open All Channels
seplocked Skill Discussions
blankseplocked Skills explained
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: [1] 2 3

Author Topic

Estel Arador
Posted - 2008.02.08 11:07:00 - [1]
 

Edited by: Estel Arador on 14/05/2008 14:45:12
For a couple of years now I’ve been browsing the skills forum regularly and I often see the same questions about the same skills pop up.
In an effort to cut down on the number of repeating questions, or at least to have a quick answer to them, I’m making this post clarifying how certain skills work. (I guess you could call it a FAQ, except I just list the subjects instead of making up questions.) Since skills often have an effect on game mechanics, most answers will involve a necessary explanation of those mechanics.
If you have any comments, additions, or questions, please post here or shoot me an Evemail!

Contents:

  1. Armor/shield compensation skills

  2. Tactical Shield Manipulation

  3. Connections skills

  4. Connections and Diplomacy

  5. Social / Fast Talk

  6. Procurement and Visibility

  7. Marketing

  8. Daytrading

  9. Margin Trading

  10. Scrapmetal Processing

  11. Thermodynamics


Estel Arador
Posted - 2008.02.08 11:08:00 - [2]
 

Edited by: Estel Arador on 31/03/2008 11:24:48
Armor/shield compensation skills

[Mechanic category]
EM Armor Compensation / Explosive Armor Compensation / Kinetic Armor Compensation / Thermic Armor Compensation
[Engineering category]
EM Shield Compensation / Explosive Shield Compensation / Kinetic Shield Compensation / Thermic Shield Compensation

Note: the skill "Shield Compensation" is not part of this group of skills; it affects shield boosters, as should be clear from it’s description.

Skill description:
Quote:
To active armor hardeners: 3% bonus per skill level to Armor EM resistance when the modules are not active
To passive armor hardeners: 5% bonus per skill level to Armor EM resistance

All compensation skills work the same, only the resistance type varies per skill and whether it affects armor or shield resistances.


Explanation:

These skills affect two different types of modules, confusingly called ‘active hardeners’ and ‘passive hardeners’.
Usually when talking about resistance modules, all things referred to as ‘hardeners’ are active modules – meaning that these modules have to be activated ause capacitor to run. It are the modules in the categories Armor Hardeners and Shield Hardeners on the market (see how they are called ‘hardeners’ ingame too?).
‘Passive hardeners’ are resistance modules which do not use capacitor and do not have to be activated; they always have an effect when fitted, but their effect is smaller than the effect of hardeners. The passive modules are called Resistance Plating and Energized Plating for armor and Shield Resistance Amplifiers for shield.

Now that we’ve established which modules the skills have an effect on, let’s have a look at what effect they have exactly. Here the confusion only grows…

The “3% bonus per skill level” to hardeners only applies when the module is NOT active. It has no effect at all on the resistances when the module is actually doing what you’ve fitted it for – actively strengthening your resists; therefore this effect is generally regarded as pretty worthless except in cases where you’ve run out of capacitor or when you’re trying to use Invulnerability Fields as a (pretty weak) passive omni-tank.

So when your hardener is not active, you get a small increase (3% at level 1, 15% at level 5) in your resistances. The increase works the same as all increases to your resistances: it’s not simply added to your current resist but it’s subtracted from the unresisted part. A couple of examples will explain that further.

WRONG: 30% resist before, put module with 15% effect on, 45% resist after
RIGHT: 30% + ( 70% * 0.15) = 30% + 10.5% = 40.5%
Formula: resistance + ((100 – resistance) * resistance added) = new resistance

(Note there’s also a stacking penalty when you’re using the same module more than once, but it goes too far to explain that here.)

