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Zeylon Rho
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2059
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Posted - 2013.08.24 07:40:00 -
[1] - Quote
This is with new numbers and bonuses:
A) 2 x Complex Reactive 66 hp, 1% speed penalty, 2 hp/s repair @ 36 CPU 16 PG = 132 hp, 2% speed penalty, 4 hp/s 72 CPU 32 PG
B) 1 Enhanced Plate 117 hp, 3% speed penalty @ 20 CPU 6 PG & 1 Enhanced Armor repairer 3.45 hp/s @ 35 CPU 5 PG = 117 hp, 3% speed penalty, 3.45 hp/s 55 CPU 11 PG
A.----vs.----B. 132 vs. 117 hp 2% vs. 3% speed penalty 4 vs. 3.45 hp/s repair 72 vs. 55 CPU 32 vs. 11 PG
Results? Reactive plates give you 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG.
How popular would a low slot module that gives 15 hp, 0.15 repair, and subtracts 1% from move penalty be at 17 CPU 21 PG I wonder?
Sort of... it gets better:
SP cost: A) requires Armor Plating 5 Total: 932,760 SP
B) requires Armor Plating 3 and Armor Repair Systems 3 cost 205,200 SP x 2 Total: 410,400 SP
You get: 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG AFTER you spend 522,360 MORE SP. You have to spend over twice as much SP for plates that are notably worse than these ADV modules. |
Zeylon Rho
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2119
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Posted - 2013.08.26 09:52:00 -
[2] - Quote
That's my feeling to some degree. I like the changes made to armor plates, but I still don't think Reactive are particularly useful. If we're talking at the high end cost-wise (complex reactive plates), then the amount reps you'd get isn't particularly notable. You paid out-the-ass fitting-wise for the same reps as a MLT repper.
I thought the numbers in the OP were interesting mostly, just because the SP cost and effectiveness were so out of whack.
Only having 1 slot seems like a poor justification as well, and the fitting is a large part of that. That's true comparing at even the basic level:
Basic Plate: 85hp 2% move penalty Basic/MLT Repper: 2hp/s
You more or less beat the COMPLEX reactive on either count stat-wise at the basic level, but you pay 36 CPU 16 PG for the Complex which is a huge hit for the relative gain you're getting from the plate. |
Zeylon Rho
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Posted - 2013.08.29 10:59:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:DeadlyAztec11 wrote:Reactive plates are not meant to be used as an alternative to regular armor plates. They are supposed to be used instead of a repper, on mostly non Gallante suits. Why would anyone choose to use a reactive plate instead of a repper? the fitting costs are high, the repair rate is low, and HP gained from using a reactive instead of a repper is very small.
It's like the lottery, a penalty on people that can't do math. |
Zeylon Rho
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2256
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Posted - 2013.09.03 14:55:00 -
[4] - Quote
Meeko Fent wrote:Lower the fitting stays to a normal plate. Ferros too.
They already have up quite a bit to have no penalty, or a dual purpose.
Bam. Nothing more.
Altering the fitting is definitely one route, though I can definitely see a place for a higher fitting plate that was more... useful. |
Zeylon Rho
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2303
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Posted - 2013.09.09 07:10:00 -
[5] - Quote
Dehlia Metii wrote:Lots of people buying the reactive plates now?
People are more likely be buying the complex ones, or other regular ones. The speed penalty isn't too bad, and people are dropping like flies against the AA with ARs, etc. |
Zeylon Rho
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2347
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Posted - 2013.09.15 04:57:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote:Still UP
Not sure that this will be looked at in 1.5. Everyone's up in arms about AA and getting gunned down too quickly; the numbers on unpopular low-hp plates probably aren't popping up. |
Zeylon Rho
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2378
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Posted - 2013.09.19 10:44:00 -
[7] - Quote
Ion Crush wrote:What I would like to see are some more low slot items that we want to use. We'd use more of the low slots up with other modules so the reactive plat starts to look good with 2 stats instead of 1.
Both would be good. It would be nice if there were high-slot armor modules. Consider that a shield tanker has a use for low slots (though really, plates are probably more useful to them than regulators), but an armor tanker basically has a shield or damage mod choice. Something like a resistance mod for armor in high slots might balance that out a bit more.
