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Thread Statistics | Show CCP posts - 1 post(s) |
Esamir
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Posted - 2008.12.23 09:52:00 -
[1]
Originally by: Trabber Shir Edited by: Trabber Shir on 22/12/2008 10:23:39 Umm, I think I found an interesting bug, or I am missing something entirely. I have 2 setups for the same ship using the same character and identical modules. All the numbers are the same except the ones relating to defense. Here is a screenshot.
http://eve-files.com/dl/181974
I would really like to know why this is happening. Thanks.
Edit: When this happens, if I close the window with the wrong data (the left one in the screen shot) everything seems to work fine. however if I close the window with the correct data (the right one) I can't get any loadout for that ship to give the right numbers. Even after closing and restarting the app. That is where I stand now, I can't get right numbers for Raven loadouts.
Weird. You're sure you have the same damage profile loaded on both setups? (R-click the defense numbers) If so, do showinfo on the booster to see what the shieldboost amount on each setup is.
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Esamir
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Posted - 2008.12.23 12:02:00 -
[2]
Get your API key from here.
View > Char editor > Import
Create a new char, paste in your API ID and key and hit connect
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Esamir
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Posted - 2009.01.22 14:21:00 -
[3]
Originally by: Liquid Tracer It seems (atleast on the two characters i tested it on) that the curse's damage bonus to drones isnt being applied? anyone else getting the same?
The drone dmg bonus is for the amarr cruiser skill |
Esamir
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Posted - 2009.01.23 11:40:00 -
[4]
Originally by: Liquid Tracer doesnt change the fact that the damage increase isnt being applied,
That is not a 'fact'. |
Esamir
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Posted - 2009.01.23 11:45:00 -
[5]
Originally by: Hidden Lily Anyone else have issue with the fact that it does not calculate the bonus when fitting a covert ops cloaking device?
Which bonus? |
Esamir
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Posted - 2009.01.24 08:09:00 -
[6]
Originally by: Liquid Tracer I'm not even going to bother explaining the other definition or uses for the word 'Fact' because im sure they will be lost on you.
Having seen the standard of your bug-reporting, I think I can live without your explanations
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Esamir
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Posted - 2009.01.24 08:17:00 -
[7]
Edited by: Esamir on 24/01/2009 08:17:26
Originally by: Bahzell McIntyre Hmm, I'm a bit confused here. I was playing with setups for a Marauder and using the all level 5 skill option, an identically fitted Raven with 6 Siege Launcher IIs has exactly the same dps as a Golem fitted with 4. Now, I know the Raven has a 5% RoF bonus per level, but does this really increase dps by the equivalent of 2 launchers at the cost of increased missile expenditure?
The dps increase for Golem should be 33% since the equivalent of 2 additional launchers is 1/3 of the original Raven fit. How does five 5% bonuses to RoF = 33% more dps?
Because the rate of fire bonus causes a reduction in that attribute.
If you had base ROF of 10s:
10 x 0.75 = 7.5, which is a 33% increase in damage
Edit, forgot decimal place :)
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Esamir
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Posted - 2009.02.05 09:40:00 -
[8]
Originally by: ZombieFX Controlled Burst doesnt work in EFT.
Yes it does. Originally by: ZombieFX the turrets
Which turrets? Originally by: ZombieFX still need 200 insteed 150.. :(
There's no turret with a base cap use of 200 per shot, so what exactly are you talking about? |
Esamir
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Posted - 2009.02.15 21:21:00 -
[9]
Originally by: Gnoof A normal T2 invulnerability field II (30%) or a faction Caldari Navy invul field (37.5%) does not change the resistances.
v2.9.1
Besides this minor bug EFT is a great tool.
Can you at least try to explain yourselves when posting fake bugreports, so we can know in exactly which way you don't understand how the game works, and then flame you accordingly. Thanks!
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Esamir
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Posted - 2009.02.18 18:43:00 -
[10]
Originally by: Shepherd Rid**** There are wrong attribute values(optimal range) for 1600mm Scout Artillery.
