Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Short Change Heroine
Tal-Romon Legion Amarr Empire
5
|
Posted - 2013.07.12 15:00:00 -
[1] - Quote
Ok I'm working on becoming a heavy and I've been working on both Armour Plating and Armour Repair. Each skill says it improves the effect by something like 2% for plates a 5% for reps.
Does this effect stack even with those that you can unlock on at level 5 of that skill?
Trying to decide if it's working taking it all the way up to 5. |
Clips A'hoy
Proctology Academy
13
|
Posted - 2013.07.12 15:26:00 -
[2] - Quote
Yes they do stack, every skill that contrasts with each other stacks. |
Short Change Heroine
Tal-Romon Legion Amarr Empire
5
|
Posted - 2013.07.12 15:46:00 -
[3] - Quote
Awesome so even a level V armor repper should be 15% better than it would be?
So 5 hp/s +15%? |
M3DIC 2U
Hellstorm Inc League of Infamy
76
|
Posted - 2013.07.12 18:10:00 -
[4] - Quote
Short Change Heroine wrote:Awesome so even a level V armor repper should be 15% better than it would be?
So 5 hp/s +15%?
If skill states bonus to hp/s and not efficiency. Efficiency refers to the PG/CPU usage, not operation. Not sure on the math otherwise. |
Rei Meix
Bojo's School of the Trades
8
|
Posted - 2013.07.13 08:55:00 -
[5] - Quote
I'm not sure what skills you're talking about here when you say "those that you can unlock on at level 5 of that skill?".
The only two dropsuit skills that I can think of that affect armor repair modules is the Armor Repair module skill and the Amarr Logi skill. Likewise, for armor plate efficacy, I can only recall the Armor Plates skill and I believe the commando dropsuit skill?
Regardless, here's an example of some calculations.
For a level 5 armor repair module skill, a complex armor repper would provide 5 * 1.25 (since the skill provides a 5% efficacy bonus per level, and you need level 5 to equip a complex). That would provide a 7.25 hp/s repair rate for each complex armor repair module you equip.
Adding the Amarr Logi bonus which if I remember correctly is also a bonus to armor repair module efficacy, and since I don't know the actual bonus, for calculations sake I will assume it's also a 5% bonus per level.
So, for a complex repper on an Amarr Logi, 7.25 * 1.25 (let's say you've maxed the suit skill), you would get 9.0625 hp/s repair.
M3DIC 2U wrote:
If skill states bonus to hp/s and not efficiency. Efficiency refers to the PG/CPU usage, not operation. Not sure on the math otherwise.
These skills actually state that they boost the "efficacy" of the module by a certain percentage. But they give a direct bonus to performance rather than fitting requirements. So, for armor reppers it would be a boost to hp/s, plates a boost to the armor provided, and shield extenders would give a boost to the shield provided. |
Galvan Nized
Deep Space Republic Top Men.
97
|
Posted - 2013.07.13 09:06:00 -
[6] - Quote
At max (assuming armor rep is 5% per lvl) then by the math 5x1.25=6.25 per repper at Pro.
However, tthis also stacks with Amarr Logi skill bonus: so 5x1.25x1.25=7.8. They may round up here, not sure with these low numbers. Plus the +5 from being a logi. At max Amarr can reach 28.4 (29 if they round up) hp/s from armor.
Sadly what holds the amarr back is low# of slots. Gal logis can achieve 36.5, Amarr gets slight advantage in base |
Short Change Heroine
Tal-Romon Legion Amarr Empire
5
|
Posted - 2013.07.13 10:27:00 -
[7] - Quote
Thanks. Poorly worded on my part but that's what I was getting at.
So all those its quite a climb getting tot hat last level it is worth getting. |
Rei Meix
Bojo's School of the Trades
8
|
Posted - 2013.07.13 20:18:00 -
[8] - Quote
Galvan Nized wrote:However, tthis also stacks with Amarr Logi skill bonus: so 5x1.25x1.25=7.8. They may round up here, not sure with these low numbers.
Sadly what holds the amarr back is low# of slots. Gal logis can achieve 36.5, Amarr gets slight advantage in base
It probably only rounds for the purposes of text display and hp displays, but provides the exact amount on each repair cycle. |
Blake Kingston
Sinq Laison Gendarmes Gallente Federation
7
|
Posted - 2013.07.14 03:39:00 -
[9] - Quote
I'm pretty sure in combat it keeps the fraction until it adds up. I watched my own at low skill level with a 2 HP repair unit, but with one point in the repair skill - you watch it go up in two's, then it eventually does a three point repair after awhile (no doubt on the tenth second, for the first point of skill). |
N1ck Comeau
Pro Hic Immortalis League of Infamy
714
|
Posted - 2013.07.14 03:47:00 -
[10] - Quote
get both to level 5.
For reppers, getting it to five turns a complex rep (5 hp a sec) into 6.25 a second. |
|
Rei Meix
Bojo's School of the Trades
9
|
Posted - 2013.07.14 06:30:00 -
[11] - Quote
N1ck Comeau wrote:get both to level 5.
For reppers, getting it to five turns a complex rep (5 hp a sec) into 6.25 a second.
Just a personal gripe with this statement. While it's not incorrect, it's not exactly correct either. Given that you need level 5 to use complex reppers, it will always start at a base of 6.25, rather than turning into 6.25.
On the other hand, basic reppers at 2 (base of 2.1), get boosted to 2.5 hp/s if the skill is leveled to 5.
Blake's explanation probably describes it the best. That the HP displayed works off of the rounded down whole number which makes sense concerning people surviving with 0 shields and 0 armor. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |