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BL4CKST4R
WarRavens League of Infamy
1199
|
Posted - 2013.08.23 21:23:00 -
[1] - Quote
When Uprising 1.4 comes out there will be a better balance between shields vs armor unfortunately it will still not be complete. The balance still hasn't hit the sweet spot. The next big problem with armor is repair, because there is no passive armor repair every suit, specially armor suits, are forced to sacrifice their tank for miniscule armor repairs. Now this make sense in paper since armor has repair tools and triage nanohives but not only are those not used enough, their repair is not high enough to be dependable except the core focused repair tool, but that thing is in a league of its own. Not only that but because we are forced to use armor repairers a shield suit actually gets the same tank as an armor suit, but more speed, and overall repair even if both are dual tanked, or pure tanked.
Dual tanked Caldari suits have way more survivability than a pure tanked armor suit without suffering the penalties of either shield or armor tanking, and the difference between a pure tanked armor suit and a pure tanked shield suit in HP is miniscule, due to resistances, aside from a 7% speed difference, and 1718 HP repair to the shields main tank in 60 second vs 375 HP repaired to the armor suits main tank in 60 seconds.
In order to increase the survivability of the armor suit to where it should be, all suits (not just the armor suits) should get a passive repair to armor.
A/L/S/H/C = Assault/Logistics/Scout/Heavy/Commando
Caldari A/L/S - 1/3 Minmatar A/L/S - 3/5/7 Gallente A/L/S - 8/10/12 Amarr A/L/H/C - 7/9/7/8
This is what I believe to be the proper order of how a passive armor repair should be added. Now this might look like a lot but if you do the math the Caldari suit still repairs its main tank way faster than a Armor suit, now you might say that shields cannot repair under fire but because armor repair is so low even at 12 HP/s it basically cannot repair under fire either since it is so easily out DPSed. Out of fire a Caldari Assault suit can repair 1787 shields and 60 HP to armor, while a Gallente suit will repair 1325 shields and 480 HP to armor. This would leave armor repairers, and rechargers, as secondary modules to enhance the repair of suits not add it. The way armor repair currently works is similar to CCP removing shield repairs and forcing rechargers to be used in order to have it.
If the 1.5 shield penalty is added along with this it would make pure tanking more effective than dual tanking. A dual tanked suit would suffer from low armor and shield repair since all upgrades to repair would be in the lows. A pure shield tanked suit would get more usefulness out of rechargers in order to compensate for lost shield repair and supercede the vanilla repair, and a pure tanked armor suit would be less inclined to use shield extenders since the passive shield repair is already very low.
If of course you want to bring the repair tool,triage hives, and injectors into the equation I have suggested and highly believe that they all should reset the shield repair delay timer so that shields automatically start repairing under their influence.
Lastly the bonus to shield repair for the assault suits should be removed and replaced with 2-3% light weapon damage and the level 5 old upgraded added to the dropsuits themselves, so by default Caldari assaults suits will repair shields at 31.25 etc, the Logistics role bonus should also be removed and replaced with the Gallente role bonus, and the Gallente role bonus replaced with something else, and the numbers posted above added to the default logistics suits.
Pros and Cons:
Pros- *Pure armor tanking is viable *Armor repairers are now optional like rechargers *Triage tools would still be necessary since even an armor repair of 10 is not enough to repair as fast as shields meaning shields would still remain the frontline/skirmish modules. *Freeing up that low slot for armor repair allows for other options like dampeners, CPU/PG enhancers etc for armor tankers, currently those are most useful for shield suits and they get the most benefit out of them. Field variety increased *Every suit benefits from this. *More armor HP to every suit not just Armor suits since most suits equip at least one armor repairer.
Cons- *Dual tanking would no longer be very effective if the 1.5 penalty is added. *Slower armor suits since they can now stack 4-5 armor plates instead of 3-4 (Con and a Pro)
If you see any problems with the implications of this please feel free to comment in a constructive manner.
TL;DR
Title. |
DeadlyAztec11
Red Star Jr. EoN.
