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fawkuima juggalo
Eternal Beings Proficiency V.
888
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Posted - 2014.01.28 01:26:00 -
[31] - Quote
edit.
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I-Shayz-I
I-----I
2101
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Posted - 2014.01.28 06:42:00 -
[32] - Quote
I need to update this with the new equipment info lol
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SponkSponkSponk
The Southern Legion The Umbra Combine
638
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Posted - 2014.01.28 06:53:00 -
[33] - Quote
Vespasian Andendare wrote:I think if these changes are even the tenative ones to go through, wouldn't it make more sense to have Gallente have increased armor repair per level and Amarr have armor % per level?
I suspect that it will be changed to this before 1.8 is finalized.
In fact, I suspect that Gallente bonus will change to +1hp/level instead.
That means level 5 = 80% of a free complex repper
compared with all the other bonuses, where triple-stacking to get 75% of a module worth is a decent idea, that seems quite fair.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Kosakai
ZionTCD Public Disorder.
9
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Posted - 2014.01.28 07:11:00 -
[34] - Quote
WTF??!!!
minie scout dont have 5% reduction to scan profile per level???!!!!! 
SCAN ATTEMPT PREVENTED
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
560
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Posted - 2014.01.28 21:40:00 -
[35] - Quote
SponkSponkSponk wrote:Vespasian Andendare wrote:I think if these changes are even the tenative ones to go through, wouldn't it make more sense to have Gallente have increased armor repair per level and Amarr have armor % per level? I suspect that it will be changed to this before 1.8 is finalized. In fact, I suspect that Gallente bonus will change to +1hp/level instead. That means level 5 = 80% of a free complex repper compared with all the other bonuses, where triple-stacking to get 75% of a module worth is a decent idea, that seems quite fair. I think Gallente suits are likely to just get innate armor repair per second that's not tied to a bonus (similar to what Minmatar logi has now). If that's the case, and it seems likely given the numbers from the scout/heavy suits published, then having armor % makes more sense, because there'd already be a buff to repair amount, although indirectly.
What would make a TON more sense is to swap around the slot layout from Gallente and Amarr. Using the Sentinel as an example, give Gallente 2/3 high/low and give Amarr 1/4. That'd fit more with Gallente's theme of being higher damage, since it'd allow someone to play two damage mods in the highs.
Maybe CCP isn't doing this because Gallente's yet-unannounced heavy weapon will already hit like a truck, and you'll need more armor to be able to close the gap and use the blaster-based weapon at close range. Maybe they want 4 lows to give some option of fitting a speed mod (3x plates, built-in repair, and a kincat).
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fawkuima juggalo
Eternal Beings Proficiency V.
890
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Posted - 2014.01.28 22:19:00 -
[36] - Quote
include isk prices?
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I-Shayz-I
I-----I
2110
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Posted - 2014.01.28 23:09:00 -
[37] - Quote
fawkuima juggalo wrote:include isk prices?
This is just a 1.8 skill bonus thing and how it would affect equipment stats. No skill is going to affect isk prices, so I didn't list them, nor did I list any other stats that would change.
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
303
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Posted - 2014.01.28 23:18:00 -
[38] - Quote
lol, Gal Logi can't scan me down even with cloak off. |
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