I think the value of the scanning related mods (dampeners, etc.) is still pretty marginal as well. Those are separate issues to the value of the plates though. |
Zeylon Rho
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Posted - 2013.09.20 07:59:00 -
[8] - Quote
Talos Alomar wrote:DeadlyAztec11 wrote:Reactive plates are not meant to be used as an alternative to regular armor plates. They are supposed to be used instead of a repper, on mostly non Gallante suits. Then they suck at that job, too. Due to the limited slot layout of amarr suits I've tried to use them quite a few times. The loss of a whopping 4.3 HPs (compared to complex reppers) reps is in no way worth the extra 66 health. It is nice to be able to fit a regulator onto a suit instead of both a plate and a repper - but the RPs just cannot keep up with a repper. I'd use these plates if they followed this approximate tier system. basic reactive has 65 hp and 1 hps regen (equal to a militia plate and lower than militia reps) enhanced reactive has 85 hp and 2 hps regen (equal to a basic plate and basic reppers) complex reactive has 117 hp and 3 hps regen (advanced plate plus advanced reppers) They would keep their rather insane fitting costs and due to the fact that the armor rep skill's passive bonus does not apply to reactive plates they would still be inferior to reps.
I could've sworn in the thread about the armor plate changes before 1.4, Wolfman said that the reactive were meant to be affected by Armor Rep's passive. As-is, the reps are so small that it hardly matters though. Also, I believe MLT plates and STD are both the same, they removed the hp difference and kept the fitting difference. |
Zeylon Rho
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2410
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Posted - 2013.09.25 00:49:00 -
[9] - Quote
Perhaps we can take another look at the plates-of-suck if we're already going to be doing community feedback on weapons and vehicles. |
Zeylon Rho
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2626
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Posted - 2013.10.03 16:49:00 -
[10] - Quote
Even on suits with few low-slots like STD Amarr Assaults, these still seem like a bad option. I'd like to emphasize that it's not just the complex reactive plates that have issues - all of them do. These need a look before they're viable options for suits. It's possible the high damage output of everyone right now makes them look even worse, and the reps aren't really appreciable and don't get any skill bonuses... so... |
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Zeylon Rho
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Posted - 2013.10.03 22:49:00 -
[11] - Quote
Talos Alomar wrote:Zeylon Rho wrote:Even on suits with few low-slots like STD Amarr Assaults, these still seem like a bad option. I'd like to emphasize that it's not just the complex reactive plates that have issues - all of them do. These need a look before they're viable options for suits. It's possible the high damage output of everyone right now makes them look even worse, and the reps aren't really appreciable and don't get any skill bonuses... so... A militia repper outperforms any equivalently oriced RP on a standard Amarr suit...
I'd use the my MLT Armor Plate BPO or MLT Armor Repper BPO before pretty much any of the reactive plates.
/sigh |
Zeylon Rho
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2639
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Posted - 2013.10.04 13:41:00 -
[12] - Quote
Kelrie Nae'bre wrote:Zeylon Rho wrote: blah blah Well of course MLT equipment is meant to seem vastly preferable to PRO gear. How would you bother changing Reactives then?
There's more than one way to fix it, and it depends on if you're willing to change the skill reqs. Low hp, low reps, and high fitting combine to make them bad. The fact there's no requirement for armor repair skill (nor are they modified by it) keeps them from adding higher amounts of reps due to balance issues I think. If you can get your reps without skilling into armor repair, then you'd made a skill useless.
I'd suggest they but a double req on them of both armor plates and armor repair, so Basic/Advanced/Complex reactive plates would require 1/1, 3/3, and 5/5 in those skills to be used. I think it'd free them from the notion of crippling the reps for the sake of balance.
Also note that CCP Wolfman actually said that the Reactive plates ARE supposed to be impacted by repair skill.
Despite this not happening, it would make more sense in the context of a dual-skill item in the first place.
Stat-wise... there's a couple different approaches. First, current stats:
Plates: 10/1 - 85hp, 2% 20/6 - 110hp, 3% 30/12 - 135hp, 5%
Repper: 20/1 - 2hp/s 35/5 - 3hp/s 45/11 - 5hp/s
Reactive: 10/4 - 25hp, 0%, 1hp/s 24/9 - 40hp, 1%, 1hp/s 36/16 - 60hp, 1%, 2hp/s
A couple observations first: the existing growth on Reppers and Plates isn't exactly even.
With the plates, fitting grows evenly with a sort of: (10x1/2/3,1/6/12) pace, and hp growth is also linear (X, X+25, X+50). However the speed penalty growth seems off in comparison - HP growth is linear but the speed penalty increase doubles (+1%, +2%). This is enough of a reason to avoid the complex plates a lot of the time, as 25 hp probably isn't worth 2% more of a speed hit. Either the hp should've doubled too (160hp plate) or the speed hit should've been at 4%.
