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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8057
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Posted - 2014.01.19 20:16:00 -
[31] - Quote
BL4CKST4R wrote:Midas Fool wrote:...lies in the choice between basic/reactive plates/reps versus shield regulators. Guess which is the clear choice?
Currently the extra EHP plates/reps offer far outweighs the tiny reduction in recharge delay, especially at basic level.
The solution? Buff shield regulators. Make them much more effective (10/2025 -> 20/35/50) or give some extra shields (maybe 10/20/30). Honestly one or the other would suffice, although I would prefer the first option.
Extenders are fine, rechargers/energizers *might* need a slight fitting cost reduction. Regs need some fixing.
Thoughts? Sure but put armor repairers in the highs or move regulators in the lows. Shield regulators work as they are now you just want some godly regeneration that can matrix through bullets.
No. Armour repairers in the highs would make armour too strong. As much as I like the idea of having something other than damage mods or shield extenders, I do not think it would be a good idea to allow 12.5-18.75 HP/s regen rates combined with heavy plate stacking.
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
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BL4CKST4R
WarRavens League of Infamy
1615
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Posted - 2014.01.19 20:18:00 -
[32] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote:Midas Fool wrote:...lies in the choice between basic/reactive plates/reps versus shield regulators. Guess which is the clear choice?
Currently the extra EHP plates/reps offer far outweighs the tiny reduction in recharge delay, especially at basic level.
The solution? Buff shield regulators. Make them much more effective (10/2025 -> 20/35/50) or give some extra shields (maybe 10/20/30). Honestly one or the other would suffice, although I would prefer the first option.
Extenders are fine, rechargers/energizers *might* need a slight fitting cost reduction. Regs need some fixing.
Thoughts? Sure but put armor repairers in the highs or move regulators in the lows. Shield regulators work as they are now you just want some godly regeneration that can matrix through bullets. No. Armour repairers in the highs would make armour too strong. As much as I like the idea of having something other than damage mods or shield extenders, I do not think it would be a good idea to allow 12.5-18.75 HP/s regen rates combined with heavy plate stacking.
Wasn't a real suggestion, but imagine 3 stacked regulators at 50% each on a 25 hp/s shield repair and a 600 hp shield buffer. That's would cut down the off time for a Caldari suit to just barely 15 seconds.
Armor and Shields are not the same!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8283
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Posted - 2014.01.22 00:59:00 -
[33] - Quote
+1
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Happy Violentime
L0ST PR0FITS
184
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Posted - 2014.01.22 13:03:00 -
[34] - Quote
Don't use, have never used, see no reason to use, pointless with the current state of the game - shield regulators |
GET ATMESON
Dem Durrty Boyz Renegade Alliance
252
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Posted - 2014.01.22 14:51:00 -
[35] - Quote
Midas Fool wrote:...lies in the choice between basic/reactive plates/reps versus shield regulators. Guess which is the clear choice?
Currently the extra EHP plates/reps offer far outweighs the tiny reduction in recharge delay, especially at basic level.
The solution? Buff shield regulators. Make them much more effective (10/2025 -> 20/35/50) or give some extra shields (maybe 10/20/30). Honestly one or the other would suffice, although I would prefer the first option.
Extenders are fine, rechargers/energizers *might* need a slight fitting cost reduction. Regs need some fixing.
Thoughts?
The reason armor>shields now is because of damage mods+EHP. Change valves of the damage mods. Problem fixed. Two complex damage mods adds on 18%(I think it a little higher like 19. not to sure) That adds on ALOT of damage. More then Prof. I personally think if you lower the amount damage mods adds it will fix the problem for shield vs armor.
I love damage mods on my HMG but there are some problems with them.
Open Beta Fed 16th 2013. Scout fix + Heavy suits + Heavy guns = soonGäó
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Korvin Lomont
492
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Posted - 2014.01.22 14:59:00 -
[36] - Quote
devonus durga wrote:Been my biggest complaint since I rolled caldari. Why do I need to sacrifice a low slot to maximize my shields, when the gallente can stack all their armor with no bloody need to waste high slots, allowing Bette tanking and the addition of damage mods
Basicly amor tankers DO suffer a lot more from the current module layout. There are far more usefull low slot items than high slot items.
