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Thread: [Devblog] Unified Inventory Changes

  1. #101
    Lady Spank's Avatar
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    The filters are indeed very nice, and they at least admit there are several changes that they need to implement.

    Not to take this off topic but have they sorted out the lag/slowdown with this (and rockets) yet?

    [–]bam_strokerCaldari 6 points 18 hours ago
    Your command of deliberate, convincingly bad English is amazing.

  2. #102
    Madner Kami's Avatar
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    No additional updates yet. I'm curious how long it takes them for sorting through their ideas and choose what to do. Expecting a DevBlog first, before any larger changes happen (if at all).

  3. #103
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    Quote Originally Posted by Lady Spank View Post
    Not to take this off topic but have they sorted out the lag/slowdown with this (and rockets) yet?
    Dunno about rockets but a mate and I had terrible lag trying to loot wreck last night. We had 7 ships on a gate and 5-10 drones out in a quiet system. So I don't think Inventry lag is sorted (at least that part of it).
    Now I have a T2 gun. Ho, ho, ho.

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  4. #104
    Donor Mike deVoid's Avatar
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    Quote Originally Posted by Madner Kami View Post
    No additional updates yet. I'm curious how long it takes them for sorting through their ideas and choose what to do. Expecting a DevBlog first, before any larger changes happen (if at all).
    Check stickies
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  5. #105
    Madner Kami's Avatar
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    Hm? Ya, as expected, another DevBlog announcing some pretty usefull functions, but still not the big jackpot there, if you ask me. But it's improving slowly, but steadily.

    Hooray for today's patch, btw: http://community.eveonline.com/updates/patchnotes.asp

    • Among other things:
    • Ship and POS corp hangars now remember which division was open when accessing them through right-click menus.
    • Ancillary Shield Boosters are now affected by the same bonuses and penalties as other shield boosters.
    • Fixed an issue that would cause the runway lights on the Abaddon to render on top of the ship's hull.


    \o/
    Last edited by Madner Kami; May 30 2012 at 02:39:47 PM.

  6. #106
    Qui Shon's Avatar
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    So, since I can't actually be bothered to log in to scan a way out of w-space to test is myself, can someone tell me about the adaptive armor hardener?

    Does it adjust to raw incoming damage, or adjusted for your existing resists?

    I mean, if you have 10% explosive and 90% kinetic resist and you are shot with equal amounts of each, taking massive explosive damage and very little kinetic, does the hardener adjust equally or towards your lower resist, explosive in this case?


    Or is it stupidly simple and just adjusts to any damage type you take equally, regardless of quantity of it, so that if you're taking 99% Kin/Therm something silly like one warrior (Explosive) and one Acolyte (EM) would make it stay at 15/15/15/15?
    Last edited by Qui Shon; May 30 2012 at 07:06:22 PM.
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  7. #107

  8. #108
    Qui Shon's Avatar
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    Thanks.
    Still doesn't answer my question(s) though, using next dev thingy doesn't either

    EDIT: So I notice I posted in the wrong thread.

    But eveo forums do indicate that it's the last alternative in my post, the dumbest and simplest alternative.

    Which makes it fucking useless except for lazy k-space pve.


    Quote Originally Posted by Tankn00blicus
    If you want to see for yourself, get on Sisi along with an alt/friend, have one ship fit a reactive armor hardener, and the other ship fit 8 smartbombs, 2 of each damage type, and try them out. With 2 EM and 1 thermal smartbomb going you will get 30/30 EM/therm resists.
    Last edited by Qui Shon; May 30 2012 at 08:06:12 PM.
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  9. #109
    Donor Mike deVoid's Avatar
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    Oh that is dumb
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  10. #110
    Donor Sponk's Avatar
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    Contract stuff to Seraphina Amaranth.

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  11. #111

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    Are you forgetting
    It takes the top two damage types and increases the resistance against them while reducing the other two by the same amount (if you have received only a single damage type, it adjust only that one)
    So mixed damage that isn't omni will actually be hardened against. But it'll go beyond the mix ratio until it's max-resisting the top 1 or 2 types. I think. You do still need to consider you'll probably have a DC2, EANM and somewhat balanced static resists to start with, so the dynamic raised 2 should be better than before.

  12. #112

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    Quote Originally Posted by Qui Shon View Post
    Thanks.
    Still doesn't answer my question(s) though, using next dev thingy doesn't either

    EDIT: So I notice I posted in the wrong thread.

    But eveo forums do indicate that it's the last alternative in my post, the dumbest and simplest alternative.

    Which makes it fucking useless except for lazy k-space pve.


