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Estel Arador
Posted - 2008.05.14 14:47:00 - [31]
 

Finally added Scrapmetal Processing; threw in Thermodynamics as a bonus.

I still have to figure out Criminal Connections and I'm planning on setting up a conclusive test for Tactical Shield Manipulation - though that will take a few months, knowing myself Laughing

Sun'Tzu Yin
Gallente
Wreckage Reclamation Enforcement Consortium
Gentlemen's Interstellar Nightclub
Posted - 2008.05.28 16:00:00 - [32]
 

That's a good synopsis regarding shield/armor skills. Could you address the affect of compensation on active hardeners both off and on; there appears to be some controversy and a lack of comprehensive description of the affect of compensation skills on active resist mods.

Marine HK4861
Caldari
State Protectorate
Posted - 2008.05.28 22:00:00 - [33]
 

Originally by: Sun'Tzu Yin
Could you address the affect of compensation on active hardeners both off and on; there appears to be some controversy and a lack of comprehensive description of the affect of compensation skills on active resist mods.


Estel's already has addressed the compensation skills effect on active hardeners. The only 'controversy' is by new players not understanding how the skills work, or failing to understand what's written in the skill description.

Quote:
To active shield hardeners: 3% bonus per skill level to Shield EM resistance when the modules are not active
To passive shield hardeners: 5% bonus per skill level to Shield EM resistance


How hard is that to understand? Confused


To recap:

With active hardeners, the skills have no effect when the hardener is turned on.

When the hardener is turned off, the skills provide a 300% per level boost to the passive resistance value of the hardener.
Since the passive resistance level of the hardener when turned off is 1%, with the skill to 1, you get 3% resist ; with the skill to 5, you get 15% resist.
Admittedly due to CCP consistency issues with describing bonuses, the passive bonus isn't very clear.

Estel Arador
Posted - 2008.05.29 23:00:00 - [34]
 

Originally by: Sun'Tzu Yin
That's a good synopsis regarding shield/armor skills. Could you address the affect of compensation on active hardeners both off and on; there appears to be some controversy and a lack of comprehensive description of the affect of compensation skills on active resist mods.


It is covered in my explanation, but if you think it's unclear and/or could be improved, please let me know where/how so I can do something about it Smile

Dischordia Delamore
Posted - 2008.07.03 23:03:00 - [35]
 

Originally by: Estel Arador
Edited by: Estel Arador on 14/05/2008 23:46:06
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).


I just checked in game and you require Metallurgy V as well before being able to train Scrapmetal Processing



Marine HK4861
Caldari
State Protectorate
Posted - 2008.07.04 20:52:00 - [36]
 

Originally by: Dischordia Delamore

I just checked in game and you require Metallurgy V as well before being able to train Scrapmetal Processing



Metallurgy has no effect on reprocessing/refining yield, hence why he didn't mention it in this context.

Estel Arador
Posted - 2008.07.05 16:09:00 - [37]
 

Originally by: Dischordia Delamore
I just checked in game and you require Metallurgy V as well before being able to train Scrapmetal Processing


Marine HK4861 already explained why it's not mentioned.
I don't think it's necessary to list the prerequisite skills for every skill in this thread - that information can easily be found found in other places (ingame, itemDB, EveMon, etc).

Dischordia Delamore
Posted - 2008.07.06 10:58:00 - [38]
 

Originally by: Estel Arador
Originally by: Dischordia Delamore
I just checked in game and you require Metallurgy V as well before being able to train Scrapmetal Processing


Marine HK4861 already explained why it's not mentioned.
I don't think it's necessary to list the prerequisite skills for every skill in this thread - that information can easily be found found in other places (ingame, itemDB, EveMon, etc).


sorry it was late ... im blond, :)

Estel Arador
Posted - 2008.07.07 23:11:00 - [39]
 

Originally by: Dischordia Delamore
sorry it was late ... im blond, :)


I know the feeling (it being late, not being blonde..) Wink

Bavaar
Harkodesh
Posted - 2008.07.14 13:17:00 - [40]
 

Hi, nice post.
One questions, does rigs stack with hardeners, or they are as the damage control

thanks in advance

Marine HK4861
Caldari
State Protectorate
Posted - 2008.07.15 13:00:00 - [41]
 

Originally by: Bavaar
Hi, nice post.
One questions, does rigs stack with hardeners, or they are as the damage control



Resistance rigs stack (and are penalised) with hardeners. Damage controls are the only resistance modules that aren't stacking penalised.

