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Tactical Shield Manipulation Question

Author
Paul Panala
School of Applied Knowledge
Caldari State
#1 - 2014-01-16 16:53:07 UTC
When damage "penetrates" your shields, does it do armor damage instead of shield damage, or is the damage applied to both layers (doubling that damage)?

If I have the skill trained to 4, does that mean I have a 5% chance of armor damage when my shields are below 25%, or does it mean there is a random chance of armor damage when my shields are below 5%?

I trained the skill to 4 ages ago when I was a young player. Now I am going back and getting a lot of my defensive skills to 5. I am not sure this is worth spending 14 days to get to 5. At level 4 I have never noticed armor damage while my shields are still up. Taking a little armor damage early when your shields are about to fail doesn't sound that bad. What have others done? Is this one worth getting to 5? Keep in mind I am not close to all 5s on any ship, I am still trying to prioritize.
Nolen Cadmar
Caldari Provisions
Caldari State
#2 - 2014-01-16 18:15:19 UTC
Paul Panala wrote:
When damage "penetrates" your shields, does it do armor damage instead of shield damage, or is the damage applied to both layers (doubling that damage)?

If I have the skill trained to 4, does that mean I have a 5% chance of armor damage when my shields are below 25%, or does it mean there is a random chance of armor damage when my shields are below 5%?

I trained the skill to 4 ages ago when I was a young player. Now I am going back and getting a lot of my defensive skills to 5. I am not sure this is worth spending 14 days to get to 5. At level 4 I have never noticed armor damage while my shields are still up. Taking a little armor damage early when your shields are about to fail doesn't sound that bad. What have others done? Is this one worth getting to 5? Keep in mind I am not close to all 5s on any ship, I am still trying to prioritize.


AFAIK, that means that instead of the damage being dealt to your shield, it is dealt to your armor. I am in the same boat as you, I've had it trained to 4 for ages, and have yet to see it happen.

This may be b/c when your shields get very low, you usually either:

A) warp out (PVE in a shield tank)
B) Go into armor anyways (PVE & warp srammed, or PVP)
C) Are an Armor tank, thus you don't care.

In my opinion, it's not worth the 14 days to train it.

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RavenPaine
RaVeN Alliance
#3 - 2014-01-16 18:38:29 UTC
There have been a lot of discussion about this. Some statements are known fact, some are supposition. Some are (what's the term..) situational. For instance, specific passive fits have a HUGE recharge rate.

The general idea is: You have a peak recharge rate for your shields, that is somewhere in that last 20% range. The concept is, that if you let some bleed through occur, you will stay in peak recharge for a longer amount of time. Bleed is random based and is hard to test. If you are at level IV, no bleed occurs until your shields are 95% gone. Level V stops bleed until you're 100% shield-less.
The damage doesn't double or change, as it is determined from the ship that's shooting you, but resists affect how it impacts your ship.


My own personal opinion:
If you are shield tanked, and you have your resists at 80+% (or better), then you want to tank incoming damage with your best resists, for as long as possible. Bleed through will almost certainly hit less resist in armor and do more damage as a consequence.
If you primarily armor tank, you WANT bleed through to hit your best resists, AND still have peak recharge working for you.

I mean, this topic has been done to extreme levels before, and this is only my 'short version' opinion. I trained my characters accordingly.

Short answer: Train the skill to IV and stop there. You probably have 50 skills that would be better to top off.
Kyt Thrace
Lightspeed Enterprises
Goonswarm Federation
#4 - 2014-01-16 18:56:57 UTC
I myself have this skill plugged into my Evemon plan. It is scheduled to be trained from level 4 to level 5 when I get 200 mil skill points. I am at 100 mil skill points now.

R.I.P. Vile Rat

Batelle
Federal Navy Academy
#5 - 2014-01-16 19:41:28 UTC
the real question is when to train it to 5.

I think there's a particular capital mod or something that requires it at 5, is this true? The difference in native shield recharge at 0% and 5% shields is pretty much nonexistent, so training it to 5 is worthless in all situations (except if theres some mod that requires it to 5).

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Tau Cabalander
Retirement Retreat
Working Stiffs
#6 - 2014-01-16 21:06:32 UTC  |  Edited by: Tau Cabalander
Batelle wrote:
the real question is when to train it to 5.