1982
|
Posted - 2013.08.23 21:43:00 -
[2] - Quote
This needs to be implemented. |
Fire of Prometheus
DUST University Ivy League
171
|
Posted - 2013.08.23 22:24:00 -
[3] - Quote
I like this +1 :) |
D legendary hero
THE WARRIORS OF LEGEND
696
|
Posted - 2013.08.23 23:03:00 -
[4] - Quote
OMG....OMG... THIS IS SO OP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
naw.. jus kiddin this is great!! +1 |
Tal-Rakken
DUST University Ivy League
64
|
Posted - 2013.08.23 23:27:00 -
[5] - Quote
Your forgetting triage hives easy 220 rep per cycle.
Although I do kinda like my unique 1hp/s armor regen on my minny assault. |
BL4CKST4R
WarRavens League of Infamy
1203
|
Posted - 2013.08.23 23:58:00 -
[6] - Quote
Tal-Rakken wrote:Your forgetting triage hives easy 220 rep per cycle.
Although I do kinda like my unique 1hp/s armor regen on my minny assault.
220 or 22? Isn't a cycle every second. |
ZDub 303
TeamPlayers EoN.
1790
|
Posted - 2013.08.24 01:15:00 -
[7] - Quote
I completely agree with this, however I do think that if armor reps are going to be different on a class by class basis then shield regen should also be different on a class by class basis. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
176
|
Posted - 2013.08.24 01:18:00 -
[8] - Quote
um no id rather be facing enemies with less health overall... |
BL4CKST4R
WarRavens League of Infamy
1204
|
Posted - 2013.08.24 01:22:00 -
[9] - Quote
ZDub 303 wrote:I completely agree with this, however I do think that if armor reps are going to be different on a class by class basis then shield regen should also be different on a class by class basis.
Well technically they already are, Caldaris have a higher and faster regen while Gallente have a lower and slower regen. |
ZDub 303
TeamPlayers EoN.
1791
|
Posted - 2013.08.24 01:24:00 -
[10] - Quote
BL4CKST4R wrote:ZDub 303 wrote:I completely agree with this, however I do think that if armor reps are going to be different on a class by class basis then shield regen should also be different on a class by class basis. Well technically they already are, Caldaris have a higher and faster regen while Caldari have a lower and slower regen.
i guess i meant on a race by race basis sorry lol.
I do agree on the class basis too which the assault bonus has already taken care of (but I think should be changed and having the base regen buffed to match) |
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BL4CKST4R
WarRavens League of Infamy
1204
|
Posted - 2013.08.24 01:25:00 -
[11] - Quote
ZDub 303 wrote:BL4CKST4R wrote:ZDub 303 wrote:I completely agree with this, however I do think that if armor reps are going to be different on a class by class basis then shield regen should also be different on a class by class basis. Well technically they already are, Caldaris have a higher and faster regen while Caldari have a lower and slower regen. i guess i meant on a race by race basis sorry lol. I do agree on the class basis too which the assault bonus has already taken care of (but I think should be changed and having the base regen buffed to match)
Look I wrote Caldari Caldari lol
Anywho, what do you mean Quote:(but I think should be changed and having the base regen buffed to match) |
ZDub 303
TeamPlayers EoN.
1791
|
Posted - 2013.08.24 01:31:00 -
[12] - Quote
What is the gallente shield regen? Is it not the same 20 as caldaris have?
I mean the the assault bonus should be changed to something better and the base regen should be equal to what is it now with assault 5. |
BL4CKST4R
WarRavens League of Infamy
1204
|
Posted - 2013.08.24 01:34:00 -
[13] - Quote
ZDub 303 wrote:What is the gallente shield regen? Is it not the same 20 as caldaris have?
I mean the the assault bonus should be changed to something better and the base regen should be equal to what is it now with assault 5.
Gallente assault is 25 and Gallente logistics is 15, Caldari assault is 31.25 and Caldari Logistics is 20.
Also what you is already on my OP
Quote:Lastly the bonus to shield repair for the assault suits should be removed and replaced with 2-3% light weapon damage and the level 5 old upgraded added to the dropsuits themselves, so by default Caldari assaults suits will repair shields at 31.25 etc, the Logistics role bonus should also be removed and replaced with the Gallente role bonus, and the Gallente role bonus replaced with something else, and the numbers posted above added to the default logistics suits.
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ZDub 303
TeamPlayers EoN.
1791
|
Posted - 2013.08.24 01:57:00 -
[14] - Quote
BL4CKST4R wrote:ZDub 303 wrote:What is the gallente shield regen? Is it not the same 20 as caldaris have?
I mean the the assault bonus should be changed to something better and the base regen should be equal to what is it now with assault 5. Gallente assault is 25 and Gallente logistics is 15, Caldari assault is 31.25 and Caldari Logistics is 20. Also what you is already on my OP Quote:Lastly the bonus to shield repair for the assault suits should be removed and replaced with 2-3% light weapon damage and the level 5 old upgraded added to the dropsuits themselves, so by default Caldari assaults suits will repair shields at 31.25 etc, the Logistics role bonus should also be removed and replaced with the Gallente role bonus, and the Gallente role bonus replaced with something else, and the numbers posted above added to the default logistics suits.
Ah okay I gotcha. I guess I missed that... im so tired from all these battles lol.
I think a 25% weaponry CPU/PG redux for assaults and a 30-50% redux on equipment for logis would be better, and then we normalize CPU/PG on all medium suits.
It opens it up later for weapon modding. |
Meeko Fent
Seituoda Taskforce Command Caldari State
710
|
Posted - 2013.08.24 02:13:00 -
[15] - Quote
Passive Armor Rep is BAD.
It makes the usage of Armor Reps obsolete.
Why Skill into Armor reps when you don't need them?
To get a faster recharge, at the cost of 150 HP?
They'd be like Shield Rechargers. Sure probably SOMEONE uses them, but they are useless due to the fact that shields recharge naturally.
Sure, SOMEONE might use them after they implement this, but why? You can get WAY more Buffer, by using those slots for Plates, and you still recharge!
-1. Making a type of mods completely pointless is bad design. Point in case, Rechargers. The Reps are a part of the Armor Tanking lifestyle. If the 1.5 Penalty is introduced, which I hope it is, then Shield and Armor Tanks will need the same amount of Skills to be fully effective. Tada. |
BL4CKST4R
WarRavens League of Infamy
1208
|
Posted - 2013.08.24 02:25:00 -
[16] - Quote
Meeko Fent wrote:Passive Armor Rep is BAD.
It makes the usage of Armor Reps obsolete.
Why Skill into Armor reps when you don't need them?
To get a faster recharge, at the cost of 150 HP?
They'd be like Shield Rechargers. Sure probably SOMEONE uses them, but they are useless due to the fact that shields recharge naturally.
Sure, SOMEONE might use them after they implement this, but why? You can get WAY more Buffer, by using those slots for Plates, and you still recharge!
-1. Making a type of mods completely pointless is bad design. Point in case, Rechargers. The Reps are a part of the Armor Tanking lifestyle. If the 1.5 Penalty is introduced, which I hope it is, then Shield and Armor Tanks will need the same amount of Skills to be fully effective. Tada.
EDIT- Or, if you do this, Make Plates give similar HP bonuses to extenders.
Not necessarily since the repair is not high enough to sustain an armor suit for a long time, for example to fully repair a Gallente Assault with 4 enhanced armor plates with a would take 1 minute 40 seconds with a passive repair of 8, vs a shield suit taking which would repair fully in less than 30 seconds. Adding a armor repairer to that suit loses 135 armor but your armor can repair fully in 47 seconds so its still very beneficial to use armor repairers. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
176
|
Posted - 2013.08.24 02:27:00 -
[17] - Quote
armor reps r usefull but i dont think every one should have them...
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ZDub 303
TeamPlayers EoN.
1795
|
Posted - 2013.08.24 02:51:00 -
[18] - Quote
Meeko Fent wrote:Passive Armor Rep is BAD.
It makes the usage of Armor Reps obsolete.
Why Skill into Armor reps when you don't need them?
To get a faster recharge, at the cost of 150 HP?
They'd be like Shield Rechargers. Sure probably SOMEONE uses them, but they are useless due to the fact that shields recharge naturally.
Sure, SOMEONE might use them after they implement this, but why? You can get WAY more Buffer, by using those slots for Plates, and you still recharge!
-1. Making a type of mods completely pointless is bad design. Point in case, Rechargers. The Reps are a part of the Armor Tanking lifestyle. If the 1.5 Penalty is introduced, which I hope it is, then Shield and Armor Tanks will need the same amount of Skills to be fully effective. Tada.
EDIT- Or, if you do this, Make Plates give similar HP bonuses to extenders.
Not necessarily, energizers are used a lot by shield tankers, it was just that rechargers were UP. |
Tal-Rakken
DUST University Ivy League
65
|
Posted - 2013.08.24 02:54:00 -
[19] - Quote
BL4CKST4R wrote:Tal-Rakken wrote:Your forgetting triage hives easy 220 rep per cycle.
