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Ripley Riley
Incorruptibles
2727
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Posted - 2014.08.28 19:37:00 -
[1] - Quote
Critical Armor Repairer Critical Armor Repairers (CAR) behave in much the same way as an armor repairer with one exception: they stop repping once the subject's armor hits 50% of their maximum. Due to the inability to repair a subject's armor to maximum, the CAR does repair at a faster rate than the traditional armor repairer.
Once the subject has reached 50% of their maximum armor, the CAR stops repping. Any other armor repairers (or in the Gallente's case, innate reps) will continue.
This module occupies the low slot.
Basic Critical Armor Repairer 20 CPU / 1 PG 3.75 HP/sec
Enhanced Critical Armor Repairer 35 CPU / 5 PG 7.5 HP/sec
Complex Critical Armor Repairer 45 CPU / 11 PG 11.25 HP/sec
He imposes order on the chaos of organic evolution...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2367
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Posted - 2014.08.28 20:05:00 -
[2] - Quote
Ripley Riley wrote:Critical Armor Repairer Critical Armor Repairers (CAR) behave in much the same way as an armor repairer with one exception: they stop repping once the subject's armor hits 50% of their maximum.
Once the subject has reached 50% of their maximum armor, the CAR stops repping. Any other armor repairers (or in the Gallente's case, innate reps) will continue.
This module occupies the low slot.
All CAR modules repair at the same rate: 10HP/sec. They are effected by the Armor Repair Systems skill.
Basic Critical Armor Repairer 20 CPU / 1 PG Prerequisite: Armor Repair Systems III 8 second delay before repairs begin
Enhanced Critical Armor Repairer 35 CPU / 5 PG Prerequisite: Armor Repair Systems IV 6 second delay before repairs begin
Complex Critical Armor Repairer 45 CPU / 11 PG Prerequisite: Armor Repair Systems V 4 second delay before repairs begin
How is this not worse than existing complex armor reps in every way except for a +0.75 boost to HP/sec? |
Ripley Riley
Incorruptibles
2731
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Posted - 2014.08.28 20:09:00 -
[3] - Quote
Breakin Stuff wrote:How is this not worse than existing complex armor reps in every way except for a +0.75 boost to HP/sec?
PRO armor repair system with max skills: 9.375 HP/sec PRO CAR with max skills: 12.5 HP/sec Difference: 3.125 HP/sec
Besides that, this module uses less PG than a traditional armor repper. Armor repped per second may need to be increased, but the concept is still the same.
He imposes order on the chaos of organic evolution...
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1832
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Posted - 2014.08.28 22:03:00 -
[4] - Quote
too many modules in the low slot already without adding more
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Diurnal Soul
Immortal Retribution
20
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Posted - 2014.08.28 23:41:00 -
[5] - Quote
If it ain't hardeners then it ain't nothing
Nocturnal Soul's Alt
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BL4CKST4R
La Muerte Eterna Dark Taboo
2958
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Posted - 2014.08.29 02:07:00 -
[6] - Quote
Kinda useless, we need more modules in the highs anyways.
supercalifragilisticexpialidocious
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
160
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Posted - 2014.08.29 03:34:00 -
[7] - Quote
Damage resistance modules in high slots! -25% Projectile Damage to Armor FTW! |
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