Ryder Azorria
Amarr Templars Amarr Empire
314
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Posted - 2013.05.14 11:55:00 -
[1] - Quote
FYI, resistance bonuses are super powerful, more so than raw HP bonuses - because of maths.
The quote below is from the EVE forums, but explains it all pretty nicely.
CCP Fozzie wrote:Hey everyone, I know there's been a lot of questions raised by the Abaddon and Rokh changes, sorry for not having this thread ready earlier.
I'd like to chat with you guys a little bit about ship resistance bonuses, their place in the grand picture and what we want to do with them in Odyssey. I've talked in this forum before about our belief that 5% armor/shield resistance bonuses are one of the most powerful bonuses we give to significant numbers of ships. Resistances have the huge advantage of applying equally well as a buffer bonus, a magnifier of local reps, and a magnifier of incoming remote reps. This imbalance was becoming more and more of a problem as we started work on battleships and command ships.
To understand why they are so powerful, we need to start with some quick math. Resistance bonuses are stronger than they first appear for the same reason that rate of fire bonuses are stronger than damage bonuses. This isn't entirely intuitive but it's something that long-time EVE theorycrafters have all gotten used to since it shows up so often in the context of our game.
The key thing to remember is that a 25% bonus that is applied by division (like resistances that divide incoming damage, or RoF which divides the duration between module activations) have a much bigger effect than a 25% bonus that applies by multiplication (like a weapon damage bonus or a bonus to raw hitpoints).
For example a 25% increase in armor hitpoints applies quite intuitively: (Base HP) * 1.25 = a 25% increase in total EHP.
In contrast a resistance bonus actually benefits your ships by decreasing incoming damage. So a ship with 25% resistance bonus takes 25% less damage from hostiles. This ends up applying to their effective hitpoints as: (Base HP) / 0.75 = a 33% increase in total EHP.
So while a 37.5% rep bonus increases effective repping by 37.5%, and a 50% armor hp bonus increases effective hitpoints by 50%, a 25% resistance bonus actually increases both by 33% (not the 25% that might be assumed at first glance). In practice that means that for pure amount repped over time, a 25% resistance bonus is only 3% less powerful than a 37.5% rep bonus.
Resistance bonuses also have several other huge advantages over our other tanking bonuses. At the end of the day what tanking bonuses really do is keep you alive longer. Active bonuses are strongest when the damage you are taking is weaker, while passive EHP bonuses help more when incoming DPS is higher, but both serve to increase the amount of time you can remain on the battlefield under fire. Since it applies to both reps (local or remote) and to passive EHP, a resistance bonus dominates in most situations.
So, while the resistance bonus only gives you 11% (1/(1 - 0.02*5)) more EHP, it also makes both local and remote reps 11% more effective - which is hopefully an effective compromise. |