Although I do kinda like my unique 1hp/s armor regen on my minny assault. 220 or 22? Isn't a cycle every second.
i said per cycle as your not neccesarily the one getting the reps each cycle if theres a crowd of people, as for the 220, thats the 2 repping nanohives that arent the compact both can drop 2:
k17/D nanohive 2 max active reps 20hp per cycle = 40
Allotek Nanohive 2 max active reps 40hp per cycle = 80
Wirykomi Triage Nanohive 2 max activbe reps 70hp per cycle = 140
so just the proto ones your looking at 220 per cycle with the k17 your looking at 260 per cycle per logistics suit. just try breaking a proto heavy sitting in the big blue bubbles especially after the 1.4 buffs.
|
Meeko Fent
Seituoda Taskforce Command Caldari State
710
|
Posted - 2013.08.24 02:54:00 -
[20] - Quote
BL4CKST4R wrote:Meeko Fent wrote:Passive Armor Rep is BAD.
It makes the usage of Armor Reps obsolete.
Why Skill into Armor reps when you don't need them?
To get a faster recharge, at the cost of 150 HP?
They'd be like Shield Rechargers. Sure probably SOMEONE uses them, but they are useless due to the fact that shields recharge naturally.
Sure, SOMEONE might use them after they implement this, but why? You can get WAY more Buffer, by using those slots for Plates, and you still recharge!
-1. Making a type of mods completely pointless is bad design. Point in case, Rechargers. The Reps are a part of the Armor Tanking lifestyle. If the 1.5 Penalty is introduced, which I hope it is, then Shield and Armor Tanks will need the same amount of Skills to be fully effective. Tada.
EDIT- Or, if you do this, Make Plates give similar HP bonuses to extenders. Not necessarily since the repair is not high enough to sustain an armor suit for a long time, for example to fully repair a Gallente Assault with 4 enhanced armor plates with a would take 1 minute 40 seconds with a passive repair of 8, vs a shield suit taking which would repair fully in less than 30 seconds. Adding a armor repairer to that suit loses 135 armor but your armor can repair fully in 47 seconds so its still very beneficial to use armor repairers. Yes, but do you think that it would even be worth it?
Survive longer under fire, or rep back health in 47 seconds.....
Live to rep slowly..... Or Die, and have that rep mean nothing, when you could have fit more Plates....
This wouldn't fix the issue of Dual Tanking, and it would just make ANOTHER mod useless.
Armor Reppers could be tacked on to the other Mods that have no real purpose, like......
Profile Dampners Melee Mods Precision Enhancers Long Range Scanners Shield Regulators Shield Rechargers Cardiac Regulators Sidearm Damage Mods Shield Energizers
Its the first thing on your pro list. Makes Pure Armor Viable.
Compared to Pure Shield, it is, but due to EVERYBODY dual tanking, due to it being completely and utterly better, all this is for moot.
Eliminate Dual Tanking=All the Tanking Styles are Viable.
Passive Armor rep=OP Armor Suits
I say it will make Armor suits OP, as like I said, it really doesn't matter of you Rep in 1 minute thirty, or 47 seconds, cause if survive the fight, you win. Technically, if you compare Pure Armor To Pure Shield, Armor Has way more HP, and Way more damage output, due to open highs.
Its only cause Pure Armor Versus Dual, is really one-sided. I have a huge Buffer that regens quite fast, and a mega-huge buffer that regens slow.
Right now, after 1.4, 4 Enhance Plates (as one Slot is taken by Repper, Versus 5 Comp Extenders, makes it.....
Armor Gets 460 More HP, going Pure Armor....
Shield gets 330 going Pure Shield....
Both Combined equals (Assuming a Gal Suit, which I think is 4 Highs, 5 lows at Proto)..... 724.
Now, We can all see the main outlier in this equation.
So, if we calculate that this is done, that leaves Armor at.... 575.
Much higher then shield, Much less the Dual.
tl;dr, As Blacks OP says, its the Dual tanking Caldari Suits that are throwing the balance of Shield and armor off.
After 1.4, leave Armor alone, and give Shields their GD penalty. (Strange, I'm a Shield Tanker, and I want them to be worse ) Dual tanking will be Much Less Viable, but if necessary, Give the Pure Armor Tankers a Mod to counteract their Penalty.
