|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Bendtner92
Imperfects Negative-Feedback
1151
|
Posted - 2013.10.16 09:24:00 -
[1] - Quote
Iron Wolf Saber wrote:https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdFZ2ZzEyNW1neVdqYUF4bXU5NUdUOXc&usp=docslist_api#gid=2
My Evidence
Lets pick Oh say HAV
New HAV operation requires lvl 5 Vehicle command and HAV 1 Tally = 310,920 + 24,880 Total = 335,800 to sit in both Sica or Soma
Old Vehicle command 1 Gallente or Caldari LAV 3 Gallente or Caldari HAV 1 Tally = 6,200 + 174,120 + 49,760 Subtotal = 230,080 sp for either sica or soma x2 for both to Unlock Total = 453960 for both sica and soma
Eh you don't need any skills to use the Sica or Soma. |
Bendtner92
Imperfects Negative-Feedback
1151
|
Posted - 2013.10.16 09:40:00 -
[2] - Quote
Counting all vehicle skills, be it LAV, HAV or Dropships skills we currently have skills worth a 189 multiplier, or in other words it takes 189 * 310920 = 58763880 SP to max out your vehicle skills completely.
In 1.7 we'll have skills worth a 179 multiplier, or in other words it takes 179 * 310920 = 55654680 SP to max out your vehicle skills.
So IWS is right in saying that the 1.7 vehicle tree will have a less total multiplier, however he forgets that a lot of vehicles are being removed, so when these are reintroduced with their skills as well the vehicle tree will have a much higher total multiplier than the current one.
So in essence it WILL take more SP in the 1.7 vehicle skill tree. |
Bendtner92
Imperfects Negative-Feedback
1152
|
Posted - 2013.10.16 10:08:00 -
[3] - Quote
Just to add to my earlier post then
The two Enforcer HAV skills are each x12, so x24 total. The two Assault Dropship skills are each x10, so x20 total. The two Logistics Dropship skills are each x10, so x20 total. The two Logistics LAV skills are each x6, so x12 total. The two Scout LAV skills are each x6, so x12 total.
All of these skills with a total multiplier of 88 will be removed in the 1.7 vehicle skill tree, which means if you compare the two skill trees ignoring the above skills, then the current vehicle skill tree have a 101 total multiplier while the 1.7 vehicle skill tree will have a 179 total multiplier.
This means that it will take around 24 million more SP to max out the 1.7 vehicle skill tree than the current one.
Did anyone say SP sinks? |
Bendtner92
Imperfects Negative-Feedback
1152
|
Posted - 2013.10.16 10:28:00 -
[4] - Quote
I have no idea what your point is IWS. I'm simply comparing the two vehicle skill trees, the current one versus the 1.7 one.
Fact is that the 1.7 one is far more SP intensive. |
Bendtner92
Imperfects Negative-Feedback
1152
|
Posted - 2013.10.16 12:06:00 -
[5] - Quote
Mobius Wyvern wrote:Let's at least take a look at the FINAL and NON-WORK IN PROGRESS values for 1.7 before we flip out. I'm willing to bet that everything that has been said so far about the changes is being taken into account, and that the values of changed a bit since they were posted here. Yeah let's do that because the ferroscale and reactive plates numbers weren't final either when we saw them in a video a while before they were introduced... Oh wait, they were final even though CCP said they weren't.
Yes, I know we got all the vehicle numbers now so that CCP can change them before 1.7, but I HIGHLY doubt they'll make any changes to the multipliers of the skills.
I also don't know what kind of changes they can even make based on the feedback given because we can't give proper feedback without knowing the state of AV in 1.7.
I also don't flip out at all. To be honest I couldn't care less, but don't come here and say we shouldn't even tell CCP what we think of the numbers. If we don't tell them anything they can't change anything. |
|
|
|