So an armor tanker has always to sacrifice HP if he wants to be more flexible. And by tanking more HP you get slower as well. A shield tanker has not much choices for the High slots so shield stacking is nearly a no brainer = more HP. And shield regenerade sooo much faster than armor.
Just don't use shield tankers like armor tankers that was never their intendend role. Shield has not changed that much since the times they where horribly OP (apart from the latest penalty to shield extenders). Its just armor cathed up a little but evry one refuses to change their playstyle. I have an acces to both shield tanked suits and armor tanked suits. And I do very well in a cal assault or a shield tanked minni frame...
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Cat Merc
Ahrendee Mercenaries EoN.
5827
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Posted - 2014.01.22 15:11:00 -
[37] - Quote
devonus durga wrote:Been my biggest complaint since I rolled caldari. Why do I need to sacrifice a low slot to maximize my shields, when the gallente can stack all their armor with no bloody need to waste high slots, allowing Bette tanking and the addition of damage mods Because that would be an extremely stupid fit? We have to balance armor repairers and armor plates, we don't get free regeneration and the speed you get from one slot is **** slow
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Roy Ventus
Foxhound Corporation General Tso's Alliance
948
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Posted - 2014.01.22 15:11:00 -
[38] - Quote
Jammeh McJam wrote:The dark cloud wrote:This argument is just as stupid as comparing damage mods to shield extenders. Oh look i "only" get +10% damage but a shield extender gives me +66HP. You are comparing 2 different modules and advocating dualtanking with plates and shield extenders. What comes next? You compare biotics with armor repairs? Just down right stupid. Shield tankers have profile dampeners, shield regulators and the option to get more stamina/speed out of their suit. While armor tanked suits are getting slower with increased HP but can aswell fit damage mods to overcome this drawback.
Never underestimate enhanced mobility or staying off grid from scanners. Stamina and speed mean nothing with the aim assist
Not a good argument. It's commonly used but it's usually not used in the right discussion...
Aim Assist doesn't stop players from strafing shots, flanking, and outrunning enemies. I don't even wear Profile Dampeners yet I'm still able to get the jump on people and flank and actually outrun em as well.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Cat Merc
Ahrendee Mercenaries EoN.
5827
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Posted - 2014.01.22 15:13:00 -
[39] - Quote
Jammeh McJam wrote:The dark cloud wrote:This argument is just as stupid as comparing damage mods to shield extenders. Oh look i "only" get +10% damage but a shield extender gives me +66HP. You are comparing 2 different modules and advocating dualtanking with plates and shield extenders. What comes next? You compare biotics with armor repairs? Just down right stupid. Shield tankers have profile dampeners, shield regulators and the option to get more stamina/speed out of their suit. While armor tanked suits are getting slower with increased HP but can aswell fit damage mods to overcome this drawback.
Never underestimate enhanced mobility or staying off grid from scanners. Stamina and speed mean nothing with the aim assist That's what the forums tell you. If you actually play PC you will see how much of a problem it is to run dual plated Gallente suits.
Hint: You won't kill anyone because the fight is miles away
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1499
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Posted - 2014.01.22 16:10:00 -
[40] - Quote
The dark cloud wrote:This argument is just as stupid as comparing damage mods to shield extenders. Oh look i "only" get +10% damage but a shield extender gives me +66HP. You are comparing 2 different modules and advocating dualtanking with plates and shield extenders. What comes next? You compare biotics with armor repairs? Just down right stupid. Shield tankers have profile dampeners, shield regulators and the option to get more stamina/speed out of their suit. While armor tanked suits are getting slower with increased HP but can aswell fit damage mods to overcome this drawback.
Never underestimate enhanced mobility or staying off grid from scanners. Actually, it is very reasonable to compare those mods. They both have a direct affect on eHP. One subtracts eHP, another adds eHP. This makes comparing them with math quite easy. As a rule, if you have 660+ eHP, use a Damage Mod, if you have less than 660 eHP, use an extender.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8959
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Posted - 2014.01.26 21:37:00 -
[41] - Quote
Regulators need a buff
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8959
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Posted - 2014.02.08 20:39:00 -
[42] - Quote
Buff them!
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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zibathy numbertwo
Nox Aeterna Security
458
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Posted - 2014.02.08 20:41:00 -
[43] - Quote
devonus durga wrote:Been my biggest complaint since I rolled caldari. Why do I need to sacrifice a low slot to maximize my shields, when the gallente can stack all their armor with no bloody need to waste high slots, allowing Bette tanking and the addition of damage mods
You're a special kind of stupid, huh?