(continued below)

Estel Arador
Posted - 2008.02.08 11:08:00 - [3]
 

Edited by: Estel Arador on 31/03/2008 11:24:57
(Armor/shield compensation continued)

You might think that you now know how the skill will work with passive modules too, unfortunately that’s not the case. The “5% bonus per skill level” for passive modules isn’t applied directly to the resistances, but to the effect of the modules! And again they’re not simply added, but they actually are percentage increase to the effect. So for example an explosion dampening amplifier ii which has a normal effect of 37.5% will have an effect of 37.5 * 1.25 = 46.88% if you have Explosive Shield Compensation at level 5. The 46.88% is then applied to the resistance as described above.

Some notes:

  • These skills also affect modules which affect more than one resistance, such as invulnerability fields and energized adaptive nano membranes. Each skill will only affect the corresponding resistance effect of those modules.

  • Tech 2 passive modules can get an effect which approaches the effect of hardeners, without using any capacitor.

  • In my examples I have used level 5 of the skills to calculate new resists. It may or may not be worth to train these skills to level 5, depending on how much you rely on passive modules. Personally, I kept these skills at level 4 since I think I have more useful skills to train instead of taking these all the way up to 5.



Tactical Shield Manipulation

[Engineering category] Tactical Shield Manipulation

Skill description:
Quote:
Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.


Explanation:

Whenever you get hit while your shields are below 25%, there is a chance your armour will take damage too.
What Tactical Shield Manipulation does is lowering the point where you can get damage bleeding through. At level 1 it’s at 20%, level 2 15%, level 3 10%, level 4 5%, and level 5 0% - meaning you’ll never get armour damage before your shields are completely down.


Some notes:

  • No you will not be invulnerable if you train this skill to level 5 (as you now should understand).

  • Generally this skill is considered pretty worthless since shield tankers usually keep their shields above 30% and armour tankers lose their shields very quickly and thus aren’t in the danger zone very long.

  • A good reason to train this skill to level 4 is getting access to Tech 2 shield hardeners. The only reason to train this skill to level 5 is to be able train Capital Shield Operation.

  • There's some debate as to what damage gets applied to your armour. Some people think the damage gets spread between your shields and armour, so if you take 100 damage you might get 50 damage to your shields and 50 to your armour. Others say this armour damage is extra damage – if you take 100 damage while your shields are low, you might take the full 100 damage to your shields and a 50 extra damage to your armour.
    If the first case is true, training Tactical Shield Manipulation will make passive shield tanks slightly worse at low level of shield. I think that's a moot point though, since once your shields drop to the range where Tactical Shield Manipulation has effect your passive tank is well and truly broken and you should be warping out anyway.


Estel Arador
Posted - 2008.02.08 11:09:00 - [4]
 

Edited by: Estel Arador on 14/04/2008 09:20:38
Connections skills

[Social category] Bureaucratic Connections / Criminal Connections / Financial Connections / High Tech Connections / Labor Connections / Military Connections / Political Connections / Trade Connections

Note: The following skills are not part of this group:
- 'Connections', it affects standings as will be explained below in the 'Connections/Diplomacy' part;
- 'Criminal Connections', it also affects standings.
- 'DED Connections' would affect bounties but is currently not available ingame.

Skill description:
Quote:
Understanding of corporate bureaucracies.

Improves loyalty point gain by 5% per level when working for agents in the following corporation divisions:

Administration
Internal Security
Personnel
Storage
Archives
Financial

All connections skills give a 5% bonus to loyalty point gain for certain corporate divisions, all in all, there are two skills affecting each corporate division.


Explanation:

Whenever you complete an agent mission you will receive a number of loyalty points. How many loyalty points you get depends on the agent level and quality, system security, mission difficulty and your connections skills.
Every agent belongs to a certain corporate division, if you have one or both connections skills which affect that corporate division, you will get more loyalty points. For each level of the skill you will get 5% more loyalty points (that’s 10% at level 2 up to 25% at level 5). The bonusses of both skills affecting the agent stack, so there’s a definite advantage to training both of the skills. They do stack a bit unusual though. Normally when to different skills affect the same thing, they multiply (1.25 * 1.25 = 1.56), the connections skills are added though – if you have both trained to level 5 you will get 25% + 25% = 50% bonus to your loyalty points.

