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Armor Resistance Plating - Worst Skill evva

Author
Sarah Nahrnid
KarmaFleet
Goonswarm Federation
#41 - 2013-12-26 02:32:24 UTC
Xe'Cara'eos wrote:
Sarah Nahrnid wrote:
Destriouth Hollow wrote:
I am a heavy user of the "Reactor Armor Plating" in small-scale/solo PvP.
These fights usually last several minutes, because that's how long the cap-boosters last. Once you run out of cap-boosters however your dead!

:words:

The skill is therefore for most uses really bad for smaller ships and needs fixing, to bring the cap-need in line with the cycle time.


As I literally JUST checked that very same skill here is what I was greeted with:
Reduces duration time of Reactive Armor Hardeners by 10% per level and capacitor need by 5% per level.

Now, on the attributes page, we're greeted with the following:
Capacitor Need Bonus -5 %

So, fixed long ago friend +1 though


I'm sorry - the attributes of what?

from what I'm seeing - your cap need is going up by 25% a level still


Armor Resistance Phasing skill. Check it in game, I can provide screenshots for the lazy :P
Daenika
Chambers of Shaolin
#42 - 2013-12-26 02:38:17 UTC
Quote:
Armor Resistance Phasing skill. Check it in game, I can provide screenshots for the lazy :P


What are you thinking you are seeing that invalidates the topic?

The module description says that it's a 10% reduction in cycle time per level, and a 5% reduction in capacitor need per level. That means over 5 levels, the duration go down to 50% of base, and the cap per cycle goes down to 75% of base, so the module takes 50% more capacitor per second at level 5 than it does at level 0.

The attributes page backs this up. Duration Bonus: -10%, Capacitor Need Bonus: -5%.
Xe'Cara'eos
A Big Enough Lever
#43 - 2013-12-26 02:57:49 UTC
Daenika wrote:
Quote:
Armor Resistance Phasing skill. Check it in game, I can provide screenshots for the lazy :P


What are you thinking you are seeing that invalidates the topic?

The module description says that it's a 10% reduction in cycle time per level, and a 5% reduction in capacitor need per level. That means over 5 levels, the duration go down to 50% of base, and the cap per cycle goes down to 75% of base, so the module takes 50% more capacitor per second at level 5 than it does at level 0.

The attributes page backs this up. Duration Bonus: -10%, Capacitor Need Bonus: -5%.


strange; that's what I'm reading too..... It's a trap!

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Grayland Aubaris
Aliastra
Gallente Federation
#44 - 2013-12-26 11:52:48 UTC
How about making the RAH able to accept scripts?

Rapid Adaption Script -> Uses more cap but adjusts to incoming damage much quicker.
Efficient Cycling Script -> Uses less cap, but adjusts to incoming damage much slower.

So you now have the choice of how it works, and you can adjust this on the fly by changing the script.

Or even take that a step further and have damage type scripts which you can manually load in as needed, such as : Thermal Adaption script, Kinetic adaption script etc..

For balance I would make the script take 10 seconds to change.
Zerb Arus
WormSpaceWormS
#45 - 2013-12-26 12:52:34 UTC
Verity Sovereign wrote:
Takanuro wrote:
Please fix it CCP.


When they first released the skill, it was just a cycle time reduction, and absolutely no cap use reduction.

Then they added a cap use reduction.... but purposefully made it smaller. Thus its not broken, but "working as intended"



If I recall correctly you are missing one step.

1) when they introduced that skill it was just a cycle time reduction -> Yep
2) they admitted that this was stupid and added a cap reduction to match the cycle reduction.
3) they increased the cycle-time reduction but did not change the cap reduction accordingly.

(I reserve the right to be wrong)
Daenika
Chambers of Shaolin
#46 - 2013-12-26 13:19:42 UTC
Quote:
For balance I would make the script take 10 seconds to change.


During which the module would have to be off, if it's anything like current scripts, which defeats the point, in particular since shutting off and restarting the RAH resets the resists to the default 15% omni.

The fundamental problem here is, a cycle time reduction is only useful during the first 150 seconds of the fight. After that point, the RAH will be at "optimal" resists regardless of skill level, so the skill stops mattering.
Destriouth Hollow
Star-Destroying-Warlords
#47 - 2014-01-15 11:49:21 UTC  |  Edited by: Destriouth Hollow
Daenika wrote:
Quote:
For balance I would make the script take 10 seconds to change.


During which the module would have to be off, if it's anything like current scripts, which defeats the point, in particular since shutting off and restarting the RAH resets the resists to the default 15% omni.