AR
Dmg: 34,
RoF: 750 RPM,
DPS: 425,
RR
Dmg: 55,
RoF: 461 RPM,
DPS: 422,
+ double the range.
Balanced.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1148
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Posted - 2014.02.08 21:11:00 -
[44] - Quote
Here's the thing:
The basic plates are actually the only plates worth using. Enhanced +25 HP from 85 to110, really? And let's not even start to talk about the variant plates.
The complex extenders are actually the only extenders worth using. Basic/adv 22/33, really?
You can't fix one and not fix the other.
As to the repairer/recharging modules:
One mod = +5 HP per second instant + no base regen = terrible
One mod = +15 HP per second delay = 2.93 sec (two complex mods on Cal suit) to 8 seconds = amazing.
So, how should we go about balancing this stuff out? Let's say we give in to your demands to fix shields, would you be willing to give in to my demands to fix armor. To me my ideas to fix armor seem quite reasonable more regen and more HP, kinda similar to yours.
{:)}{3GÇó>
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Logi Bro
Brutor Vanguard Minmatar Republic
2899
|
Posted - 2014.02.08 21:26:00 -
[45] - Quote
Monkey MAC wrote:Standard Armour Plates - Fine Standard Repper Plates - Fine Ferroscale Plates - Fine Reactive Plates - Need a buff - 44/66/88 HP | 1/2/3 HP/s | 1/3/5 % Speed Penalty
Shield Extenders - Fine Shield Recharges - Fine Shield Energizers - Reduce costs a little Shield Regulators - 25/35/45 % Shield Recharge Delay 30/40/50% Shield Depleted Recharge Delay
If you equipped 3 of those complex regulators, you would have zero shield recharge delay. And yes, I accounted for stacking penalties.
As it stands now, after getting the 10% bonus of maxing out the skill, 3 complex regulators will give you this: 27.5, 23.925, 15.675. That adds up to 67.1%. A CalAss gets 5s delay, and 8s depleted delay. So that comes out with 1.645s delay and 2.632s depleted delay. Even less for scouts, but I don't have those delay numbers at hand. To boot, these regulators use very little resources.
So, in conclusion, if regulators were to get a buff, it would only apply to the depleted delay, to make up for the penalty of extenders. Let's say we gave them a slight buff, 10%/15%depleted-->20%/25%depleted-->25%/30%depleted. So with the 10% the skill gives, you get: 33, 28.71, 18.81 = 80.51% off the depleted delay. That would end up being 1.5592s for a depleted delay on the CalAss. Then you multiply 1.24 for 3 complex extenders, an you get 1.933408s delay.
People need to do math.
Shield Recommendations
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stlcarlos989
SVER True Blood Public Disorder.
1117
|
Posted - 2014.02.08 22:19:00 -
[46] - Quote
Logi Bro wrote:Monkey MAC wrote:Standard Armour Plates - Fine Standard Repper Plates - Fine Ferroscale Plates - Fine Reactive Plates - Need a buff - 44/66/88 HP | 1/2/3 HP/s | 1/3/5 % Speed Penalty
Shield Extenders - Fine Shield Recharges - Fine Shield Energizers - Reduce costs a little Shield Regulators - 25/35/45 % Shield Recharge Delay 30/40/50% Shield Depleted Recharge Delay If you equipped 3 of those complex regulators, you would have zero shield recharge delay. And yes, I accounted for stacking penalties. As it stands now, after getting the 10% bonus of maxing out the skill, 3 complex regulators will give you this: 27.5, 23.925, 15.675. That adds up to 67.1%. A CalAss gets 5s delay, and 8s depleted delay. So that comes out with 1.645s delay and 2.632s depleted delay. Even less for scouts, but I don't have those delay numbers at hand. To boot, these regulators use very little resources. So, in conclusion, if regulators were to get a buff, it would only apply to the depleted delay, to make up for the penalty of extenders. Let's say we gave them a slight buff, 10%/15%depleted-->20%/25%depleted-->25%/30%depleted. So with the 10% the skill gives, you get: 33, 28.71, 18.81 = 80.51% off the depleted delay. That would end up being 1.5592s for a depleted delay on the CalAss. Then you multiply 1.24 for 3 complex extenders, an you get 1.933408s delay. People need to do math. EDIT: Also. the only downfall to energizers are the costs, there would be no reason to use rechargers if their costs were reduced. The shield penalty is negligible at best, and completely un-noticeable at worst. Who cares if 3 give you a zero recharge delay? Armor plates give double the HP that shield extenders give. If you make a pure shield tank suit you'll have 40% less HP then an armor tanked suit and that armor tanked suit will be dealing out 18+% more damage with damage mods on. One std flux will take all of the shields of any suit including a proto caldari sentenial, and a charge shot from the ScR will do the same.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado, Cannabis Sativa Connoisseur