I think there's a particular capital mod or something that requires it at 5, is this true? The difference in native shield recharge at 0% and 5% shields is pretty much nonexistent, so training it to 5 is worthless in all situations (except if theres some mod that requires it to 5).

Once upon a time TSM 5 was a prerequisite for a Capital Shield Booster. It isn't today. No fitting requires it.

If you can take repeated hits at between 0% and 5% shield and can survive, then TSM 5 may be useful. Aside from a few special cases (forum search for posts by me about TSM 5), really only shield-tanked capitals have enough shield to do that, so that's probably where the obsolete prerequisite originated.

Generally there are few reasons to train TSM 5:
1. You trained it when it was a prerequisite for a Capital Shield Booster.
2. You trained it when it was a prerequisite to get the Shield Tanking Elite Certificate.
3. You had nothing else to train.
Frank Millar
The Scope
Gallente Federation
#7 - 2014-01-16 21:07:25 UTC  |  Edited by: Frank Millar
Batelle wrote:
the real question is when to train it to 5.

I think there's a particular capital mod or something that requires it at 5, is this true? The difference in native shield recharge at 0% and 5% shields is pretty much nonexistent, so training it to 5 is worthless in all situations (except if theres some mod that requires it to 5).

Looking at EvEMON, there are no skills nor items enabled by training it to V.

So don't do it unless you have absolutely nothing else to train anymore.

Edit: sniped by Tau. I am a slow typer. Bear
Jack Miton
School of Applied Knowledge
Caldari State
#8 - 2014-01-16 22:33:35 UTC
dont train it to 5, complete waste

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Secret Squirrell
Allied Press Intergalactic
#9 - 2014-01-17 04:42:35 UTC
Only situation where having it higher would be beneficial is where you are repeatedly getting alphad through 95%+ of your shield, and are then having it shield repped to full before the next cycle. In that case, every last scrap of shield that is removed by the alpha is extra EHP not lost to over rep when the reps do land. In all other circumstances, level 4 is better then 5. I've actually been in a fleet where that happened with an armor tank, and the skill didn't apply, but its very rare.
Shoogie
Serious Pixels
#10 - 2014-01-17 20:09:25 UTC
For the OP’s two specific questions, this has been extensively tested in game.
* Bleed-through damage is fully applied to the armor and not doubled (taking shields too.)
* Before you trained the skill, the bleed-through damage would happen randomly when your shields were below 25%. Now that you have the skill trained to 4, the bleed-through damage will randomly happen when your shields are below 5%. If you train it to 5, the bleed-through will never happen.

Given the fact that between 0 and 30something% shields, your passive shield regeneration rate is higher the more shield you have left, plus the above means that the Tactical Shield Manipulation skill should never be trained above 4.

This is because allowing bleed through increases your total shield EHPs. A round that is penetrating your shields and damaging your armor leaves your shields higher, which means you will regenerate a few more HPs at the next server tick.

RavenPaine, resists have nothing to do with it. Having more total EHPs in your shield is always better than having less EHPs in your shield. You die when your hull is gone, and you will lose all your shields and all of your armor before your hull is gone.

In reality, it hardly matters. Nobody spends much time between 0 and 5% shields, and the bleed-through is too random to take advantage of. So train it to level 4 to allow you to use T2 shield hardeners, and leave it.
RavenPaine
RaVeN Alliance
#11 - 2014-01-17 21:05:49 UTC
Shoogie wrote:


RavenPaine, resists have nothing to do with it. Having more total EHPs in your shield is always better than having less EHPs in your shield. You die when your hull is gone, and you will lose all your shields and all of your armor before your hull is gone.



I have to disagree somewhat with this. Or at least provide a real time example.
If your ship is at the point where bleed through is definitely happening, it means incoming DPS is greater than passive recharge already. Peak passive recharge is NOT SAVING you.

So lets say your taking volleys of 1000 DPS. (Explosive damage for talk sake.)
If your shield fitted resist is 90% and your armor resist is 50%, your going to take 5 times the damage if it bleeds into armor.
100 vs 500 damage. 10 more volleys in shield will take down 1000 hit points, but 10 volleys in armor will take down 5000 hp.

Resists ARE EHP.
Tau Cabalander
Retirement Retreat
Working Stiffs
#12 - 2014-01-17 21:56:29 UTC
Shoogie wrote:
Given the fact that between 0 and 30something% shields, your passive shield regeneration rate is higher the more shield you have left...

