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Skill Discussions

 
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Discuss: Armor Resistance Phasing

Author
Masamune Dekoro
School of Applied Knowledge
Caldari State
#1 - 2012-06-13 23:10:07 UTC
At the very end of the 1.1 dev blog there was mention of a new skill being introduced.

Armor Resistance Phasing
"It reduces the cycle time of Reactive Armor Hardeners (or, well, the one that currently exists) by 10% per level. This skill costs ca. 600k, has a skill rank of 5 and is sold wherever good skill books are sold (i.e. the usual places)."

What are the thoughts on this change? Obviously this will improve the module, but do you think it is enough/too much? Will it make the module viable for PvE as a lazy missioner tool? Or just more useful for small-mid sized gang warfare?

Discus
Masamune Dekoro
School of Applied Knowledge
Caldari State
#2 - 2012-06-13 23:15:15 UTC
More than anything, I'm surprised that they are choosing to introduce a rank 5 skill to improve the module, rather than improve the module itself.

I suspect that the new Ancillary Shield Boosters are not seeing a similar skill being introduced because they are more 'balanced' and have seen more use than the adaptive hardener. I would have liked to see a skill that reduced the 60 reload timer between boosts, or improved efficiency - in its present state though, I'd say that would be a bit overkill.
Reaver Glitterstim
The Scope
Gallente Federation
#3 - 2012-06-14 06:58:11 UTC
It seems to me like the reactive armor hardener is only marginally useful in a small handful of situations, whereas the ancillary shield booster can have incredible effect. I think they should just get rid of the reactive hardener and instead put in an ancillary hardener that would boost all resists by, say, 25% outside of stacking penalty and also the current and maximum armor amount for a high capacitor cost which could be paid for with capacitor booster charges. Or something powerful like that.

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King Khaan
Doomheim
#4 - 2012-06-15 16:18:49 UTC
The other day i was flying around in SISI in my ridiculously pimp fit machariel looking for stuff to kill when i came upon a golem in one of the beacons. All alone. My immediate thought was another care bear testing his pve fit and its gonna be an easy target.

I pointed him and engaged.

Shields went down to 30% and he repped them back up in one cycle. This went on for about 5 mins. Then few tengus joined in. then other random ships joined on. He was being neuted too.

He kept tanking us easily at 100% shields until a dread caught him at 0 transversal and insta'd him.

Ofcourse he was deadspace hardener fit but the boosters were the new ancillary boosters. 3 of them.

Seems like he tanked a cap fleet for around 15 mins earlier with this fit. THe next time he warped into the beacon no one bothered with him. It was even boring than shooting a dread.

IMO the ancillary boosters are very good when used with proper implants and in small gangs. One can even call it overpowered. I can bet if he was flying that golem as a bait in tranquility none of our average gate camps can dent him until his fleet arrives there.
Needs balls to use it though. Big smile
Jacob Straven
Deep Core Mining Inc.
Caldari State
#5 - 2012-06-16 01:14:27 UTC
On the latest Sisi build, an additional bonus is applied, a 5% per level reduction in capacitor usage.
Lukriss
Caldari Provisions
Caldari State
#6 - 2012-06-16 08:38:56 UTC  |  Edited by: Lukriss
Jacob Straven wrote:
On the latest Sisi build, an additional bonus is applied, a 5% per level reduction in capacitor usage.


So essentially now the skill is a nobrainer lvl 4 if you use the mod, lvl 5 if you use it a lot skill.
Masamune Dekoro
School of Applied Knowledge
Caldari State
#7 - 2012-06-16 09:58:48 UTC
Lukriss wrote:
Jacob Straven wrote:
On the latest Sisi build, an additional bonus is applied, a 5% per level reduction in capacitor usage.


So essentially now the skill is a nobrainer lvl 4 if you use the mod, lvl 5 if you use it a lot skill.


Like... all combat related skills?
Indalecia
#8 - 2012-06-17 07:47:25 UTC  |  Edited by: Indalecia
Lukriss wrote:
Jacob Straven wrote:
On the latest Sisi build, an additional bonus is applied, a 5% per level reduction in capacitor usage.


So essentially now the skill is a nobrainer lvl 4 if you use the mod, lvl 5 if you use it a lot skill.


Not sure, if the skill reduces cycle time by 10% but only reduces cap usage by 5% per level, you're still losing cap. I'd wait.

Also, rank 5 for a practically useless module? Isn't that a bit overkill? Rank 1/2 would have been more reasonable in my opinion.

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Lunkwill Khashour
Ministry of War
Amarr Empire
#9 - 2012-06-17 10:18:55 UTC
The cap bonus doesn't compensate the cap usage from the faster cycle time. Moreover, the way it adapts (only upwards and irrespective of relative damage levels) makes it unsuited in most engagements.

E.g. A drake with scourge hobgoblins will halve the modules efficiency compared to the drake shooting scourge only.
Alticus C Bear
University of Caille
Gallente Federation
#10 - 2012-06-17 21:26:24 UTC
Jacob Straven wrote:
On the latest Sisi build, an additional bonus is applied, a 5% per level reduction in capacitor usage.


I am not seeing the cap change on sisi, unless it is not in the description.