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Rig Hardners

Author
Adm Akbar
State War Academy
Caldari State
#1 - 2012-01-30 23:44:40 UTC
Maybe it has been brought up before but, i figured i would start the convo again about this fail. I will start by saying that i trained my Hardner skills to V, now saying that, i am not getting what i trained for, but i am getting neg effects for other things, let me explain. If am using Ballistic Control System, and i put a rig with the same effect, boom i get stacking penalties, and that goes for any other modules with the same effect. Now i say if i trained my Hardner skills shouldn't i get the benefits on Modules and Rig's, i mean i trained the skill, i should reap the benefits. You cant have a set-up where the negative effects cross Modules and Rigs, but my trained skills only work for Modules, DOES THAT MAKE SENSE! Now you can either fix this by lowering the % on rig hardners and let the Trained skill effect them, or just leave the % as is and let the Skill effect the Rigs, I prefer the later.

Im mainly ranting because for some reason, it just pissed me off noticing this for the umpteen time, and it just doesn't seem fair.

Thats All i Got , hope some Devs sees this and does something ...or maybe peeps can start ranting too.
Pyrosomniac
The Scope
Gallente Federation
#2 - 2012-01-31 00:27:57 UTC
Rigs do not equal Active or Passive hardeners for either shields or armor.

They are Rigs. Not hardeners. There's a difference.
Adm Akbar
State War Academy
Caldari State
#3 - 2012-01-31 09:20:56 UTC
Urgg....maybe i went on and on...with my explanation. Yes i know that Rigs and Modules are different. To put it simply if the negative effects of stacking cross between Modules and Rigs, my trained skills effects should also cross between Modules and rigs. Does that make sense i think it does, anyway i knew someone was gonna come out with the Rigs are not Modules thing, but can you explain stacking effects between Rigs and Modules if they are different.
Nex apparatu5
GoonWaffe
Goonswarm Federation
#4 - 2012-01-31 12:36:17 UTC  |  Edited by: Nex apparatu5
What Pyro was saying was that the skills say in their description that they affect passive and active hardeners. There is no reason for them to affect rigs.

Edit: and by your logic, the +armor% skills would affect plates, energized regenerative membranes, and trimarks, and if you can't figure out how that would be bad, well that would explain a lot actually.
Adm Akbar
State War Academy
Caldari State
#5 - 2012-01-31 15:49:21 UTC
Nex apparatu5 are you serious ......

Edit: and by your logic, the +armor% skills would affect plates, energized regenerative membranes, and trimarks, and if you can't figure out how that would be bad, well that would explain a lot actually.


Those things are affected by skills....duh....because they stack on the baseline Hit points which are dictated by your skills and ship. Resistance Rigs and Mods ...are different in name only, they basically do the same thing. So i say again if Negative effects are gonna crossover from Rigs and Mods, then should Hardener skills effect Rigs.
Zhilia Mann
Tide Way Out Productions
#6 - 2012-01-31 16:49:07 UTC
Adm Akbar wrote:
can you explain stacking effects between Rigs and Modules if they are different.


Sure; that's easy. Neither rigs nor modules are stacked, but it's a common misconception. What is actually stacked is the effect on the ship. Let's take a, I don't know, Rifter. Said Rifter has a rack of guns up top, a gyro II, and a Burst Aerator II. They gyro has two effects: increased damage mod (+10%) and decreased fire duration (-10.5%). The Burst Aerator has one effect: -15% fire duration. When they're both on the ship, the damage mod increase from the gyro is in a stack of its own and gets full effect. the RoF modifiers are in the same stack, and the lower effect (the -10.5% from the gyro) is stacking penalized.

So it's a misnomer to say that rigs and modules are stacked against one another. Their effects enter into the same stack (providing they have the same effect). Note that this comes up in other unexpected ways -- like sig bloom. Anything that increases the signature of your ship (shield extenders, shield rigs) enters into the same stack. Sig bloom is unusual though in that there are two factors you normally wouldn't consider: enemy target painters -- yes, they're stacked against your equipment -- and MWDs.

And that's how the fundamental stacking system works.

Now, the rig resist system is different. Resist rigs add a fixed amount of resistance (subject to stacking penalties). This is in contrast to the five (six if you count Damage Controls) kinds of resist mods, all of which get slightly different treatment with respect to compensation skills. This is by design, and is part of what keeps shield tanking and armor tanking so different while still allowing flexibility to come up with some unusually effective fits that no one saw coming now and then.