For what it is worth, Peak is between 25% and 30% (capacitor and shield seem to use the same recharge formula).
Shoogie
Serious Pixels
#13 - 2014-01-17 23:02:20 UTC
RavenPaine wrote:
Shoogie wrote:


RavenPaine, resists have nothing to do with it. Having more total EHPs in your shield is always better than having less EHPs in your shield. You die when your hull is gone, and you will lose all your shields and all of your armor before your hull is gone.



I have to disagree somewhat with this. Or at least provide a real time example.
If your ship is at the point where bleed through is definitely happening, it means incoming DPS is greater than passive recharge already. Peak passive recharge is NOT SAVING you.

So lets say your taking volleys of 1000 DPS. (Explosive damage for talk sake.)
If your shield fitted resist is 90% and your armor resist is 50%, your going to take 5 times the damage if it bleeds into armor.
100 vs 500 damage. 10 more volleys in shield will take down 1000 hit points, but 10 volleys in armor will take down 5000 hp.

Resists ARE EHP.


Yes, but you explode when you lose your hull, not when your armor is scratched.

Let us use your numbers to get the point across.

Two hypothetical ships with 2000 hps on shield, 2000 hps on armor, 2000 hps on hull. They have 90% resist on shields, and 50% resist on armor. They have both been tackled and are dying. They are down to 100 shield HPs left (5%.) Damage is incoming at 1000 hps per volley, once per second.

Ship A does not get bleed-through. The first volley does 100 shield damage, giving it 0 shields, 2000 armor, and 2000 hull. Because it has 0 shields, it has basically 0 passive shield regen. The second volley does 500 armor damage, leaving it with 0 shield, 1500 armor, 2000 hull. The third volley does 500 armor damage leaving it with 0 shield, 1000 armor, 2000 hull.

Ship B does get bleed-through. The first volley does 500 armor damage, giving it 100 shields, 1500 armor, and 2000 hull. Because it has >0 shields left, it gets to passively regenerate shields. Say it regenerates 10 hps. So it has 110 shields, 1500 armor, 2000 hull. The second volley does not bleed-through (because random.) This leaves it with 10 shields, 1500 armor, 2000 hull. It regenerates 1 hp, giving it 11 shields, 1500 armor, 2000 hull. Third volley comes in and wipes out the remaining shields. 11 damage tanked at 90% resists = 110 EHP. 890 EHP tanked at 50% resists -> 445 hps damage. After the third volley the ship is at 0 shields, 1055 armor, 2000 hull.

Thanks to bleed through, ship B has 110 more EHP than ship A.

But as I said previously, it hardly matters. Both ships are going to die in a fire unless they get very, very lucky. Ship B may or may not survive one more volley than ship A.
Zhilia Mann
Tide Way Out Productions
#14 - 2014-01-17 23:43:37 UTC
I'm personally kind of tired of the TSM 5 debate, but there was an interesting exchange not too long ago hiding here. Liang argues that TSM 5 is actually a boon to active shield tanks and makes a somewhat compelling case.
Hesod Adee
Perkone
Caldari State
#15 - 2014-01-18 00:04:04 UTC
The only time I can see TSM 5 helping is if:
- Your shields dropped below 5%
- Incoming shield boost (remote or local) is enough to keep you from hitting 0% shields
- Incoming shield boost is not enough to keep you above 5%
- The battle is going to last long enough that your armor and hull run out from bleedthrough.

But for those to be true, shield boosts will have to match incoming DPS pretty closely and they would have had to not start until you were below 5% shields.
RavenPaine
RaVeN Alliance
#16 - 2014-01-18 04:50:05 UTC  |  Edited by: RavenPaine
Zhilia Mann wrote:
I'm personally kind of tired of the TSM 5 debate, but there was an interesting exchange not too long ago hiding here. Liang argues that TSM 5 is actually a boon to active shield tanks and makes a somewhat compelling case.