Lurtz
Caldari
Gunrunners and Gamblers
Posted - 2008.07.31 17:01:00 - [42]
 

Might want to add the Nanite skills, see alot of people asking about them and wanting them to work with armor or hull reps..... (I know what they do, but it'd be nice to just point them to your thread)

Salpad
Caldari
Carebears with Attitude
Posted - 2008.09.13 11:53:00 - [43]
 

Originally by: Lurtz
Might want to add the Nanite skills, see alot of people asking about them and wanting them to work with armor or hull reps..... (I know what they do, but it'd be nice to just point them to your thread)



Yes, I agree that this would be a good idea.

The "info" descriptions aren't all very clear...

Myrhial Arkenath
Ghost Festival
Naraka.
Posted - 2008.10.17 15:07:00 - [44]
 

A little bump to ask if you ever figured out criminal connections? I've got it trained to 3 but everything seems already affected by diplomacy or connections (which are at 4) so I wonder if it is even going to make a change pulling it up to 4. I was thinking that perhaps if the 4% of connections gives less increase than 0.4 perhaps it would overwrite that but that means having some damn high pirate standings already.

Estel Arador
Posted - 2008.10.17 15:37:00 - [45]
 

Edited by: Estel Arador on 17/10/2008 15:38:17
Originally by: Myrhial Arkenath
A little bump to ask if you ever figured out criminal connections? I've got it trained to 3 but everything seems already affected by diplomacy or connections (which are at 4) so I wonder if it is even going to make a change pulling it up to 4. I was thinking that perhaps if the 4% of connections gives less increase than 0.4 perhaps it would overwrite that but that means having some damn high pirate standings already.


I'm not sure exactly how/when it works (yet), presumably exactly like Connections and Diplomacy but only for criminal agents no matter whether your standing is positive or negative, but I have read that the highest of Criminal Connections or Connections/Diplomacy which affects your standing towards a criminal agent.
In your case getting it to IV wouldn't be useful since you already have the other skills at IV.
It's hard for me to test for that exact reason. I ran some missions for a Sanshas agent but couldn't get anything conclusive and I'm not gonna train Criminal Connections to V just to possibly be able to say something useful.

Marine HK4861
Caldari
State Protectorate
Posted - 2008.10.18 02:49:00 - [46]
 

As far as I can tell, Criminal Connections is useless.

It only works works for factions with a negative standing to Concord, but if your Diplomacy (works for everything with a base negative standing to you) or Connections (works for everything with a base positive standing to you) level is higher to the target faction, that is used instead.

If it were a lower rank than either of the two mentioned skills, then it'd be useful, but it's a rank 3, making it on par with Connections and two ranks above Diplomacy.

It's something that CCP would need to fix in my opinion, but with the current situation, I think they're a little busy with more important things instead. Razz

Akita T
Caldari Navy Volunteer Task Force
Posted - 2008.10.25 16:03:00 - [47]
 

Well, theoretically, one would expect Connections to NOT work at all for pirate NPC factions, in which case, Criminal Connections would make sense.
Personally, I regard it as a bug Wink

Estel Arador
Posted - 2008.10.25 16:18:00 - [48]
 

Edited by: Estel Arador on 25/10/2008 16:18:19
Originally by: Akita T
Well, theoretically, one would expect Connections to NOT work at all for pirate NPC factions,


Indeed Criminal Connections would make more sense if Connections would not work, but why would one expect Connections NOT to work if you have positive faction standing to them?
Criminal Connections should just work in addition to Connections/Diplomacy as far as I'm concerned - or perhaps it should have a bonus which is like Fast Talk but for criminal organisations instead of Concord.

Marine HK4861
Caldari
State Protectorate
Posted - 2008.10.25 21:32:00 - [49]
 

Originally by: Estel Arador

Criminal Connections should just work in addition to Connections/Diplomacy as far as I'm concerned - or perhaps it should have a bonus which is like Fast Talk but for criminal organisations instead of Concord.