Estel Arador
Posted - 2008.02.08 11:10:00 - [5]
 

Edited by: Estel Arador on 31/03/2008 11:24:38
Connections and Diplomacy

[Social category] Connections / Diplomacy

Skill descriptions:

Connections:
Quote:
Skill at interacting with friendly NPCs. 4% Bonus to effective standing towards friendly NPC Corporations.

Diplomacy:
Quote:
Skill at interacting with hostile Agents. 0.4 Bonus per level to effective standing towards hostile Agents.


Explanation:

In true CCP style, here are two skills which do effectively the same thing but their effect is described in two different ways. Both skills should list “4% bonus per level”, as that is what they do. Secondly, these skills do NOT just affect your standing towards agents as the description says – the two skills combined affect all your standings, including corporation and faction standing.

Connections affects all agent, corporation and faction standings of factions which you have in positive standing. If your faction standing is +1.0, connections will apply even if you have negative standing with an agent or corporation.
Diplomacy affects all agent, corporation and faction standings of factions which you have in negative standing. If your faction standing is -1.0, diplomacy will apply even if you have positive standing with an agent or corporation.

The bonus the skills give is 4% per level – so that’s 8%, 12%, 16% up to 20% at level 5. This percentage is applied to your standings just like any other standing change is: it adds that percentage of the difference between your current standing and +10.
Or in a formula: New Standing = Standing + (( 10 - Standing ) * change )
Let’s say you have a faction standing of -2.0 and diplomacy 4, your modified standing will be -2.0 + (( 10.0 – -2.0 ) * 0.16 ) = 2.0 + ( 12.0 * 0.16 ) = -2.0 + 1.92 = -0.08


Some notes:

  • The lower your standing, the more (apparant) contribution the skills will give; the standings tabs in your character sheet will show exactly which skills are affecting which standings, and by how much.

  • You can have a negative standing of –8.7 to a faction and still use diplomacy (at level 5) to get above the –5 ‘enemy’ standing.



Social / Fast Talk

[Social category] Social / Fast Talk

Skill description:

Fast Talk:
Quote:
Skill at interacting with Concord. 5% Bonus to effective security rating increase.

Social:
Quote:
Skill at social interaction. 5% Bonus to NPC agent, corporation and faction standing increase.


Explanation:

This is just a quick note that these two skills do NOT work like Connections and Diplomacy, instead they actually affect the increase. So instead of a 0.2% increase you might get a 0.24% increase if you have the appropriate skill at level 4. ( 0.2 * 1.20 = 0.24 ).

Estel Arador
Posted - 2008.02.08 11:11:00 - [6]
 

Edited by: Estel Arador on 25/05/2008 13:23:20
Procurement and Visibility

[Trade category] Procurement / Visibility

Skill descriptions:

Procurement:
Quote:
Proficiency at placing remote buy orders on the market. Level 1 allows for the placement of orders within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for placement of remote buy orders anywhere within current region.

Note: placing buy orders and directly buying an item are not the same thing. Direct remote purchase requires no skill.

Visibility:
Quote:
Skill at acquiring products remotely. Each level of skill increases your remote buy order range. Level 1 allows for the placing of buy orders within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for a full regional range.

Note: Only remotely placed buy orders (using Procurement) require this skill to alter the range. Any range can be set on a local buy order with no skill.


