering Corps
#2 - 2013-03-06 09:18:39 UTC
I like it, but I don't think they'll do it. CCP's usual solution to a broken module is to just add a new one and hope players forget the rest.

Ergo, "Ancillary Armor Repairer - It's not your father's armor repair module, this one has built in ISK sink too!"

*airquotes*
Improvements
*airquotes*

http://youtu.be/t0q2F8NsYQ0

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#3 - 2013-03-06 09:21:33 UTC
I didn't realise that supercaps needed more EHP.
Luc Chastot
#4 - 2013-03-06 10:00:41 UTC
Gypsio III wrote:
I didn't realise that supercaps needed more EHP.


Because supers can't fit EANMs....

Make it idiot-proof and someone will make a better idiot.

Nevyn Auscent
Broke Sauce
#5 - 2013-03-06 10:27:30 UTC
Please, no more new armour skills needed. Especially no more armour skills tied to a single gimmick module which will see use on Caps for buffer due to EANM stacking.
That said, these modules do need some work, as currently they really serve very little purpose.
TeeKay Latef
Seraphim Ltd
#6 - 2013-03-06 14:44:39 UTC
Armor Honeycombing could modified to also improve the Layering Membrane.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#7 - 2013-03-06 16:04:45 UTC

Resists are always better than raw HP.... better for active repping, better for remote repping, and generally better for even buffer tanking.

As such, I recommend simply improving the the Armor Layer Membrane from 15% to 20%....
20% more resists is just better than 20% more armor under most ingame scenarios.

Hell, look at an armor hurricane:
1x 1600 Steel Plate II
2x EANM's
DCU,
3x Trimark...

Putting on a 3rd EANM (even at my level 4 armor compensation skills) gives me more additional EHP than putting on an EALM. On the surface, you might think that's not indicative of a big deal... but that 3rd EANM is stacking penalized to be 57% effective, and its still more effective than the 100% Effective EALM!!!
Drake Doe
88Th Tax Haven
#8 - 2013-03-06 16:19:40 UTC
Shouldn't it actually be more in the range of 30% or so since adding buffer isn't as good as adding more resists?

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Goldensaver
Maraque Enterprises
Just let it happen
#9 - 2013-03-06 16:27:48 UTC
Drake Doe wrote:
Shouldn't it actually be more in the range of 30% or so since adding buffer isn't as good as adding more resists?

No, it really shouldn't. Think of the supers.
Omnathious Deninard
University of Caille
Gallente Federation
#10 - 2013-03-06 16:54:56 UTC
Goldensaver wrote:
Drake Doe wrote:
Shouldn't it actually be more in the range of 30% or so since adding buffer isn't as good as adding more resists?

No, it really shouldn't. Think of the supers.

And yet it was just shown that resistance is better than buffer, so can supers not fit a ENAM?

If you don't follow the rules, neither will I.

Drake Doe
88Th Tax Haven
#11 - 2013-03-06 17:26:51 UTC
Goldensaver wrote:
Drake Doe wrote:
Shouldn't it actually be more in the range of 30% or so since adding buffer isn't as good as adding more resists?

No, it really shouldn't. Think of the supers.

1x adaptive invul > 2x energized layering

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Callic Veratar
#12 - 2013-03-06 17:58:26 UTC
Goldensaver wrote:
Drake Doe wrote:
Shouldn't it actually be more in the range of 30% or so since adding buffer isn't as good as adding more resists?

No, it really shouldn't. Think of the supers.


Balancing should take into account the most broken ships in the game, but not be ruled by them.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#13 - 2013-03-06 18:25:45 UTC
Goldensaver wrote:
Drake Doe wrote:
Shouldn't it actually be more in the range of 30% or so since adding buffer isn't as good as adding more resists?

No, it really shouldn't. Think of the supers.


Your wrong... It doesn't matter the ship size.... Here's the math...

For ANY Ship, regardless of the Armor HP it has....

EHP = HP / (1 - R), where R is your average resists.

Add an EALM:
EHP new = EHP old * ( 1 + X * S), where X is the HP boost percentage of the EALM, and S any the Stacking Penalty Reduction.
This is because the resists stay the same, and only the HP increases. The increase in HP is a simple factor of (1 + XS).