Fast Talk (currently) is the equivalent of Social for Concord as Social doesn't work with Concord due to your unmodified Concord standing being your security status.
If it worked like you suggested, you'd have to have a pirate equivalent trait of security status (negative sec status is still with regards to Concord, not to a pirate organistation).

I think the easiest way of doing it would be to make Criminal Connections stack with either Connections/Diplomacy or stack with Social with regard to organisations with a negative standing to Concord.

Shan'Talasha Mea'Questa
Minmatar
The Perfect Harvesting Experience
Posted - 2008.12.30 11:45:00 - [50]
 

This thread can use a "Sticky".

MMXMMX
Caldari
Bendebeukers
Green Rhino
Posted - 2008.12.30 14:01:00 - [51]
 

O man this is just great Razz

Thanks allot

Shan'Talasha Mea'Questa
Minmatar
The Perfect Harvesting Experience
Posted - 2009.01.18 18:32:00 - [52]
 

This needs a bump, should have a "sticky"

Stonie Bandit
Caldari
Fearless Bandits
Posted - 2009.01.20 17:32:00 - [53]
 

I was looking on info about skills to improve my succesrate on inventions.


Originally by: Shan'Talasha Mea'Questa
This needs a bump, should have a "sticky"

And this ^^



Estel Arador
Posted - 2009.01.20 20:56:00 - [54]
 

I don't know much about the invention skills, aren't they pretty straightforward? I might look in to them further and post about them sometime (then again I might not, I said the same about the ranges in skills like 'scientific networking' half a year ago). My time is limited especially now I've been sidetracked by the jumpclones (so much it's now the main track Very Happy).


As for this being a sticky, thanks for the compliment. This thread is listed in the "Skills forum resource thread" with some other excellent thread which should be a sticky, so that should do Smile

Marine HK4861
Caldari
State Protectorate
Posted - 2009.04.15 09:15:00 - [55]
 

Edited by: Marine HK4861 on 16/04/2009 08:17:15
From the 8664 patch notes:

Originally by: Patch Notes

The skills Connections and Diplomacy now work as follows. If your standing to a corporation, which is friendly with CONCORD, is below zero then you need to use Diplomacy to raise standings. In the case that your standings are positive to a corporation, which is friendly with CONCORD, you can use Connections to improve those standings. Criminal Connections will only raise standings with corporations who are not friendly to CONCORD. Training Diplomacy, Connections or Criminal Connections when your standing is exactly zero with a corporation will have no effect.


So basically Connections now only works for corps with a positive standing to Concord, Criminal Connections works for corps with a negative standing to Concord, and Diplomacy works for all corps with a negative standing to you.

Presumably by corp, they mean faction, but I'll double check this on Singularity.

Akita T
Caldari Navy Volunteer Task Force
Posted - 2009.04.16 15:33:00 - [56]
 

Hey, it only took them five years to fix the skills Laughing
And I suppose they mean not just corporations, but everything.
Right now, if you have perfect zero standings all across the board and train connections L5, it's as if you have +2.00 with everybody. I can only assume this means you will only get +2.01 with somebody once you get at least +0.01 base first.

Estel Arador
Posted - 2009.04.16 16:46:00 - [57]
 

Definitely a good fix, too bad they still can't write clear descriptions though...

Helena Zeugir
Gallente
FW Scuad
Black Core Alliance
Posted - 2009.04.16 18:03:00 - [58]
 

Could it be possible for you to add the rigging skills? Skills like for example, Jury Rigging don't list any bonus on their description, so one is not sure if it would be worth it to train it past one (the required for T1 rigs)

Siobhan Amarr
Posted - 2009.06.03 17:02:00 - [59]
 

this should be a sticky in its own right IMO.

Subrahmaya Chandrasekhar
Amarr
J0urneys End
Posted - 2009.07.14 12:12:00 - [60]
 

I have double checked this - any idea what is going on and what, if anything, we should do about it? Am I an anomaly?

I'm getting 33.6503039194% EM resistance with an Invulnerability Field II module active, 6% with it inactive (My EM shield compensation is level 2), and 0% EM resistance with it removed from the ship.

Shouldn't that be 30% with it active?

(I have no ship bonuses or implants that would affect it)


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