Explanation:

It is important to note that these two skills only come into play when placing remote buy orders. You can always place a buy order a the station where you are docked, a remote buy order is placing a buy order at a station, without being docked there. You need Procurement to place remote buy orders. Each level of procurement lets you place buy orders at stations further from where you are:
Level 1: same solar system
Level 2: within 5 jumps
Level 3: within 10 jumps
Level 4: within 20 jumps
Level 5: regional

Every buy order has a ‘range’, which determines where people can sell to that buy order. If the range is ‘station’, only people at the station where the buy order is can sell to that buy order. If the range is larger, say 5 jumps, anyone within 5 jumps of the station with the buy order can sell to it. If you set a buy order (not a remote one) you can set whatever range you like (up to regional), but a remote buy order always has the range ‘station’. This is where Visibility comes in. Visibility allows you the set the range of a remote buy order, so instead of ‘station’ it might have ‘system’ (Visibility level 1), ‘1, 2, 3, 4, or 5 jumps’ (level 2), ’10 jumps’ (level 3), ’20 jumps’ (level 4) or ‘regional’ (level 5).


Some notes:

  • As you can see, Procurement and Visibility go hand in hand. Getting Procurement without training Visibility extremely limits your possibilities.

  • Generally these skills are not worth training to level 5. 20 jumps will cover most, if not all, of any region, making the ‘regional’ option obsolete.
    Getting visibility to V might be worth it if you have very good standings with a corp; you can then remotely place region-wide buy orders in one of their stations, significantly reducing broker fees.


Estel Arador
Posted - 2008.02.08 11:11:00 - [7]
 

Edited by: Estel Arador on 20/04/2008 13:41:29
Marketing

[Trade category] Marketing

Skill description:
Quote:
Skill at selling items remotely. Each level increases the range from the seller to the item being sold. Level 1 allows for the sale of items within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for sale of items located anywhere within current region.


Explanation:

Marketing is a lot like Procurement only it is used for selling items. Normally you have to be at the station where an item is to be able to sell it or place a sell order for it. With Marketing, you are able to sell items without actually being at the same station. Note that Marketing does not allow you to sell your item in another place than it is! You can be in another place, but the item can only be sold in the station where it’s at. With each level of Marketing, you can be farther away from the item being sold.


Some notes:

  • Here too, training this skill to level 5 is usually not worth it.

  • Having both Procurement and Marketing allows you to ‘buy low / sell high’ anywhere in a region without doing any hauling or even having to leave the station! You'll have to sell the items in the station you bought them at (since you can't remotely or automagically move items), but it can be quite effective nonetheless.



Daytrading

[Trade category] Daytrading

Skill description:
Quote:
Allows for remote modification of buy and sell orders. Each level of skill increases the range at which orders may be modified. Level 1 allows for modification of orders within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for market order modification anywhere within current region.


Explanation:

Daytrading only affects existing orders. Normally, you can only adjust orders which are in the same station as you are. With Daytrading, you can make changes to orders elsewhere. It is a very useful addition to the other skills mentioned above.


Margin Trading

[Trade category] Margin Trading

Skill description:
Quote:
Ability to make potentially risky investments work in your favor. Each level of skill reduces the percentage of ISK placed in market escrow when entering buy orders. Starting with an escrow percentage of 100% at Level 0 (untrained skill), each skill level cumulatively reduces the percentage by 25%. For a maximum reduction of ~24% total escrow at level 5.


Explanation:

Normally when you put a buy order, the complete value of the buy order is put into escrow. If the total of the buy order is 100M isk, 100M isk is immediately deducted from your wallet and put into escrow while the buy order is be listed on the market. With Margin Trading, you can reduce the amount of isk which you have to put into escrow. Instead of paying 100M in advance, you can pay 24M in advance and the remaining 76M whenever a part of the buy order is filled.

Margin Trading is different in that it's effect isn't additive but multiplicative (as the skill description clearly says); the first level will reduce the escrow from 100% to 75%, but the second level will reduce it to 56% instead of the 50% you might expect. Level 3 will reduce it to 42%, level 4 to 31% and level 5 to 24%.