    Quote Originally Posted by Tankn00blicus
    If you want to see for yourself, get on Sisi along with an alt/friend, have one ship fit a reactive armor hardener, and the other ship fit 8 smartbombs, 2 of each damage type, and try them out. With 2 EM and 1 thermal smartbomb going you will get 30/30 EM/therm resists.
    It adjusts for the damage hurting you most, after your resists. I tested this on TQ a few days ago. You have the caveat that it will always take 2 damages into account though. But it is "smart". If being shot by 4 parts kinetic, 2 parts em, and 1 part explosive, it will adjust to em/exp, and ignore the kinetic, on a gallente t2 hull. don't forget that those 30% you get when defending against 2 damage types are not stacking nerfed, and are extremly strong. The rare time you are being shot by a single dmg type, and get 60% non-stacking penalized is rare, but insanely powerful.
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  13. #113
    Qui Shon's Avatar
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    Ok so sorry about the continued OT, but I could actually be bothered to go on sisi to test this now.

    Shot a Rapier with 3x Curator, 2x Bouncer, 2x Garde

    Rapier has base resists of
    80/10/25/51 EM/EX/KI/TH

    My drones should do according to eft:
    EM: 146dps
    EX: 105dps
    TH: 120dps

    So raw dmg is EM > TH > EX, and after resists it will be EX > TH > EM.

    First test at 2km from Carrier with a stationary Rapier had the module ending up alternating between these two states:
      Spoiler:




    So I went to 20km in case tracking was having an effect, shut off and reset the resistances, and got this sequence:
      Spoiler:







    15 minutes later:




    Conclusion: Use fkn missiles next time.
    Also module is NOT completely useless and DOES calculate on received-after-resists damage, not raw incoming damage.
    Last edited by Qui Shon; May 31 2012 at 07:59:00 AM.
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  14. #114

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    What rate does it adjust at now? They changed it before launch didn't they?

  15. #115
    Qui Shon's Avatar
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    Well, it doesn't say, and this is sisi mind you, dunno on tq. I read it's supposed to be 3%/cycle somewhere.
    Shooting at it with two dmg types gives this:
    After one cycle and two cycles:
      Spoiler:




    Next is 12/12/19/19, I suppose this is 1% / cycle.
    Last edited by Qui Shon; May 31 2012 at 09:03:06 AM.
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  16. #116

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    Quote Originally Posted by Qui Shon View Post
    Well, it doesn't say, and this is sisi mind you, dunno on tq. I read it's supposed to be 3%/cycle somewhere.
    Quote Originally Posted by Beardponderer View Post
    1 week left of tweaking.

    Latest build:-

    Armor adaptive hardeners now 'adapt' 3% every 10s instead of 1%.
    ...
    Retest with missiles TBH, 1 of each damage type, omni spread, cycled at the same time/so the hardener cycle doesn't intersect the damage received cycle.

  17. #117
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    Quote Originally Posted by Daneel Trevize View Post
    Retest with missiles TBH, 1 of each damage type, omni spread, cycled at the same time/so the hardener cycle doesn't intersect the damage received cycle.
    Lol, screw you man. I got my question answered, you go test and then share like I did if you have other questions you need answered.
    I ain't scanning my way out of w-space again for trivial reasons.
    Last edited by Qui Shon; May 31 2012 at 02:57:56 PM.
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  18. #118

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    Being as you have no POS in Sisi w-space, why didn't you just moveme out of there?

    I might actually test this shitty module mechanic.

  19. #119
    Qui Shon's Avatar
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    Quote Originally Posted by Daneel Trevize View Post
    Being as you have no POS in Sisi w-space, why didn't you just moveme out of there?

    I might actually test this shitty module mechanic.
    Because I might want to test some w-space stuff ofc, and there's no reverse moveme.

    Also, POS's are for those soft skinned city folk, who can't live without their precious amenities. I am the last Mohi.....Nomad, I don't need a pos
    Last edited by Qui Shon; May 31 2012 at 03:15:06 PM.
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  20. #120
    filingo's Avatar
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    Quote Originally Posted by Qui Shon View Post
    Quote Originally Posted by Daneel Trevize View Post
    Being as you have no POS in Sisi w-space, why didn't you just moveme out of there?

    I might actually test this shitty module mechanic.
    Because I might want to test some w-space stuff ofc, and there's no reverse moveme.

    Also, POS's are for those soft skinned city folk, who can't live without their precious amenities. I am the last Mohi.....Nomad, I don't need a pos
    confirming qui shon is hardcore and drinks/bathes in his own piss
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