You have a knack for breaking down these concepts and explaining them thoroughly. Great content and good flying!
@CadePlaysGames
3 жыл бұрын
Scripting them takes far, far longer than filming or editing :p
@expatatat
Жыл бұрын
Thank you for all the hard work you put into these videos. Long time player learning new things with every minute of your videos I watch. ❤
@SunBroSquad
6 ай бұрын
Very nice guide, i learned a lot. Mutch thanks, mutch love!
@mcfly6667
Жыл бұрын
Excellent detailed explanations like your others. specific note...I now know why some of those hardeners are called "reactive" TY sir - Rancorz
@CadePlaysGames
Жыл бұрын
There is one shield module which changes resistances to match incoming damage types....but it's for capital ships only 😢😢
@bardibul4194
Жыл бұрын
Excellent Video :D
@FliskerX
2 жыл бұрын
Do you know the exact formula for the Reactive Armor Hardener by any chance ? Seems like nobody has clue what the module actally does and people just saying it plugs holes, which is not really true in some cases.
@CadePlaysGames
2 жыл бұрын
The Reactive Armour Hardener starts at 15% to all 4 damage types. When you start taking armour damage, it starts to move those 60 total points around to match what you are being shot with. Each cycle of the module then removes 6 points from the (two or more) damage types which are taking least damage and moves them to the damage types which are taking the most damage. So, if you are being shot with an equal amount of only kinetic and thermal, those two will end up at 30 each, and EM/explosive will fall to 0. If you are only taking a single type of damage, the resist to that damage type can go all the to 60. It's also clever enough to know which damage types you are being hit hardest with. For instance, it's rare that any NPC will be firing an exact 1:1 ratio of two different damage types. If it's a 60:40 ratio, then the reactive will move to 36/24 to perfectly balance out your resistances. Increasing the "phasing" skill reduces the cycle time, so your resists adapt faster.
@FliskerX
2 жыл бұрын
@@CadePlaysGames That's actually not correct. I did somemore digging and testing in past hours. If something is blasting you with 2 damage types and not doing equal 50:50 split in terms of damage like your example, lets say it's 60:40 or even 70:30, RAH will still do 30:30 resistance shift it's just adding to those top 2 damage types, it doesn't account for one doing much more damage than the other unfortunately. Easy test is using Tempest with Hail, it's mostly explo and some kin, yet... your RAH will go 30:30 explo:kin, even tho the optimal would be on armor ship probably 60 explo, to take least amount of damage. It is unfortuntately not "perfectly balancing". btw, enjoyed the Mining summary video :)
@CadePlaysGames
2 жыл бұрын
@@FliskerX Thanks for doing the testing! I'm always happy to be corrected as it leads to less misinformation!
@FliskerX
2 жыл бұрын
@@CadePlaysGames No problem, the module is just confusing and there is quite a few edge cases also. And nobody is checking it during the fight so ppl don't know/don't care, I guess.
Пікірлер: 12