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Disturbingly Bored
The Strontium Asylum
1377
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Posted - 2014.01.05 06:33:00 -
[1] - Quote
Piercing Serenity wrote:Damage mods should also go 1%, 2%, 3%, 5% for Militia, Standard, Advanced and Proto respectively.
It's quite a bit more complicated than that, Piercing. You can't nerf damage mods without nerfing shield extenders, and you can't nerf shield extenders without nerfing armor plates.
You have to look at the relative balance of the module to its alternatives, and right now damage mods and shield extenders are pretty well equally effective for the slot as far as TTK is concerned.
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Disturbingly Bored
The Strontium Asylum
1377
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Posted - 2014.01.05 06:56:00 -
[2] - Quote
Piercing Serenity wrote: Can you explain the relative balance between the three again? I don't get how a Damage mod nerf equals a shield extender nerf.
No problem, good sir.
It's a little late for me to wade deep into the math, but in terms of TTK, a player stacking complex shield extenders will beat a player stacking complex damage mods in virtually all situations. All else being equal.
It's because shield extenders give flat HP buffs, but damage mods are stacking penalized. Any time a complex shield extender represents more than 10% of your suit's total HP, extenders win over damage mods. (That means Heavies are an exception, interestingly.)
As the game currently exists: Brick Tank > Spank
People still generally like damage mods anyway, because the difference in TTK isn't all that extreme, and brick tankers get called scrubs.
But if you nerf Damage Mods and nothing else, people will just say fuggit and brick tank 100% of the time. If you nerf shield extenders to keep the relative balance with damage mods but don't nerf armor plates, then shield vs armor is out of balance.
Having damage mods affect ROF is a neat idea though... it makes people run out of ammo faster or overhead faster, which introduces more drawbacks. That could get pretty interesting.
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Disturbingly Bored
The Strontium Asylum
1379
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Posted - 2014.01.05 15:36:00 -
[3] - Quote
Kristoff Atruin wrote:This might be a good point if there was a meaningful difference between 300 hp and 400 hp. The fact is there isn't. Almost all light weapons do at least 500 damage per second or more, before damage mods. What difference does 66 hp make when it vanishes in a tenth of a second?
I know it's counter-intuitive given how quickly everything dies. But there is a meaningful difference between 300 hp and 400 hp. 25% is pretty huge.
Aero Yassavi wrote: Not really. Even with the theoritical math and numbers and stuff, when people compare
22 hp vs 3% more damage 33 hp vs 5% more damage 66 hp vs 10% more damage
The damage mods win out every time, it's so stupidly obvious.
Sorry Aero, but it's only stupidly obvious when people don't compare percentage to percentage. If you take Gallente logistics, with 90 shields and 180 armor it looks more like (stacking complex extenders vs complex damage mods):
First module: +24.4% HP vs +10% damage Second module: +48.8% HP vs +19.6% damage Third module: +73.3% HP vs +26.4% damage
Sure, it's more complicated than that. But I set up a spreadsheet model that compared complete fits against complete fits, and took weapon damage type into consideration. When two equally competent players are shooting at each other, shield extenders win in almost all situations.
The new shield extender penalty doesn't change that, but it does make extenders less shiny.
There are plenty of other tactical reasons to choose damage mods over extenders right now, to the point that damage mods and extenders are relatively balanced against each other. But nerfing damage mods is going to leave shield extenders as the only viable thing to put in your hi-slots.
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