The fundamental problem here is, a cycle time reduction is only useful during the first 150 seconds of the fight. After that point, the RAH will be at "optimal" resists regardless of skill level, so the skill stops mattering.


The skill will still continue to matter after that time. But the only thing it will do is trying to kill your capacitor (:
Joke aside:

And as many have said already (which i sadly forgot in my original post):
To my knowledge every other module whose cycle time can be reduced can also be pulsed. So even if you do have the cycle-time reduced by a lot u can just keep it off a while after each cycle to ignore the skill that shortened your cycle time.

With the RAH this is however not possible. Each time you want to cycle it, it will lose all of its effect and provide 0 resistances. When you turn it back on it will have lost all the benefit that "Armor Resistance Plating" has brought you and start anew.
Therefore cycling it is a incredibly horrible thing to do in complete contrast to other modules like weapons and repairers. To cycle those for cap-reasons is completly viable during a fight.
IIshira
School of Applied Knowledge
Caldari State
#48 - 2014-01-15 12:10:23 UTC  |  Edited by: IIshira
(Removed reply which discussed issues of bumping old form threads which is not in line with original thread post.) Lol
Anys Thes'Realin
Garoun Investment Bank
Gallente Federation
#49 - 2014-01-15 17:51:50 UTC
This has always been a pet peeve of mine with EVE in that some skills are actually less useful as you level them up, and I agree, that is bad game design, especially since we can't unlearn skills. Tactical Shield Manipulation was always a prime example, and I since I'm only flying Armored ships, I only have it trained to level 2.

Armor Resistance Phasing I only have trained to level 1, and I really don't plan to train it any higher unless I absolutely have to.. I'm just glad I was forewarned of this when I came back to the game and created this character.

Other skills can increase overall Capacitor Use per Second for modules such as Armor Repairers and Smart Bombs. The difference with those modules is you can manually activate/deactive them as needed without any penalty. You can't do that with the Plating - turning it off and back on resets all of the resistances to the base of 15%.

I do like the script idea - allowing the choice between efficiency and rapid response. Scripts to boost the "default" resistance aren't a bad idea either, but I would introduce a cycle & cap penalty with those type of scripts. Introducing scripts could then let them rework the skill a little easier into something a bit more palatable.

My EVElopedia roleplaying profile, last updated February 23rd, 2014: http://tinyurl.com/nfazlch I support having more clothes for our characters!  http://tinyurl.com/kpafjh2

Arthur Aihaken
CODE.d
#50 - 2014-01-15 18:33:44 UTC
Just include a -5% capacitor use per level as well.

I am currently away, traveling through time and will be returning last week.

Gigan Amilupar
Viziam
Amarr Empire
#51 - 2014-01-15 18:57:30 UTC
+1 to fixing this.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#52 - 2014-01-16 10:20:24 UTC
Perhaps this would benefit from being like the mwd in fittings terms...a fixed reduction in powergrid/CPU/capacitor at fitting time (due to maintaining the resistance fields) and then a lower cap cost per cycle. Each cycle shifts the resistance according to incoming damage but then the %'s stay fixed when the module is turned off.
Anthar Thebess
#53 - 2014-01-16 10:35:02 UTC
Lvl 3 is max even for capitals.
Read skill before you train it.
For subcaps lvl 2 is optimal.
Destriouth Hollow
Star-Destroying-Warlords
#54 - 2014-01-16 22:21:23 UTC
Anthar Thebess wrote:
Lvl 3 is max even for capitals.
Read skill before you train it.
For subcaps lvl 2 is optimal.


For PvE lvl 0 is optimal (:
Pinky Hops
Caldari Provisions
Caldari State
#55 - 2014-02-08 01:59:36 UTC
Destriouth Hollow wrote:
Anthar Thebess wrote:
Lvl 3 is max even for capitals.
Read skill before you train it.
For subcaps lvl 2 is optimal.


For PvE lvl 0 is optimal (:


Fix please?
IIshira
School of Applied Knowledge
Caldari State
#56 - 2014-02-09 00:38:38 UTC
Pinky Hops wrote:
Destriouth Hollow wrote:
Anthar Thebess wrote:
Lvl 3 is max even for capitals.
Read skill before you train it.
For subcaps lvl 2 is optimal.


For PvE lvl 0 is optimal (:


Fix please?

I don't think there's an "untrain skill" option yet. This is why it's always good to read what the skill does before you train it Big smile
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