Yah Zhillia, I'm not debating exactly. I just believe that TSM V works *for me*
Liangs post mentions active boosting, which is exactly my experience on this issue. PVE Tengu's specifically. Where armor damage is NOT a desired affect. Sometimes I tank as long as possible to kill 1 more BS, or kill 1 more webber/scrambler frigate. Many times I am tanking right in that 5% range waiting for the next boost cycle. If I was taking bleed through, I couldn't stay on the field as long.
Basically it's the boost cycles that keep me there. I'm not actually relying on passive regen. Killing 1 more BS starts to mitigate the incoming DPS, so it gets easier. My experience is always about how my ship stays alive/on the field longer, and TSM V is an advantage for me *in that situation*

@ Shoogie. Your point is well taken and the math is right. And at 1000 DPS it will take 3 more volleys for either ship to enter structure , and 2 volleys after that to pop. 5 volleys in 5 seconds isn't enough time for either ship to regen 100 shield hp no matter what, so both will pop. It's a draw in that example for sure.

Larger hulls may be a factor in the TSM debate. Hull size definitely is point of interest.
Passive regen is definitely a factor, and is generally the main point of all debates.
Boosters (remote or self reps) are relevant to the discussion imo.
Saying the skill is "better or worse" might not be a definitive statement.




The skill is named 'Tactical' Shield Manipulation. Perhaps the way a pilot uses it has a tactical result :) Huh? Maybe?

I still recommend stopping at lvl IV btw.
Shoogie
Serious Pixels
#17 - 2014-01-18 05:24:35 UTC
I have the utmost respect for Liang--pillar of the forum community for many years. But this is not an argument. It is simple math.

The bleed-through mechanic usually does nothing. But sometimes it randomly gives a very small amount of extra shield regen to ships that are already at very low shields. It does not matter what your resists are. It doesn't matter if you are shield tanking or armor tanking. It does not matter if you are passive tanking or active tanking. More HPs is good.

Tactical Shield Manipulation stops the bleed-through.

So when one says that Tactical Shield Manipulation is good, they are saying that "none" is more than "some". It is a broken skill, and has been for over 10 years now.


I would like to say one more thing about active tanking between 0 and 5% shield. Are you sure that armor scratch came from bleed-through, rather than your shield hitting 0 just before a boost cycle? The bleed-through event is so rare anyway, the latter situation is more likely.
Secret Squirrell
Allied Press Intergalactic
#18 - 2014-01-18 06:02:14 UTC
Ok here is the theory craft for TSM5 being helpful. Your ship has 5k shield, 50% resist, for 10k EHP, you are being prerepped by 30 scimitars. Every tic you receive greater then 5k raw shields. Your opponent is shooting you with a nado that does exactly 10k raw damage. You cannot get more then 5k shields per tic you are already getting, so the armor bleed is doing nothing to help you, and will eventually kill you. (With a max resist, no buffer marauder and the new bastion mdoule, you can also rep more then your full shield each cycle) This is an incredibly unusual situation, but it can happen. 99.9% of the time, TSM 5 will either not matter, or harm you.
RavenPaine
RaVeN Alliance
#19 - 2014-01-18 06:06:23 UTC  |  Edited by: RavenPaine
I always had the skill at V, so I don't get bleed. If I get armor damage, I'm absolutely SURE that my shields hit zero.
What I'm saying though is, when damage hits my Tengu armor, it takes a lot more HP away than when it hits my shields. That HP can't be repped and doesn't self regen. That damage is there to stay. So I want to stay in shield as long as possible, at 90% resists.

Now, if I had the skill at IV, I might still be barely tanking the DPS in my last 4% of shields, and then I'd boost a cycle, BUT: bleed would still be chewing up my armor, at 5 times the damage rate.

In both cases I survive, but in the second case, I end up flying around in hostile space with armor damage. That continued armor damage would eventually cause me to warp out and maybe even fly back to Empire or low sec and repair.

If I just sat there until I died, then I get the math. And again I don't think passive regen will make me live one second longer.
But I'm not talking about dying, I'm talking about living.
In that particular ship, I definitely like the skill better at V.


Edit: A couple of points.
1. I'm not theory crafting or making it up as I go. I'm talking about years of null sec plex's and sites. Hundreds of them at the least.
2. I'm not arguing the math part. Not arguing anything really... I'm just saying the skill has a 'tactical' use, and I know it well.
3. Like any skill, you can't un-train it. I did not train it to V on another character that I fly.
Shoogie
Serious Pixels
#20 - 2014-01-18 06:40:40 UTC
Ah, if you are alone in hostile space and cannot repair your armor between fights. There is finally an argument that makes sense.

Sorry if I have gotten ranty. I am still annoyed that I was forced to train this skill up to 4 all those years ago.
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