And so no, compensation skills don't do anything for resist rigs. It really does come down to the fact that they aren't modules and aren't balanced using the same factors that modules are (slots, grid, and CPU).
Adm Akbar
State War Academy
Caldari State
#7 - 2012-02-01 00:18:38 UTC
Zhilia Mann ....yeah i understand the stacking penalty...its not rocket science....and the last thing you said, was previously said ...my hardener skills don't affect rigs because they are rigs, well that has been pointed out.

So because they are different in name only....things are not going to change LoL well maybe one say.
DigDoug
Bare Minimum Bandits
I Showed You My Probes... Please Respond...
#8 - 2012-02-01 06:22:00 UTC
A Tempest and Machariel are different in name only, except for all their other differences... which are just names? So maybe they should have the same properties. Silly names.
Anize Oramara
WarpTooZero
#9 - 2012-02-01 13:42:28 UTC  |  Edited by: Anize Oramara
Adm Akbar wrote:

So because they are different in name only....things are not going to change LoL well maybe one say.


on the off chance this is not a troll (I'ma gonna put that in my sig since its so common :P )

No, no they are NOT different in name only.

Lets look at the differences:
1) They don't use cap, CPU, PG or module slots
2) Not limited to a type of module slot (high, mid, low)
3) COMPLETELY different resources is used in their construction that can ONLY be gathered through a specific way
4) Limited to ONLY 2-3 modules per ship
5) Uses different fitting requirements
5) Permanent
6) Expensive compared to most other modules (comare T2 rigs with T2 modules)
7) Only T1 and T2 versions, no Meta/officer/faction/Deadspace
8) All of them are passive.
9) Never drop? I think they are player constructed only?

So yea no kthxby

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Zhilia Mann
Tide Way Out Productions
#10 - 2012-02-01 18:35:05 UTC
Adm Akbar wrote:
Zhilia Mann ....yeah i understand the stacking penalty...its not rocket science....and the last thing you said, was previously said ...my hardener skills don't affect rigs because they are rigs, well that has been pointed out.

So because they are different in name only....things are not going to change LoL well maybe one say.


You're pretty good at filtering information while reading, aren't you? Because I actually explicitly stated why rigs are different than modules and didn't leave it at the "different in name" thing.

Look, certain skills are designed to work with certain modules for balance reasons. Why doesn't GMP affect torpedoes? Balance. Why doesn't Minmatar Cruiser help you fly a Diemos? Because that's not what Minmatar Cruiser does. Why doesn't Cloaking help you hide your ship no matter what modules you fit? Because that's how it works. Skills have purposes.

The purpose of compensation skills is primarily to support the use of passive armor and shield resistance modules and secondarily to support active resistance modules when they aren't turned on. You want them to serve a tertiary purpose of supporting resistance rigs. There is no reason for this that I can see, and there is most certainly no reason related to the stacking penalty -- which is an entirely different mechanic.
Adm Akbar
State War Academy
Caldari State
#11 - 2012-02-01 20:39:57 UTC
OMG ....yeah i did filter all the information about rigs being different from mods....because they are lost when removed and yatta yatta yatta.....jeez. Obviously people like to defend the status quo....so im ending this post here.

Good Bye
Taria A'nor
Department of Social Security
#12 - 2012-02-02 02:26:48 UTC
Adm Akbar wrote:
OMG ....yeah i did filter all the information about rigs being different from mods....because they are lost when removed and yatta yatta yatta.....jeez. Obviously people like to defend the status quo....so im ending this post here.

Good Bye



I'm gonna save this so when everyone proves me wrong this can be my comeback....
Zhilia Mann
Tide Way Out Productions
#13 - 2012-02-02 21:27:48 UTC
Taria A'nor wrote:
Adm Akbar wrote:
OMG ....yeah i did filter all the information about rigs being different from mods....because they are lost when removed and yatta yatta yatta.....jeez. Obviously people like to defend the status quo....so im ending this post here.

Good Bye



I'm gonna save this so when everyone proves me wrong this can be my comeback....


No kidding. As a veteran of the postmodern culture wars, I have to say this ranks up there with "yeah, you wouldn't get it, would you?" as a closer.