I think that Dual tanking will always be here, but making their life as much of a hell as possible is very good. |
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Meeko Fent
Seituoda Taskforce Command Caldari State
716
|
Posted - 2013.08.24 02:55:00 -
[21] - Quote
ZDub 303 wrote:Meeko Fent wrote:Passive Armor Rep is BAD.
It makes the usage of Armor Reps obsolete.
Why Skill into Armor reps when you don't need them?
To get a faster recharge, at the cost of 150 HP?
They'd be like Shield Rechargers. Sure probably SOMEONE uses them, but they are useless due to the fact that shields recharge naturally.
Sure, SOMEONE might use them after they implement this, but why? You can get WAY more Buffer, by using those slots for Plates, and you still recharge!
-1. Making a type of mods completely pointless is bad design. Point in case, Rechargers. The Reps are a part of the Armor Tanking lifestyle. If the 1.5 Penalty is introduced, which I hope it is, then Shield and Armor Tanks will need the same amount of Skills to be fully effective. Tada.
EDIT- Or, if you do this, Make Plates give similar HP bonuses to extenders. Not necessarily, energizers are used a lot by shield tankers, it was just that rechargers were UP. Really?
Thought they were High slot Mods.
EDIT- I'll edit them outta my above post |
BL4CKST4R
WarRavens League of Infamy
1212
|
Posted - 2013.08.24 11:25:00 -
[22] - Quote
Tal-Rakken wrote:BL4CKST4R wrote:Tal-Rakken wrote:Your forgetting triage hives easy 220 rep per cycle.
Although I do kinda like my unique 1hp/s armor regen on my minny assault. 220 or 22? Isn't a cycle every second. i said per cycle as your not neccesarily the one getting the reps each cycle if theres a crowd of people, as for the 220, thats the 2 repping nanohives that arent the compact both can drop 2: k17/D nanohive 2 max active reps 20hp per cycle = 40 Allotek Nanohive 2 max active reps 40hp per cycle = 80 Wirykomi Triage Nanohive 2 max activbe reps 70hp per cycle = 140 so just the proto ones your looking at 220 per cycle with the k17 your looking at 260 per cycle per logistics suit. just try breaking a proto heavy sitting in the big blue bubbles especially after the 1.4 buffs.
Flux grenade and a Mass Driver. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
476
|
Posted - 2013.08.24 11:32:00 -
[23] - Quote
Agree with the OP, there should be a little self repair for vehicles too. |
BL4CKST4R
WarRavens League of Infamy
1213
|
Posted - 2013.08.24 11:36:00 -
[24] - Quote
Meeko Fent wrote:BL4CKST4R wrote:Meeko Fent wrote:Passive Armor Rep is BAD.
It makes the usage of Armor Reps obsolete.
Why Skill into Armor reps when you don't need them?
To get a faster recharge, at the cost of 150 HP?
They'd be like Shield Rechargers. Sure probably SOMEONE uses them, but they are useless due to the fact that shields recharge naturally.
Sure, SOMEONE might use them after they implement this, but why? You can get WAY more Buffer, by using those slots for Plates, and you still recharge!
-1. Making a type of mods completely pointless is bad design. Point in case, Rechargers. The Reps are a part of the Armor Tanking lifestyle. If the 1.5 Penalty is introduced, which I hope it is, then Shield and Armor Tanks will need the same amount of Skills to be fully effective. Tada.