This is useful since you can use the isk that's not in escrow to do other investments. Whenever a part of a buy order is filled, the isk for that part will be taken out of escrow. Once all the isk is expended, the isk for the part of the buy order which is filled will be taken directly from your wallet. If you don't have enough isk in your wallet, the buy order will be canceled.
Note you will pay full broker fees for the buy order even if only percentage is put into escrow

Estel Arador
Posted - 2008.02.08 11:12:00 - [8]
 

Edited by: Estel Arador on 15/07/2008 11:12:30
Scrapmetal Processing

[Industry Category] Scrapmetal Processing

Skill description:
Quote:
Specialization in Scrapmetal processing and refining. Increases reprocessing returns for modules, ships and other reprocessable equipment. 5% reduction in ship and module refining waste per skill level.


Explanation:

Scrapmetal Processing works exactly like the <ore type> Processing skills, except it works for anything which is not an ore: modules, ships, etc. With that type of items it's not called 'refining' but 'reprocessing', but the process is the same. When determining waste from reprocessing, Refining and Refinery Efficiency are applied together with Scrapmetal Processing.

Some notes:

  • Since you need Refining V and Refinery Efficiency V (as prerequisite) before being able to get Scrapmetal Processing, in most empire stations (with 50% base refining) Scrapmetal Processing I will be enough not to have any waste at all. In stations with a lower base, most of which are in 0.0 space, you will need to get Scrapmetal Processing up as high as you consider worth it (IV or V).



Thermodynamics

[Science Category] Thermodynamics

Skill description:
Quote:
Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit.


Explanation:

There's often confusion about what this skill allows you to do, except overheating modules at level I. The true effect of this skill is unfortunately not mentioned in the skill description. Thermodynamics reduces the damage overheated modules will take. As such it is very useful to train up, since you'll be able to overheat modules longer.

Horchan
Gallente
Posted - 2008.02.08 13:05:00 - [9]
 

Nifty little collection of explanations for many of the skills that are often misunderstood.

Definitely added to my "List of URL's to keep handy to explain things to newbs."

RaTTuS
BIG
Gentlemen's Agreement
Posted - 2008.02.08 15:28:00 - [10]
 

may as well ad a few links to skills you cannot get anymore becuase they dont do anything .. like mobile factory operation etc.

Marine HK4861
Caldari
State Protectorate
Posted - 2008.02.09 08:22:00 - [11]
 

Are you sure of the Tactical Shield Manipulation mechanic of extra damage taken to armour when your shields are low?

Could it just be that some percentage of the incoming damage is just applied to armour instead and due to the different resists it appears to do extra damage?

For example, from another post of mine:

You take 100 explosive damage and there's a bleedthrough of 20% of the damage. Your shields take (80*0.4) = 32 damage, while your armour takes (20*0.9) = 18 damage for a total of 50 damage.
If it were all taken on your shield, you would have received (100*0.4)= 40 damage only, resulting in an 'extra' 10 damage.

Your theory is that with a bleedthrough rate of 20%, you take 100 explosive damage to your shields with an additional 20 damage to your armour, for a total of 58 damage (40 to shield and extra 18 armour after resists).


The only reliable way I can think of testing which is the case, is by getting somebody without TSM in a battleship with standard resists, then firing lots of EM missiles at them and recording the damage they take when their shields drop below 25%.

Any volunteers? Very Happy

Estel Arador
Posted - 2008.02.09 15:29:00 - [12]
 

Thanks for your input!


Originally by: Horchan
Nifty little collection of explanations for many of the skills that are often misunderstood.

Definitely added to my "List of URL's to keep handy to explain things to newbs."


Thank you! Exactly what I intended to use it for Wink


Originally by: RaTTuS
may as well ad a few links to skills you cannot get anymore becuase they dont do anything .. like mobile factory operation etc.


I don't think it really fits in this guide, I'm explaining what certain skills do, not which you can or cannot get (and where).
You can probably still get Mobile Factory Operation btw, if you're willing to pay (a lot).


Originally by: Marine HK4861
Are you sure of the Tactical Shield Manipulation mechanic of extra damage taken to armour when your shields are low?