Assuming you mean 1400mm scout: In game: 48km EFT says: 48km
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Esamir
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Posted - 2009.02.19 20:31:00 -
[11]
Originally by: Deast Niene Correct me, if i'm wrong, but in game the Raptor's base max velocity is 415 m/s, and EFT 2.9.1 still says it is 212 m/s. Is it EFT of dev's bug? =)
mine says 415. what have you got fitted on it?
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Esamir
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Posted - 2009.02.28 14:16:00 -
[12]
Originally by: Verys I seem to have a problem where the lvl 5 character is using more cap than my own character. I've checked all implants, boosters, gang effects and skills but i found nothing. I've also tried reinstalling EFT but the problems keeps showing up somehow.
Is somebody else having these problems as well?
Any skill that makes a module cycle faster is gonna make it eat more cap/s. Rapid firing and repair systems ops sprint to mind.
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Esamir
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Posted - 2009.03.03 21:46:00 -
[13]
Originally by: VJ Maverick I apologize if this has been answered in the previous 100+ pages of posts but I'd like to know if there is a way to enter prices for the ships. I like the ability to enter module prices and would like to use EFT to track the costs of my setups. But I don't know how to enter the prices for the ship hulls themselves. Has anyone figure out a way to do this?
r-click in the main ship window where your fitted modules are > show ship info > scroll down to price
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Esamir
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Posted - 2009.03.18 11:19:00 -
[14]
Originally by: davcin Edited by: davcin on 18/03/2009 10:55:20
I notice some discrepancies between the range EFT gives and the range that I see on EvE. I checked if I had the skills and implant information updated in EFT and it is updated.
What happens is that EFT reports a range of ~57 Km for Javelin torpedos and ~34 Km for Rage torpedos but I see them disappear in EvE at ~51 Km and ~32Km.
Any help? This was happening before the latest patch.
EFT uses flight time x velocity, but ingame missiles take a moment to accelerate, so the range won't be strictly accurate in EFT.
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Esamir
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Posted - 2009.03.22 21:01:00 -
[15]
Originally by: Tzigan Jegos Any news ?
This just in: you are an impatient, spoiled child.
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Esamir
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Posted - 2009.06.30 08:04:00 -
[16]
Originally by: Skandrannon22 Hey Great program!
I've just noticed that some of the faction stuff isn't in. Caldari Navy stuff would be what I'se lookin for, didn't check for the rest..
I'm sure someone mentioned this before, so, take it as you will, and keep up the great work!
-Skan
Click the 'faction' button at the bottom.
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Esamir
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Posted - 2009.07.13 06:55:00 -
[17]
Originally by: Gibly hey on the hound stealth bomber it doesent matter what character i use(includeing all lvl 5) or what torp laucher i use (t1 t2 and faction) the range for the missiles do not change when i move around the covert ops skill around.
anyone else have this problem? was just reporting it so it can be changed on the update
Not a 'problem'. Will not need to be 'changed on the update'. Read the bonus again and stop claiming things are bugs when they're not.
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Esamir
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Posted - 2009.07.15 00:49:00 -
[18]
Originally by: BeanBagKing I would love to see more info on drones loaded onto the ship added to EFT. Right now all that displays is the DPS total, which you can mouse over and get broken up into drones and rails or whatever. As a Gallente though there's a lot of other stuff I'd like to display (would help everyone else too).
For example
- Drone Speed
- Drone optimal range (for guns)
- Drone range (how far out they can fly)
- Drone tracking
- Drone HP (shield, armor, hull)
Etc can be added if people can think of more. I'm sure I could, but those are the ones I'd love to have off the top of my head. I do about half my DPS with drones, so it'd really help to know what I'm doing.
r-click the drones, show drone info
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Esamir
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Posted - 2009.07.17 08:02:00 -
[19]
Of course, those damage ratios are not entirely accurate, because NPC within the same faction do different ratios of damage.
Also, the zero thermal for angels is incorrect.
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