| Author |
Topic |
 Cor Red |
Posted - 2008.05.20 16:44:00 - [ 1]
It would be really helpful, if someone could give me brief answers to the following issues:  1) Do rigs and modules share the stacking penalty and are there some exceptions? 2) What are the cap recharge formulas? I have only an approximation for max recharge(2.4 * total cap/recharge time). 3) Are shields recharging like cap? Are modules that improve shield recharging useful in some cases? I usually find something more useful for that slot. 4) Stop drones of a suicide ganker shooting IMMEDIATELY after concord arrives or after the ganker is destroyed? 5) Does the Navigation skill influence the time from standing still to get into warp? 6) Why is the inertia stab II 150k more expensive (Jita) than the local hull inertia stab, although the latter is much better(smaller sig radius)? 7) This list seems to be out of date: http://eveinfo.com/npcdivisions/ Is there an up to date version? |
 Slade Trillgon Endless Possibilities Inc.
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Posted - 2008.05.20 17:02:00 - [ 2]
5) I beleive space ship command effects you ships agility by 2% per level and Evasive Manuvering 5% increase in ship agility per level.
Slade |
 Candice Bormardin Caldari Jouvulen Enterprises Inc.
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Posted - 2008.05.20 17:43:00 - [ 3]
5) Yes, as above it will let you align faster. First you align. Second you get up to 70% of your speed. Third you warp. The faster you align the faster you can begin to put on speed. You may be picking up some speed as you align but ships in EVE tend to slow down as they turn so most of your speed is going to be acquired after you align.
3) I'm not sure if the manner in which shields and cap recharge is identical, it probably isn't but they seem similar. As to recharging modules, they don't take that much Power Grid or CPU. I tend to use them when nothing else will fit.
6) You have to do a side by side comparison of the two modules attributes and see what the differences are. T2 modules are usually functionally superior but take more Power Grid. I can't say exactly what the difference is here. You can use the Compare Tool at the bottom of the Variations Tab if both the modules you are trying to compare fall into the same category.
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 Ki Tarra Ki Tech Industries |
Posted - 2008.05.20 17:48:00 - [ 4]
1) Rigs share stacking penalties with modules. If there is an exception, I don't know what it is. 2) 2.4 * total cap/recharge time is the best estimation I have seen. Decrease the multiplier if you are pulling cap in large bursts. See this thread for more information. 3) Shield recharge works the same way as cap recharge: peak recharge = 2.4 * total hp/recharge time. Again reduce the multiplier if you are taking damage in large chucks. See the passive shield tanking section in this guide for more information. 4) CONCORD will stop drones immeadiately upon their arrival. If they fail to stop drones, it should be reported using the bug reporting system. 5) AFAIK the skill Navigation will not affect the time it takes to get to warp. The skill Evasive Maneuvering will. 6) Supply and demand. Inertia Stab II must be built by players, so their price is set relative to the cost of building, varying from that based on short term changes in supply or demand. Local hull inertia stab are recovered as loot from NPC's. If there is a large enough supply of local hull inertia stabs their price will drop. If there is not enough it will rise. Because the supply chain is independant, the prices will stabilize independantly. 7) Use the one found in the Player Guide, it is more recent, and I believe is also upto date. |
 Slade Trillgon Endless Possibilities Inc.
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Posted - 2008.05.20 22:06:00 - [ 5]
Edited by: Slade Trillgon on 20/05/2008 23:44:10Edited by: Slade Trillgon on 20/05/2008 22:12:52Edited by: Slade Trillgon on 20/05/2008 22:10:20Edited by: Slade Trillgon on 20/05/2008 22:06:34 Originally by: Ki Tarra 5) AFAIK the skill Navigation will not affect the time it takes to get to warp. The skill Evasive Maneuvering will.
I am not sure if what I said was really right or wrong but Spaceship Command skill gives your ship a 2% agility bonus but the skill says nothing about turning like it does with evasive manuvering. Can you explain the difference between the Spaceship Command agility bonus and the Evasive Manuvering agility bonus if there is one? I have either, yet to get a definitive answer on this, or I have forgotten the answer. Either way are you able to clear up my confusion. Slade EDIT: As I read, the Navigation skill should actually increas the time to get into warp. Since Navigation increase your sub warp ships velocity then it will take longer to get to 75% of the top speed to initiate warp? Am I wrong in my interpretation? The only skill that would logically increase time to warpable speed would be Acceleration control and that only increase velocity when using AB's or MWD's. So as I see it, there is no way to increase your ability to reach warpable speed faster. You are only able to effectively increase the time needed to align per ship type. |
 Ki Tarra Ki Tech Industries |
Posted - 2008.05.20 22:21:00 - [ 6]
Edited by: Ki Tarra on 20/05/2008 22:21:23 Spaceship Command will reduce the time to warp for sub-capital ships. Advanced Spaceship Command will reduce the time to warp for freighters. Capital ships will reduce the time to warp for captial ships.