Reppers have something of the opposite problem. The fitting jumps somewhat unevenly (+15/+10, 1/5/11) while the relative gain on the reppers doubles (+1hp/s, +2hp/s). The result is a actually a smaller CPU jump from ADV to PRO than from STD to ADV, but a larger gain for the smaller jump.
Basically, you get higher returns on the last level for reppers, and lower returns for plates than you'd expect. Most of these comparisons would work better if that was even/fixed to begin with, but I'll put that aside for now.
As a little experiment, let's make theoretical plates that just combine the stats of the two:
30/2 - 85hp, 2%, 2hp/s 55/11 - 110hp, 3%, 3hp/s 75/23 - 135hp, 5%, 5hp/s
vs.
10/4 - 25hp, 0%, 1hp/s 24/9 - 40hp, 1%, 1hp/s 36/16 - 60hp, 1%, 2hp/s
The stats for straight up combining them are much too good to use. The basic model would be easier to fit than an ADV Repper, and for only 1 less hp/s give a sizable hp boost, etc. The far end would be hard to fit on the other hand, and I don't think many people would bother with the Complex model for that sort degree of improvement over the ADV.
The stats on the reactive plates are clearly much much worse though. Part of me thinks that the rep totals on the reactive wound up worse because repper amounts are already so low that it there's not many directions you can go if your original models are already fielding numbers as low as 2/3/5. On the other hand, the basic reactive plate manages to require more PG than the two other modules combined. Let's try a more linear set of gains with drawbacks included:
15/4 - 50hp, 2%, 1hp/s 30/10 - 70hp, 3%, 2hp/s 45/17 - 90hp, 4%, 3hp/s
Take the OP comparison now:
PRO-Reactive x2: 90/34 - 180hp, 8%, 6hp/s ADV Plate + Repper: 55/11 - 110hp, 3%, 3hp/s
Here the gains of two PRO modules are clearly greater than two ADV modules (though with a big speed hit).
In a PRO comparison:
PRO-Reactive x2: 90/34 - 180hp, 8%, 6hp/s PRO Plate + Repper: 75/23 - 135hp, 5%, 5hp/s
The reactive plate combo is costing more in fitting, and giving somewhat marginal gains in hp/hp/s for a larger speed hit. Does that seem right? I don't know. It might need some tweaking number-wise. The general idea is to give up on the idea of having plates perform this function without requiring the repair skill (or receiving bonuses), keep the fitting high, but make sure that armor-type speed penalties remain in place. |
Zeylon Rho
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2682
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Posted - 2013.10.07 23:33:00 -
[13] - Quote
Talos Alomar wrote:Kelrie Nae'bre wrote:Quote:15/4 - 50hp, 2%, 1hp/s 30/10 - 70hp, 3%, 2hp/s 45/17 - 90hp, 4%, 3hp/s I'd be more likely to use those. I'd definitely run those, as long as they are affected by the amarr logi/armor rep skill.
Technically, they're already supposed to be impacted by skill bonuses, but Wolfman checking on it back in mid-August didn't bear any fruit (or he forgot). It seemed easier to me to work on addressing the plate stats before reminding them about the bonuses not working since the reps were so low on the reactive to begin with.
If you have any feedback on the stats, then I'd be happy to hear it. I wanted something usable with some drawbacks, and mostly outperformed by individual modules in terms of stats/fittings.
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Zeylon Rho
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Posted - 2013.10.08 19:26:00 -
[14] - Quote
Dehlia Metii wrote:Kelrie Nae'bre wrote:Quote:15/4 - 50hp, 2%, 1hp/s 30/10 - 70hp, 3%, 2hp/s 45/17 - 90hp, 4%, 3hp/s I'd be more likely to use those. I'd use these too. The PRO version has just barely more hp than a STD/MLT plate, the reps are "ADV", the speed penalty between ADV and PRO. It seems like a fair set of tradeoffs. It's possible they'd want the CPU reqs slightly higher since the PRO reactive is the same CPU as a PRO repper.
That's idea I guess.
a PRO reactive here:
45/17 - 90hp, 4%, 3hp/s
Combines the functions of the two kinds of plates, but it's a complex item that gives you:
BASIC HP (90hp is about the same as 85) ADV Reps (hard to scale it otherwise and not be stupidly pointless, 3hp/s = 3hp/s for ADV repper. Note that I had it start LESS than a basic rep (1 hp/s), and go up 1hp per rank). Speed hit that's greater than ADV, less than PRO (4%, which is slightly less than the penalty on PRO plates).