EDIT- Or, if you do this, Make Plates give similar HP bonuses to extenders. Not necessarily since the repair is not high enough to sustain an armor suit for a long time, for example to fully repair a Gallente Assault with 4 enhanced armor plates with a would take 1 minute 40 seconds with a passive repair of 8, vs a shield suit taking which would repair fully in less than 30 seconds. Adding a armor repairer to that suit loses 135 armor but your armor can repair fully in 47 seconds so its still very beneficial to use armor repairers. Yes, but do you think that it would even be worth it? Survive longer under fire, or rep back health in 47 seconds..... Live to rep slowly..... Or Die, and have that rep mean nothing, when you could have fit more Plates.... This wouldn't fix the issue of Dual Tanking, and it would just make ANOTHER mod useless. Armor Reppers could be tacked on to the other Mods that have no real purpose, like...... Profile Dampners Melee Mods Precision Enhancers Long Range Scanners Shield Regulators Shield Rechargers Cardiac Regulators Sidearm Damage Mods Its the first thing on your pro list. Makes Pure Armor Viable. Compared to Pure Shield, it is, but due to EVERYBODY dual tanking, due to it being completely and utterly better, all this is for moot. Eliminate Dual Tanking=All the Tanking Styles are Viable. Passive Armor rep=OP Armor Suits I say it will make Armor suits OP, as like I said, it really doesn't matter of you Rep in 1 minute thirty, or 47 seconds, cause if survive the fight, you win. Technically, if you compare Pure Armor To Pure Shield, Armor Has way more HP, and Way more damage output, due to open highs. Its only cause Pure Armor Versus Dual, is really one-sided. I have a huge Buffer that regens quite fast, and a mega-huge buffer that regens slow. Right now, after 1.4, 4 Enhance Plates (as one Slot is taken by Repper, Versus 5 Comp Extenders, makes it..... Armor Gets 460 More HP, going Pure Armor.... Shield gets 330 going Pure Shield.... Both Combined equals (Assuming a Gal Suit, which I think is 4 Highs, 5 lows at Proto)..... 724. Now, We can all see the main outlier in this equation. So, if we calculate that this is done, that leaves Armor at.... 575. Much higher then shield, Much less the Dual. tl;dr, As Blacks OP says, its the Dual tanking Caldari Suits that are throwing the balance of Shield and armor off. After 1.4, leave Armor alone, and give Shields their GD penalty. (Strange, I'm a Shield Tanker, and I want them to be worse ) Dual tanking will be Much Less Viable, but if necessary, Give the Pure Armor Tankers a Mod to counteract their Penalty. I think that Dual tanking will always be here, but making their life as much of a hell as possible is very good.
Well what I see coming out of the 1.5 penalty update is more armor tankers, consequently more Mass Drivers also, since what I see constantly is that people assume 500 shields = 500 armor when the reality is that shields are around 25% more resistant to damage than armor.
Also the Gallente suit is 3/4 assault and 3/5 logistics. |
Text Grant
Conspiratus Immortalis Covert Intervention
139
|
Posted - 2013.08.24 11:48:00 -
[25] - Quote
Caldari A/L/S - 1/3 Minmatar A/L/S - 3/5/7 Gallente A/L/S - 8/10/12 Amarr A/L/H/C - 7/9/7/8
This is a no. Gallente should have the highest but Minmatar should be second. Amarr is supposed to be huge buffer. Gallente is repair. |
BL4CKST4R
WarRavens League of Infamy
1214
|
Posted - 2013.08.24 12:07:00 -
[26] - Quote
Text Grant wrote:Caldari A/L/S - 1/3 Minmatar A/L/S - 3/5/7 Gallente A/L/S - 8/10/12 Amarr A/L/H/C - 7/9/7/8
This is a no. Gallente should have the highest but Minmatar should be second. Amarr is supposed to be huge buffer. Gallente is repair.
Minmatar have a slot layout favoring shield tanking, the Logistics suits seems to favor dual tanking so its total repair is the same as the Gallente logistics. |
gargantuise aaron
Sanguine Knights
111
|
Posted - 2013.08.24 12:31:00 -
[27] - Quote
This is o.p. for armor, also mimnatar is the naturally regen guy so yeah I do not support this |
gargantuise aaron
Sanguine Knights
111
|
Posted - 2013.08.24 12:58:00 -
[28] - Quote
Also with thid you could easily get like 25-30. Rep per second even while being shot so your essentially negating 25 dps |
BL4CKST4R
WarRavens League of Infamy
1214
|
Posted - 2013.08.24 12:59:00 -
[29] - Quote
gargantuise aaron wrote:This is o.p. for armor, also mimnatar is the naturally regen guy so yeah I do not support this
How is it OP. |
BL4CKST4R
WarRavens League of Infamy
1214
|
Posted - 2013.08.24 13:01:00 -
[30] - Quote
gargantuise aaron wrote:Also with thid you could easily get like 25-30. Rep per second even while being shot so your essentially negating 25 dps
Highest possible would be around 25-30 but at the cost of your tank therefore the DPS being negated wouldnt matter since even a fly touching you would kill you. Not only that but a passive repair as high as 30 is on average a 5% damage reduction at the cost of upwards of 50% of your HP. |
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