In short, no I'm not sure.
I wrote that part quite quickly and gave one theory precedence over another, mostly because that one is posted more often that the other (rumour is there's a dev post about it somewhere). Anyway as you've said it's hard to test which theory is right; I might rephrase that part and explain both ways it could work.
I've got more time after the weekend Smile

Vested Interest
Posted - 2008.02.09 19:57:00 - [13]
 

notes:
The standings gained from the Connections skill has no effect on broker fees or taxes on market orders.

Visibility 5--anyone can place a region-wide buy order when they're in a station in that region, but placing a region-wide buy order via Procurement, when flying in space, requires Vis 5.



Estel Arador
Posted - 2008.02.10 16:39:00 - [14]
 

Thanks for your input, unfortunately I don't quite agree. Wink

Originally by: Vested Interest
notes:
The standings gained from the Connections skill has no effect on broker fees or taxes on market orders.


Do you have the formula for broker fee calculation? If so, I'd love the have it! Smile
But I think that you meant to say that the best approximation of broker fees is a formula which uses unmodified standings. Shaderlee I believe did some excellent work on this, but last I heard he didn't have the exact formula yet.
Either way, I don't think this should be discussed with the skills but rather in some market guide.


Originally by: Vested Interest
Visibility 5--anyone can place a region-wide buy order when they're in a station in that region, but placing a region-wide buy order via Procurement, when flying in space, requires Vis 5.


Correct, but as I said above very often there's no difference between setting a 'regional' range or a '20 jump' range. Procurement and visibility are not only useful when in space, but also when you are in a station since often you'll want to place your orders in a station where you have high standings to reduce broker fees. If that corporation has few stations and only at the edge of a region then visibility 5 might be worth it, if the region is (much) larger than 20 jumps.

Arcord
Gallente
The Scope
Posted - 2008.02.11 20:02:00 - [15]
 

Originally by: Marine HK4861
Are you sure of the Tactical Shield Manipulation mechanic of extra damage taken to armour when your shields are low?

Could it just be that some percentage of the incoming damage is just applied to armour instead and due to the different resists it appears to do extra damage?

For example, from another post of mine:

You take 100 explosive damage and there's a bleedthrough of 20% of the damage. Your shields take (80*0.4) = 32 damage, while your armour takes (20*0.9) = 18 damage for a total of 50 damage.
If it were all taken on your shield, you would have received (100*0.4)= 40 damage only, resulting in an 'extra' 10 damage.

Your theory is that with a bleedthrough rate of 20%, you take 100 explosive damage to your shields with an additional 20 damage to your armour, for a total of 58 damage (40 to shield and extra 18 armour after resists).


The only reliable way I can think of testing which is the case, is by getting somebody without TSM in a battleship with standard resists, then firing lots of EM missiles at them and recording the damage they take when their shields drop below 25%.

Any volunteers? Very Happy



what he said was right...if you got that skill trained on lvl 5...you will not get into armor before you get your shields completely wiped. The only thing i am not sure about is whether or not, the damage into armor is additional to the damage done to the shields. but probably it is.

And its a very useful skill for shield tankers(although i am not one of them) because it prolongs their tanking ability quite significantly. Serieosly break that tank is much harder...

Marine HK4861
Caldari
State Protectorate
Posted - 2008.02.11 20:32:00 - [16]
 

Originally by: Arcord

And its a very useful skill for shield tankers(although i am not one of them) because it prolongs their tanking ability quite significantly. Serieosly break that tank is much harder...


It depends on how the extra damage is determined. Peak shield recharge is at 30% of shield, so the longer you can stay close to that, the better.

If the damage inflicted was split, then from 25% downwards, your shield takes less damage, thus your tank survives longer, even if your armour doesn't.

If the damage inflicted was bonus, then yes, the skill would be more useful as your armour takes less of a beating before your shields fail.