The fitting scales up linearly from basic, and winds up with CPU that's the same as a complex mod, but PG that's higher than either (but less than combining a complex and a complex). The final fitting stats are higher than an original Reactive Complex plate, which was 36 CPU 16 PG. |
Zeylon Rho
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2693
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Posted - 2013.10.09 11:50:00 -
[15] - Quote
Bump.. |
Zeylon Rho
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Posted - 2013.10.09 16:52:00 -
[16] - Quote
If they were dual-requirement plates, it'd make even more sense for the skill to apply I guess (even though it should already...). |
Zeylon Rho
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Posted - 2013.10.10 12:52:00 -
[17] - Quote
Yeah, it's a bump... |
Zeylon Rho
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Posted - 2013.10.12 20:59:00 -
[18] - Quote
Salient issue and all that. |
Zeylon Rho
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Posted - 2013.10.15 16:55:00 -
[19] - Quote
I adjusted the proposed reactives to have a linear gain in HP, as the original plates had a linear gain in hp (+25).
It had occurred to me that shield extenders don't have a linear progression either though. Current TTK makes almost all armor/shields irrelevant anyway, but assuming it's fixed in the future...
You just need to decide where a good standard is for the PRO model. Is the current scope "right"? Shields have lower hp because their hp is effectively more valuable and inherently restorable by default.
I'm not sure if it follows that shields' progression should be so wonky though.
Shield HP 22 -> 33 -> 66
Armor plates: 10/1 - 85hp, 2% 20/6 - 110hp, 3% 30/12 - 135hp, 5%
Shield HP goes: +11, then +33. Huuuuge jump. Or you could look at it as +50%... then +200%. Shield fitting is comparatively normal: 18, 36, 54 (+18) and 3, 6, 11 (+3, +5). This is similar to plate fitting in progression: 10, 20, 30 (+10), 1, 6, 12 (+5, +6). They're both "fairly" linear fitting-wise, and armor is exactly linear on hp with the +25%.
The contrasting factors here are that the speed penalty build is disproportionate on the plates (you take twice the increase in speed penalty for the exact same increase in hp going to complex on armor plates), and that the HP progression on extenders gives you paltry returns on ADV, and triples the degree of increase on complex while holding fitting at the same progression.
It might make more sense to have the ADV extender at 44hp, which would preserve linear progression on the shield extenders. That's a bit off-topic though. Hmm. |
Zeylon Rho
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Posted - 2013.11.01 14:30:00 -
[20] - Quote
Not in 1.6 apparently, but I'd like to think they're... aware of it?
Part of me thinks there may be less "incentive" for them to adjust the stats on these plates in particular since there's no AUR-knockoff tiers for reactive or ferroscale. |
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Zeylon Rho
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Posted - 2013.11.03 13:39:00 -
[21] - Quote
They're obviously giving this issue lots of attention. Their top men are on it. TOP. MEN. |
Zeylon Rho
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Posted - 2013.11.07 13:46:00 -
[22] - Quote
Making these useful would be useful. |
Zeylon Rho
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Posted - 2013.11.10 08:22:00 -
[23] - Quote
Bad comparison I guess, I just thought it was interesting to have the PG difference as large as the total PG on a suit.
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Zeylon Rho
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Posted - 2013.11.19 13:20:00 -
[24] - Quote
This would be great sort of change to have in 1.7 you know...
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Zeylon Rho
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Posted - 2013.12.30 17:34:00 -
[25] - Quote
I'd prefer stat adjustment, but I think they just generally need to be reworked.
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Zeylon Rho
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Posted - 2014.01.05 20:55:00 -
[26] - Quote
If 1.8 is a big infantry update, perhaps it can be properly inserted there.
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Zeylon Rho
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Posted - 2014.01.18 03:49:00 -
[27] - Quote
I concur.
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Zeylon Rho
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Posted - 2014.01.25 08:33:00 -
[28] - Quote
This is a great candidate for 1.8.
