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Question about Armor compensation skills and them use.

Author
Kichter
The Scope
Gallente Federation
#1 - 2011-10-23 09:23:56 UTC
Hi all,
i was thinking about this group of skills, indeed usefull for armor tanking ships, and a question born in my brain....
at lvl 5 all this skills give:

  • to active hardeners 15% when modules are inactive.


  • to passive modules 25% more resistance


Tell me if i'm wrong.
At this point are passive modules better than active ones?


A t2 armor hardener give +55% specific resistance OR 15% when inactive plus has activation cost

A t2 energized membrane give +37.5% spec resistance PLUS 25% from skills TOTAL 62.5%

A t2 plating, although it's the less protective, give 26.4% specific resistance PLUS 25% from skills

So if the math is correct energized membrane, not just has no cap needind, also give more protection (+7.5%) than active modules i.e. Armor Hardeners.

Am i right?
ArmyOfMe
Teddybears.
Dead Terrorists
#2 - 2011-10-23 09:27:34 UTC  |  Edited by: ArmyOfMe
your math is wrong Blink
with max skills its 37,5 x 1.25

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Edda V
The Scope
Gallente Federation
#3 - 2011-10-23 09:50:25 UTC
ArmyOfMe wrote:
your math is wrong Blink
with max skills its 37,5 x 1.25


but if it's x1.25

the note: To active armor hardeners: 3% bonus per skill level to Armor Explosive resistance when the modules are not active
To passive armor hardeners: 5% bonus per skill level to Armor Explosive resistance

isnt that correct.....

It doesnt say that each lvl give you the 5% of the module's resistance
ArmyOfMe
Teddybears.
Dead Terrorists
#4 - 2011-10-23 10:10:18 UTC
Edda V wrote:
ArmyOfMe wrote:
your math is wrong Blink
with max skills its 37,5 x 1.25


but if it's x1.25

the note: To active armor hardeners: 3% bonus per skill level to Armor Explosive resistance when the modules are not active
To passive armor hardeners: 5% bonus per skill level to Armor Explosive resistance

isnt that correct.....

It doesnt say that each lvl give you the 5% of the module's resistance

CCP has never been good at giving proper description of how things work. But anyhow, the skill adds 5% of the modules res pr skill level.
Wich at lvl 5 is 37,5 x 1.25 so you should get 46% or something (to lazy to do the math atm)

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Edda V
The Scope
Gallente Federation
#5 - 2011-10-23 11:03:00 UTC
ArmyOfMe wrote:
Edda V wrote:
ArmyOfMe wrote:
your math is wrong Blink
with max skills its 37,5 x 1.25


but if it's x1.25

the note: To active armor hardeners: 3% bonus per skill level to Armor Explosive resistance when the modules are not active
To passive armor hardeners: 5% bonus per skill level to Armor Explosive resistance

isnt that correct.....

It doesnt say that each lvl give you the 5% of the module's resistance

CCP has never been good at giving proper description of how things work. But anyhow, the skill adds 5% of the modules res pr skill level.
Wich at lvl 5 is 37,5 x 1.25 so you should get 46% or something (to lazy to do the math atm)




aaaaaah ok, so still better the active hardeners as pure resistance given
Mashie Saldana
I'm Sorry Shoot What?
WE FORM V0LTA
#6 - 2011-10-23 12:34:35 UTC
Edda V wrote:
aaaaaah ok, so still better the active hardeners as pure resistance given

Yes but the armor comp skills make EANM's shine.
Lukriss
Caldari Provisions
Caldari State
#7 - 2011-10-23 16:27:59 UTC
CCP has never been good at giving proper description of how things work. But anyhow, the skill adds 5% of the modules res pr skill level.
Wich at lvl 5 is 37,5 x 1.25 so you should get 46% or something (to lazy to do the math atm)[/quote]

I think it's pretty obvious that's what they do, it doesn't say it increase the resistance by 5 percentage points.
Jack Carrigan
Order of the Shadow
The Revenant Order
#8 - 2011-10-23 17:15:59 UTC
Primarily, the point is if you are utilizing active modules, and happen to get neuted to Hell and back, and your active modules get shut off, you still have some resists left so that your ship isn't just an overglorified blob of tin foil and some string.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Sphynix
Pandemic Horde High Sec Division
#9 - 2011-10-23 22:16:03 UTC
Jack Carrigan wrote:
... your ship isn't just an overglorified blob of tin foil and some string.

Minmatar use duck tape, it is superior to sting !
Tesh Sevateem
Cherry Candy Mountain
#10 - 2011-10-24 10:41:08 UTC
Sphynix wrote:
Jack Carrigan wrote:
... your ship isn't just an overglorified blob of tin foil and some string.

Minmatar use duck tape, it is superior to sting !
With the exception of the very attractive Gallente String, also known as G-String for short.