Estel Arador
Posted - 2008.02.11 23:15:00 - [17]
 

Originally by: Arcord
The only thing i am not sure about is whether or not, the damage into armor is additional to the damage done to the shields.

I think that was Marine HK4861's point, not the rest of my skill description Smile


Originally by: Arcord
And its a very useful skill for shield tankers(although i am not one of them) because it prolongs their tanking ability quite significantly. Serieosly break that tank is much harder...


This is a much debated subject, but it definately won't make it 'much harder' to break a shield tank since by the time this skill kicks in, you're already way past your peak tanking capability (even active tankers have a - small - peak at about 30%).
All the skill does is give you a little more time to warp out - if it does even that, that depends on the issue Marine HK4861 brought up.

Lan al'Mandragoran
Posted - 2008.03.31 08:59:00 - [18]
 

Any chance on a sticky for this thread was very useful to me, and I am sure other inquiring minds would like it to be easily refrenced

Estel Arador
Posted - 2008.03.31 11:35:00 - [19]
 

Originally by: Lan al'Mandragoran
Any chance on a sticky for this thread was very useful to me, and I am sure other inquiring minds would like it to be easily refrenced


Glad I could be of help! If you want this thread to be stickied, the proper procedure would be to email mods@ccpgames with the request. Please don't hesitate to do so! Cool

Personally I think this forum could do with less stickies rather than more; perhaps requesting an 'essential threads' sticky much like Market Discussions has would be a better idea Smile


On a sidenote, I've finally changed the Tactical Shield Manipulation explanation. I've also made some cosmetic and spelling changes.

Noobie Noobsen
Minmatar
Posted - 2008.04.13 17:06:00 - [20]
 

Originally by: Estel Arador
Edited by: Estel Arador on 31/03/2008 11:20:45
Connections skills

[Social category] Bureaucratic Connections / Criminal Connections / Financial Connections / High Tech Connections / Labor Connections / Military Connections / Political Connections / Trade Connections

Note: The skill called just ‘Connections’ is not part of this group, it affects standings as will be explained below in the ‘Connections/Diplomacy’ part. Ded Connections is also not part of this group and is currently not available ingame.


criminal connections doesnt belong to this group, too. it doesnt show any division and belongs more to the connections/diplomacy part. you can also look here (wizerud social skill guide) for more info.

Estel Arador
Posted - 2008.04.14 09:24:00 - [21]
 

Originally by: Noobie Noobsen
criminal connections doesnt belong to this group, too. it doesnt show any division and belongs more to the connections/diplomacy part. you can also look here (wizerud social skill guide) for more info.


Correct. I've edited my post to specifically exclude Criminal Connections.
I now realise I've completely ignored Criminal Connections, I do want to add it but first I'll have to figure out when it works exactly (I don't think it stacks with the other standings skills); as a law-abiding citizen I of course have no idea ugh
Anyway, thanks for reminding me!

Loraen
Posted - 2008.04.14 19:22:00 - [22]
 

My understanding of Criminal Connections is that it works like Connections, but for factions/corps that have a negative standing with Concord (Parties negative to you AND Concord use Diplomacy).

Estel Arador
Posted - 2008.04.17 16:47:00 - [23]
 

Originally by: Loraen
My understanding of Criminal Connections is that it works like Connections, but for factions/corps that have a negative standing with Concord (Parties negative to you AND Concord use Diplomacy).


Indeed, but I remember reading somewhere it does not stack with diplomacy/connections, which would be quite relevant to mention Smile
I'll have to dig into it sometime soon.

TheMurderFace
Minmatar
Capitalism Amuck
The Second Genesis
Posted - 2008.04.17 17:00:00 - [24]
 

Do damage control units count as a hardener for the purposes of the compensation skills?

Estel Arador
Posted - 2008.04.17 21:23:00 - [25]
 

Originally by: TheMurderFace
Do damage control units count as a hardener for the purposes of the compensation skills?


