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Reactive Armor Hardeners

Author
Reppyk
The Black Shell
#21 - 2014-05-06 23:59:41 UTC
RAH. Hmm.

If a NPC is doing 99 EM damage points and 1 THERM damage point, the RAH will switch to 30% EM 30% THERM. No matters your own armor res.

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

nahjustwarpin
SUPER DUPER SPACE TRUCKS
#22 - 2014-05-07 01:08:20 UTC
Reppyk wrote:
RAH. Hmm.

If a NPC is doing 99 EM damage points and 1 THERM damage point, the RAH will switch to 30% EM 30% THERM. No matters your own armor res.


gurista rats do kinetic and thermal damage, yet RAH adapts 60% to kinetic

Hasikan Miallok
Republic University
Minmatar Republic
#23 - 2014-05-07 01:18:36 UTC
My observation without testing it is the RAH tends to balance your resists for the incoming damage types. I am not sure of the mechanics.

It definitely does not always go to 60/0/0/0 or 30/30/0/0 I have seen stable figures like 43/17/0/0

Things to note:
- it cycles pretty quickly once you level the skill up but if you get a sudden change of damage type you may be better off turning it off and on again which resets it to 15/15/15/15 .
- the RAH is one of those rare cases where a little damage leaking through to your armor can be a good thing, it preloads it.

Hrett
The Scope
Gallente Federation
#24 - 2014-05-07 06:16:48 UTC
Reppyk wrote:
RAH. Hmm.

If a NPC is doing 99 EM damage points and 1 THERM damage point, the RAH will switch to 30% EM 30% THERM. No matters your own armor res.


Yeah, I dont think this is right. Pretty sure it will scale appropriately with the damage ratio. Its been a while since I read the hard test threads on it though.

spaceship, Spaceship, SPACESHIP!

Reppyk
The Black Shell
#25 - 2014-05-07 06:39:14 UTC
nahjustwarpin wrote:
Reppyk wrote:
RAH. Hmm.

If a NPC is doing 99 EM damage points and 1 THERM damage point, the RAH will switch to 30% EM 30% THERM. No matters your own armor res.


gurista rats do kinetic and thermal damage, yet RAH adapts 60% to kinetic

Because the only rats that where shooting you at this moment were using KIN missiles ?

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Marzuq
Scarlet Weather Rhapsody
#26 - 2014-05-07 07:07:10 UTC
One thing to note about the Reactive Armor Hardener is that it is not Stacking Penalized just like a Damage Control.

When you have 15% you have a full 15%, if you have a 50% you have a nonstacking penalized 50%.
IIshira
School of Applied Knowledge
Caldari State
#27 - 2014-05-07 13:38:31 UTC
Marzuq wrote:
One thing to note about the Reactive Armor Hardener is that it is not Stacking Penalized just like a Damage Control.

When you have 15% you have a full 15%, if you have a 50% you have a nonstacking penalized 50%.

It stacks with a damage control.

You shouldn't have issues with stacking penalties in a level 4 mission ship. Normally you're using one hardener of each damage type so there is no stacking penalty.

Has anyone determined if the RAH adapts based on raw incoming damage or damage taken after your ship resists are factored in?


hmskrecik
TransMine Group
Gluten Free Cartel
#28 - 2014-05-07 15:17:07 UTC
IIshira wrote:

Has anyone determined if the RAH adapts based on raw incoming damage or damage taken after your ship resists are factored in?

Not an authoritative test, just an observation: adapts based on raw incoming damage. In missions against NPCs with major damage (Angels, BR, Sansha) even if base resists were set accordingly, the RAH still adjusted to said damage profile.
Shpenat
Ironman Inc.
#29 - 2014-05-07 18:21:20 UTC
The RAH is stacking panalized with DC. So for when you expect all damage types the DC is actually better. I whish they provide higher meta versions of RAH. Lets say with fixed additional bonus that does not shift around. (5% fixed + 15% shifted per damage type at T2 version).

The RAH operates at the two stage mode. After the cycle is completed it checks which damage types did no damage to your ship in that last cycle (not incomming damage but dealt damage). Then 6% are subtracted from those damage types and assigned to the free pool.

In the second stage it assign the points from the pool to the resistance. And here I am not exactly sure about this process. what I thought it does is cyclically asign one point at the time to the dealt damage type starting from the most damaging one. So if you have 12% resistance points to assign to 2 damage types you will end up with 6% in each category. If you have 5% to assign you will end with 3% in the more hurting one and 2% in the less hurting one. Unfortunately I remeber seeing fractional resistances as well, which undermines this concept.
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