|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ryder Azorria
Amarr Templars Amarr Empire
629
|
Posted - 2013.10.06 14:17:00 -
[1] - Quote
Takahiro Kashuken wrote:Thats if the maths are right
TBH i have no clue
It looks good on paper but in game its different The maths is correct.
However, there is still some ambiguity as to what the listed multiplier for armour and shield hardeners actually is, it could either be damage reduction (ie. a listed value of 0.4 results in 40% resists, actual damage = incoming damage * [1 - 0.4]) or a damage multiplier (ie. a listed value of 0.4 results in 60% resists, actual damage = incoming damage * 0.4).
In practice it means that we're not quite sure what value armour and shield hardeners will get - we know that one gets 40% resists and the other 60%, and we think that shields get 60% and armour 40% - but it could easily be the other way around. |
Ryder Azorria
Amarr Templars Amarr Empire
629
|
Posted - 2013.10.06 14:19:00 -
[2] - Quote
Mortedeamor wrote:J Lav wrote:Your math is wrong. This is an area CCP hasn't been very clear in their wording. Think of it this way:
If my shields are 60% more durable, then 1000 shields requires 1600 damage to get the shields down, 1800 against explosive damage. This is based on observable in game tests. The math is not based on the incoming attack. yup Nope, it might seem that way at first glance, but it is completely wrong. |
Ryder Azorria
Amarr Templars Amarr Empire
629
|
Posted - 2013.10.06 14:26:00 -
[3] - Quote
Aqil Aegivan wrote:Ryder Azorria wrote:Takahiro Kashuken wrote:Thats if the maths are right
TBH i have no clue
It looks good on paper but in game its different The maths is correct. However, there is still some ambiguity as to what the listed multiplier for armour and shield hardeners actually is, it could either be damage reduction (ie. a listed value of 0.4 results in 40% resists, actual damage = incoming damage * [1 - 0.4]) or a damage multiplier (ie. a listed value of 0.4 results in 60% resists, actual damage = incoming damage * 0.4). In practice it means that we're not quite sure what value armour and shield hardeners will get - we know that one gets 40% resists and the other 60%, and we think that shields get 60% and armour 40% - but it could easily be the other way around. I think the duration stats are less ambiguous, so I just assumed that the better bonus would be associated with the shorter active duration. It seems reasonable that that the hit and run tank should hit harder, otherwise you'd run into some pretty obvious balance issues. True, it does make sense for shield hardeners to have the higher resists - but nobody ever accused CCP of making sense |
Ryder Azorria
Amarr Templars Amarr Empire
629
|
Posted - 2013.10.06 16:00:00 -
[4] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:There are little fuel tank looking things on the back of HAVs that forge guns get 200% efficiency on. Same for the engines on Dropships. |
|
|
|