There are a bunch of other factors that can affect your ship's agility, but I wanted to keep my post to the point so I did not list them.
I believe that your agility/acceleration time is independant of your ship's max speed. That is why Microwarp Drives and Afterbruners have a penalty to your ship's mass to worsen your effective agility..
However, I could be wrong, in which case the speed increase from Navigation would increase the time it takes to warp. It was that uncertainty that prompted me to preface my initial response with "As Far As I Know". |
 Dirk Magnum Blue Republic RvB - BLUE Republic |
Posted - 2008.05.20 22:22:00 - [ 7]
You need to augment your inertia in order to enter warp faster. Inertia stabilizers will do the trick. |
 F'nog Amarr Viziam
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Posted - 2008.05.20 23:16:00 - [ 8]
Originally by: Slade Trillgon Edited by: Slade Trillgon on 20/05/2008 22:12:52 Edited by: Slade Trillgon on 20/05/2008 22:10:20 Edited by: Slade Trillgon on 20/05/2008 22:06:34
Originally by: Ki Tarra 5) AFAIK the skill Navigation will not affect the time it takes to get to warp. The skill Evasive Maneuvering will.
I am not sure if what I said was really right or wrong but Spaceship Command skill gives your ship a 2% agility bonus but the skill says nothing about turning like it does with evasive manuvering.
Can you explain the difference between the Spaceship Command agility bonus and the Evasive Manuvering agility bonus if there is one?
I have either, yet to get a definitive answer on this, or I have forgotten the answer. Either way are you able to clear up my confusion.
Slade
EDIT: As I read, the Navigation skill should actually increas the time to get into warp. Since Navigation increase your sub warp ships velocity then it will take longer to get to 70% of the top speed to initiate warp? Am I wrong in my interpretation?
The only skill that would logically increase time to warpable speed would be Acceleration control and that only increase velocity when using AB's or MWD's. So as I see it, there is no way to increase your ability to reach warpable speed faster. You are only able to effectively increase the time needed to align per ship type.
You are correct on several points. Navigation itself will make your ship take longer to enter warp, because you much reach 75% of max speed to enter warp. This is your current max speed, dependent on skills, mods (AB, MWD being active), and effects (webber). As your nav skill increases, you 75% threshold will increase. Evasive Maneuvering and Spaceship Command will both make you more maneuverable in the same way, so if you have to turn, you'll turn faster and become aligned faster. You'll still need to reach 75% to enter warp, so activating a boost mod won't help you here. You can enter warp faster by fitting mods that lower your ship's mass. You have the same thrust, so if you have mods that lower your mass, you'll reach 75% faster. Conversely, mods that increase your mass, e.g. armor plates, will make you accelerate slower, so you will take longer to reach 75%. |
 Cor Red |
Posted - 2008.05.20 23:58:00 - [ 9]
Thanks for the answers and the links (esp. Tarra)!
I found this formula: Time to warp (seconds) = Inertia Modifier * 1.61 * Mass / 1.000.000
Inertia Modifier can be reduced by Evasive Maneuvering, Spaceship Command and Inertia stabs/rigs. Mass can be reduced by modules/rigs.
So the actual max. velocity and therefore the Navigation skill should not have any impact on time to warp at all.
Of course, there is the different notation of aligning and acceleration, but it seems that both are determined by the inertia modifier and the mass only (for warping, not normal acceleration). |
 Ki Tarra Ki Tech Industries |
Posted - 2008.05.21 00:10:00 - [ 10]
Originally by: Cor Red I found this formula: Time to warp (seconds) = Inertia Modifier * 1.61 * Mass / 1.000.000
So the actual max. velocity and therefore the Navigation skill should not have any impact on time to warp at all.
That would also be consistant with the observation that cargo expanders do not decrease your time to warp when they decrease your max speed. However, loading up your cargo hold with heavy items, will increase your mass and therefore your time to warp. |