No, they don't. These skills won't give bonuses to Damage Controls.
Damage Controls also are not affected by the stacking penalty which applies when you use multiple of the same hardeners; for that reason they can be useful as a fourth resistance mod for omni-tankers (using EANM or Invul Fields).

Estel Arador
Posted - 2008.04.20 13:44:00 - [26]
 

Added Margin Trading today. Will add refining related skills soon(ish). Criminal Connections is still on my to do list.

Stratten
Posted - 2008.04.20 15:53:00 - [27]
 

Edited by: Stratten on 20/04/2008 15:56:52
My understanding of the tactical shield manipulation, and the armor equivalent skills are:

Once you reach 25% of shields (in the tac. shield skill case) there is a chance of damage "bleeding" into armor. each skill lowers the % of shields that the damage bleeds thru - this much we know and has been stated here.

"The only thing i am not sure about is whether or not, the damage into armor is additional to the damage done to the shields. but probably it is." quoted from another post here

My assumption is that, when under 25% the resistances get a lowered effect, and that difference is what bleeds into armor.
assuming something similar to (just a hunch nothing to support it):
full shields, 100 damage with 55% resist, 45 damage taken.
under 25% shields 100 damage taken with a modified lowered resist of x(we'll say 51%) 45 damage taken to shields and 4 taken to armor without the skill. (I cant imagine additional damage is the case, would make much more sense to have lowered resist to give more damage to armor only...without affecting the 55% shield resists)

With the skill at level 1, it would need to be at 20% for the lowered resist lev 2 15% ect.

So then the skill itself in my theory modifies the % of shields before some lower modified resist gets put into place. makes sense to me anyhow based on the mechanics they typically use in skills, and what would be more logical.

In other words there is no reason extra damage should be added, only a lowered resist rate to provide more effective damage, but this modified resist would only apply to armor damage, and not change the actual shield resists. Im sure there could be some tests to see what the actual damages are affecting armor when under 25% to see what the actual effects are.

Noobie Noobsen
Minmatar
Posted - 2008.04.27 09:38:00 - [28]
 

Originally by: Estel Arador
Criminal Connections is still on my to do list.


any news from the cc front? i read some info about it, but as a non native speaker and various theories about this skill and no hints in the char sheets about this skill, i really want to know what this does.

btw: i maxxed it, because i only run pirate missions, i am pretty sure this benefits me i some way...

Marine HK4861
Caldari
State Protectorate
Posted - 2008.04.27 15:52:00 - [29]
 

Originally by: Stratten

My assumption is that, when under 25% the resistances get a lowered effect, and that difference is what bleeds into armor.


Let me see if I understand this correctly: your theory is that if your shields go under 25%, you take more damage because your shield resistances are lowered and your armour takes damage equivalent to the non-absorbed damage?

So for example, you take 100 damage with resistances of 50%, for 50 damage normally.
Your shield drops below 25%, your resistances drop to 25%. You take 100 damage, so your shields receive 75 damage (an additional 25) and your armour takes 25 damage.

To be honest, it sounds extremely convoluted and my experience is that when your shields drop below 25%, your shields don't seem to fail faster.
What you might be confusing it with, is that below 25%, you've lost the passive regen you've had at peak, so while your shield hp looks like it's falling faster, it's actually just not regenerating as quickly.


My post above is one possible suggestion as to why you seem to take more damage on your armour when your shields fail - your shields and armour have different resists.

Estel Arador
Posted - 2008.04.27 18:16:00 - [30]
 

Originally by: Noobie Noobsen
any news from the cc front? i read some info about it, but as a non native speaker and various theories about this skill and no hints in the char sheets about this skill, i really want to know what this does.

btw: i maxxed it, because i only run pirate missions, i am pretty sure this benefits me i some way...


None yet, sorry. Been (and still am) busy moving to a new apartment ugh


Pages: [1] 2 3

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only