Add an EANM
EHP new = EHP old / ( 1 - X * S), where X is the Resistance boost percentage of the EANM, and S is the Stacking Penalty Reduction. This is because the new resists R new = R old + ( 1 - R old) * X * S.
If you plug it in, do some algebra, you end up with my expression above.

Considering EANM's will stack with active hardeners, it's to-be-expected that comparing EANM's to EALM's should look at the "stacking penalized" EANM rather than a "singular" effect.

Assuming we wanted the modules to be Equal,
Xl = Xn S / ( 1 - Xn S), where Xl is the percentage boost of a single EALM, Xn is the percentage boost of an EANM, and S is the stacking penalty applied (because people generally use multiple modules that stack with EANMs)

I made a nice graph of that function for you here.

Realize, the above function is COMPLETELY INDEPENDENT of the Ship size, meaning the raw HP it has doesn't matter!!!

Looking at that graph, you will see, even with stacking penalties, the third 20% EANM provides equivalent EHP to a 15% EALM, once you have your armor comps at 3.

Using the graph, I believe the optimal % for a t2 EALM is between 20 and 25%:

At 20%, a T2 EALM is actually better than a Meta EANM, which it should be. However, T2 EANM's are better, until you put on the third EANM.... Here, the only time 3x EANM's are better than 2x EANMs and an EALM is when using nothing but deadspace and officer EANMS.

At 25%, the first T2 EANM is better as soon as you train up an Armor Comp Skill, and the second T2 EANM is a better choice once you have Armor Comp skills to three or higher. (i.e. skills matter which is a very good thing). Unfortunately, at this level, 3x EANM's gives less EHP unless using A-Type EANMs or upper-end officer modules. We want to encourage people to fit bling for that "extra oomph", so this is value may seem too high. However, increasing raw HP does nothing to "boost" reps (local or remote). So, even if the the EANM provides less "EHP", it will boost RR and Local Reps enough to absolutely be worth it!

In the end, boosting the raw HP of ships is not nearly as scary as boosting the resists of ships. A larger buffer with lower resists means your more resilient to alpha strikes, but the dps to kill you through reps is "lower".




Goldensaver
Maraque Enterprises
Just let it happen
#14 - 2013-03-06 19:58:47 UTC
Yeah, my response was really meant to specifically a 30% value. Not so much against a general buff of the module. I see the post above and could agree with something between 20-25%. That's fair, and the graph made by Gizznit makes that quite obvious.

I just specifically said Supers because they already have extraordinary amounts of hitpoints and they don't need more.

But if all of you think it's fine for a single EALM to be better than a non-stacking penalized EANM (comparison between buffer and resists aside), and that they do NOT suffer stacking penalties, then sure. I'm sure that sounds like a just great idea.
Boris Amarr
Viziam
Amarr Empire
#15 - 2013-03-07 18:16:38 UTC
Also it will be very special module. Because without stack penalty with Energized Adaptive Nano Membrane II it will be very useful for solo pvp or small gangs, but absolutely useless for big gangs, because with logistic ships high resists are mush required.
Omnathious Deninard
University of Caille
Gallente Federation
#16 - 2013-03-07 20:32:56 UTC
I would personally like to see:
Layered Plating II 15% to Armor HP
Energized Armor Layering Membrane II 25% to Armor HP

If you don't follow the rules, neither will I.

Akara Ito
Phalanx Solutions
#17 - 2013-03-07 20:44:07 UTC  |  Edited by: Akara Ito
Even 20% wouldnt be enough.
EALM need to give more ehp than EANM with level 4/5 skills, or at least more than the second EANM with these skills.

Oh and they should obviously stack with trimarks.
Drake Doe
88Th Tax Haven
#18 - 2013-03-07 22:21:35 UTC
The layered plate is a joke also, only adding a tiny amount of eho compared to the non energized adaptive

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#19 - 2013-03-07 23:11:39 UTC
perhaps if they made the EANM an active module like the invul mod aswell as improving the HP amount there might be a good enough reason to use them maybe change the fitting requirement so it uses less cpu but more pg instead.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Sigras
Conglomo
#20 - 2013-03-07 23:12:55 UTC
come to think of it; ive never actually seen these fit on any ship . . . now i know why . . . with the RAH not stacking against the EANM there is really no reason to use one especially with low slots more valuable than mids
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