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Zeylon Rho
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Posted - 2014.01.25 19:07:00 -
[29] - Quote
Mordecai Sanguine wrote:Zeylon Rho wrote:This is with new numbers and bonuses: A)2 x Complex Reactive 66 hp, 1% speed penalty, 2 hp/s repair @ 36 CPU 16 PG = 132 hp, 2% speed penalty, 4 hp/s @ 72 CPU 32 PG B)1 Enhanced Plate 117 hp, 3% speed penalty @ 20 CPU 6 PG & 1 Enhanced Armor repairer 3.45 hp/s @ 35 CPU 5 PG = 117 hp, 3% speed penalty, 3.45 hp/s 55 CPU 11 PG A.----vs.----B.132 vs. 117 hp 2% vs. 3% speed penalty 4 vs. 3.45 hp/s repair 72 vs. 55 CPU 32 vs. 11 PG Results? Reactive plates give you 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG.For reference the total PG of a MLT Gallente Frame is 25 PG; so, just the surplus PG needed to operate the plates is about the same as the entire PG allotment on a MLT suit. How popular would a low slot module that gives 15 hp, 0.15 repair, and subtracts 1% from move penalty be at 17 CPU 21 PG I wonder? Sort of... it gets better: SP cost: A) requires Armor Plating 5 Total: 932,760 SPB) requires Armor Plating 3 and Armor Repair Systems 3 cost 205,200 SP x 2 Total: 410,400 SPYou get: 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PGAFTER you spend 522,360 MORE SP. You have to spend over twice as much SP for plates that are notably worse than these ADV modules. Edit: Here's some potential Reactive stats I was brainstorming with a few pages in. These would require both Armor Plate and Armor Repairer skills for each rank: 15/4 - 50hp, 2%, 1hp/s 30/10 - 70hp, 3%, 2hp/s 45/17 - 90hp, 4%, 3hp/s Seem more useful? They don't need more Hp they need the same PG/CPU than Normal Plates.
There's more than one way to fix something.
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Zeylon Rho
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Posted - 2014.01.27 06:18:00 -
[30] - Quote
Still looking for this as well..
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Zeylon Rho
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Posted - 2014.02.10 14:03:00 -
[31] - Quote
So, TTK is supposed to see adjustments (great news), and one wonders if a niche item like this might get fixed in the process...
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
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Posted - 2014.02.19 14:37:00 -
[32] - Quote
Texs Red wrote:As it standing the fitting cost is prohibitively high for inferior defense/regeneration. As they currently stand either the bonuses need to go up or the fitting costs need to go down, like way down to below current plate costs, for me to consider them a viable method of defense.
I prefer making them a fancier item than a cheaper low-fit item. Both approaches could balance them though.
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Zeylon Rho
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Posted - 2014.02.26 13:48:00 -
[33] - Quote
Remember these? Imagine if people wanted to use Reactives...
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Zeylon Rho
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Posted - 2014.02.26 14:04:00 -
[34] - Quote
Talos Alomar wrote:Zeylon Rho wrote:Remember these? Imagine if people wanted to use Reactives... I say raise the PG cost on them. Nobody should ever use them.
I'd like to make them fancier and useful without changing the fitting specs too much; other people suggest just cutting the fitting back.
I'd be happier with the former, but I mostly hate having useless things like that. The HP buff helped ferroscale a bit, though not enough to make them something that I use.
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Zeylon Rho
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Posted - 2014.02.26 16:46:00 -
[35] - Quote
Hecarim Van Hohen wrote:Totally original (stupid) idea: Reform reactive plates to resistance plates
I'd prefer they fill their own role successfully, honestly. A module that does a little bit of both hp and repair is an ok idea. We unfortunately have yet to see the fix to make the repair be impacted by our repair skill either.
That said... I like the idea of resistance modules. I think of them more in terms of modules than plates, mind you. Like, you sacrifice a slot for slightly higher projectile or explosive resistance on your armor.
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Zeylon Rho
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Posted - 2014.02.26 16:48:00 -
[36] - Quote
Soldier Sorajord wrote:Shield builds are virtually the only use I see for Reactives. Slightly higher health + repair of their lower stat = Use. Armor Builds/Scouts = garbage with reactives.
I'd like both Shield and Armor builds to have more useful modules. My mission here is fixing reactives, but ideally we'll have some nice variety for both. They're rather limited right now, and with such limits.. we can't afford a worthless line of modules.
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Zeylon Rho
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Posted - 2014.03.04 01:07:00 -
[37] - Quote
BORK BORK BORK
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Zeylon Rho
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Posted - 2014.03.04 02:07:00 -
[38] - Quote
Talos Alomar wrote:Zeylon Rho wrote:BORK BORK BORK So does that mean you've given up?
It means I'm a Swedish Chef.
Dren and Templar equipment stats, wrong since release.
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