These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
 

Armor Compensation skills to V -worth it??

First post
Author
Amber Green Thorn
Federal Navy Academy
Gallente Federation
#1 - 2011-11-12 20:27:22 UTC
To active armor hardeners:
3% bonus per skill level to Armor xxxxx resistance when the modules are not active
To passive armor hardeners:
5% bonus per skill level to Armor xxxxxxx resistance




As the title says - I'm sure most people just train it to 4 but does V bring anything extra to the table
for the month of training required for all 4??

Destination SkillQueue
Doomheim
#2 - 2011-11-12 20:46:17 UTC
Yes and no.

Yes in the sense, that they are useful tanking skills that provide an extra point or two of resistance, so they are good skills to have at lvl 5. No in the sense, that you should definitely first focus on training skills, that provide a larger benefit in less time. So it's not really a matter of if the skills are useful, but more of when are you going to train them. They aren't that important in PvE though, since you rely more on active hardeners, so if you don't plan on doing any PvP, they aren't a high priority.
Malcanis
Vanishing Point.
The Initiative.
#3 - 2011-11-12 21:48:28 UTC
Amber Green Thorn wrote:
To active armor hardeners:
3% bonus per skill level to Armor xxxxx resistance when the modules are not active
To passive armor hardeners:
5% bonus per skill level to Armor xxxxxxx resistance




As the title says - I'm sure most people just train it to 4 but does V bring anything extra to the table
for the month of training required for all 4??



Hold off getting them to 5 until you want to fly a capital ship, or until you've basically trained everything you need, and are now just filling in the 'gaps' in your "All Level 5" character sheet.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Amber Green Thorn
Federal Navy Academy
Gallente Federation
#4 - 2011-11-13 11:48:46 UTC
Thank you very much for your replies!
CCP Phantom
C C P
C C P Alliance
#5 - 2011-11-13 15:07:13 UTC
Hello Amber Green Thorn,

I found it pretty useful to have those skills at level V. That said I would recommend training them to that level only if you have completed training the more urgent skills. As new or beginning character some other skills might be much more important, so you might want to postpone training up the armor compensation skills to level V a little bit.

CCP Phantom - Senior Community Developer

MotherMoon
Tribal Liberation Force
Minmatar Republic
#6 - 2011-11-13 20:01:43 UTC
And thus is the balance of eve.

In the time you can get 5 more level 4 skills. an older player will just get one skill up one level. higher levels do not give "more" of a bonus, just the same increase again.

So while it is useful, you only "NEED" to train level 5 skills that unlock gear in the class of ships you want to specialize in.

http://dl.eve-files.com/media/1206/scimi.jpg

Baneken
Arctic Light Inc.
Arctic Light
#7 - 2011-11-14 07:37:11 UTC
Point is that only capital class ships have enough armour HP to have a significant EHP boost from ***** armour compensation V, I did with compensation III for years until I finally trained for capital ships. Blink
Potato IQ
Doomheim
#8 - 2011-11-14 10:42:21 UTC
If you have ship/s that you fly regular that have a specific resist hole, may be worth considering taking just that to V for that improved omni tank, else IV across the board is sufficient
Major Trant
Brutor Tribe
Minmatar Republic
#9 - 2011-11-14 11:02:11 UTC  |  Edited by: Major Trant
Here is some additional information for people following this thread.

There are 4 Armor Compensation skills and 4 Shield Compensation skills, one of each for each resistance type. However, the 4 Armor Compensation skills are generally a lot more useful than the shield ones. Due to the following:

1. In PvE it is more common to Active Tank your ship, thus these skills will not be utilised.
2. In PvP it is more common to Passive and/or Buffer tank your ship, this means passive resistance mods (exactly what these skills effect) and/or increased Shield/Armor HP. The exception is that Active hardeners are often used too, but rarely Cap intensive active modules such as Shield Boosters or Armor Repairers (due to the likely use of Energy Neutralizers against you).

Now in PvP you can't predict what the incoming damage is going to be, thus most people go for multi-resistance mods. For Shield Tanking this means an Invulnerability field. This is a low cap active mod and it gains no benefit from the Shield Compensation skills (forget the useless offline benefit). For Armor tanking this means an EANM (Energized Adaptive Nano Membrane), this is a passive mod and gains from the Armor Compensation skills.

It is the widespread use of this one mod (the EANM) which makes the Armor Compensation skills important. It is one of the trade off's between Armor and Shield tanking. There is no 'Passive' multi-resistance shield mod and there is no 'Active' multi-resistance armor mod. The Invulnerability field does have higher base resistance values, but it has to be re-activated every jump and can be neuted out. The EANM has lower base resistances but you never have to worry about it being offline or running out of cap and with the training of the Armor compensation skills you can bring it's resistance levels up higher, not quite as high as an Invulnerability shield, but a lot closer.

All ships have built in resistances but on the shield side the EM resistance is usually poor, while on the armor side the Explosive resistance is usually poor. Players will often seek to fill those holes for their particular tank. These are usually filled with a rig or an active hardener. Neither active hardeners (effectively) or rigs are affected by the compensation skills. However, it is almost feasible to choose a passive single resistance mod in either case, thus there 'may' be some milage in raising the EM Shield Compensation or Explosive Armor Compensation skills as a priority over the others and of course in the Armor case raising the Explosive resistance of the EANM is a good benefit.

Personnally, I have raised my Shield Compensation skills to 3 and my Armor Compensation skills to 4. For the Shield ones it was a complete waste of time for the type of PvP I generally engage in - which is small gang, BC and below warfare (usually shield buffer tanked with an Invulnerability Field and Anti-EM Screen Reinforcer rig). For the Armor Compensation skills, occassionally we get into Armor tanked Battleships, particularly for POS bashes/defences and those skills are utilised there via the ever faithful EANM.
Toshiro GreyHawk
#10 - 2011-11-14 11:33:55 UTC


One thing to consider when evaluating the usefulness of the boost to inactive active hardeners ...


What if you haven't turned them on?


If someone has a passive targeting module - the first thing you may know about the fact that they are going to attack you - is when you receive their alpha - at which point it is to late for you to do anything about it that you haven't already done.

Now ... mostly ... this is the kind of thing I would envision as happening in hi sec to ... say ... someone jumping from system to system in their industrial. Say someone at the previous gate used a passive targeting module to hide the fact that they were scanning your ship. They decide that what you are carrying is worth the loss of a gank ship - and tell their buddy down the way to get ready for you. He locks you as you come out of the jump cloak and if he's got a passive targeting module too - you won't know his intent until you receive his alpha. If his alpha is sufficient - your ship can pop right there.

So ... if you've got a set of medium shield extenders in your mids and an invulnerability field module then at least the resists on that module will get some kind of a boost.


Personally ... what I do - is turn the damn thing on every time I warp ... or at least ... that's what I intend to do ... whether I actually do it or not ...

*shrug*


.
Amber Green Thorn
Federal Navy Academy
Gallente Federation
#11 - 2011-11-15 23:26:54 UTC
Again thank you all very much for your posts. IV it is then till cap ships.Blink
TrollFace TrololMcFluf
Imperial Academy
Amarr Empire
#12 - 2011-11-16 18:31:22 UTC
Some T2 ships benefit from this but they are mostly amarr one aka damnation,devoter,legion est est

For those i would take them to 5 along with the abaddon