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
433
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Posted - 2014.02.08 22:30:00 -
[47] - Quote
Monkey MAC wrote:Standard Armour Plates - Fine Standard Repper Plates - Fine Ferroscale Plates - Fine Reactive Plates - Need a buff - 44/66/88 HP | 1/2/3 HP/s | 1/3/5 % Speed Penalty
Shield Extenders - Fine Shield Recharges - Fine Shield Energizers - Reduce costs a little Shield Regulators - 25/35/45 % Shield Recharge Delay 30/40/50% Shield Depleted Recharge Delay
I am going to have to disagree on the shield extenders bit, they have a few glaring issues.
#1) They require too much PG. Right now it is 3 (std) 6 (adv) and 11 (proto). It should be 2 (std) 4(adv) and 8(proto)
#2) The tier progression is too harsh, the basic should be more than half the HP value of the proto instead of 1/3rd that of the proto. A better progression would be 40 (std) 55 (adv) 70 (proto)
I haven't fit extenders/rechargers/regulators on any of my suits (amarrian) and I doubt I ever will, so I will refrain from comment on those.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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Funkmaster Whale
0uter.Heaven
1346
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Posted - 2014.02.08 22:37:00 -
[48] - Quote
Bunny Demon wrote:With a 50% reduction to recharge delay per module wouldn't you be able to get above a 100% reduction with 3? (stacking penalties)
Won't that mean you would have no shield recharge delay Nope.
With 3 regulators at 50% reduction you'd get about a 94% reduction. That's including the stacking penalty. You would not be able to achieve 100% reduction even without stacking penalties because math.
Let me play you the song of my people!
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Bunny Demon
Capital Acquisitions LLC Renegade Alliance
96
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Posted - 2014.02.08 23:04:00 -
[49] - Quote
Aero Yassavi wrote:I can get behind this. Shield regulators are quite underwhelming in their current form, and I don't like the idea of buffing shield HP values because then their becomes less differentiating factors between armor and shield. If you buff shield regulators, then shield users will be more of the hit and run soldiers weaving in and out of cover quickly regenerating HP while armor users will be as they currently are holding the line. Bunny Demon wrote:With a 50% reduction to recharge delay per module wouldn't you be able to get above a 100% reduction with 3? (stacking penalties)
Won't that mean you would have no shield recharge delay No. Say your shield delay is 10 seconds. Add a 50% reduction, now it is 5 seconds. Add another 50% reduction (ignoring stacking penalty), now it is 2.5 seconds, not 0 seconds. I thought that the % bonuses were done by the total percentage is calculated (eg 50+44+30 ish which is 124%) then that was applied to the suit stats which would mean there would be no recharge delay. I don't think that the bonuses are applied one after the other like you said
So.....when are the um......new dropsuits coming out CCP.....it's been a few weeks now....
;)
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Bunny Demon
Capital Acquisitions LLC Renegade Alliance
96
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Posted - 2014.02.08 23:12:00 -
[50] - Quote
Funkmaster Whale wrote:Bunny Demon wrote:With a 50% reduction to recharge delay per module wouldn't you be able to get above a 100% reduction with 3? (stacking penalties)
Won't that mean you would have no shield recharge delay Nope. With 3 regulators at 50% reduction you'd get about a 79.8% reduction. That's including the stacking penalty. You would not be able to achieve 100% reduction even without stacking penalties because math. Why not, I understand that if the bonuses were applied individually to the suits base stats then it would be impossible but it is my belief that the %'s are added to get a total percentage before it is applied to the suit stats
So let's just ignore stacking penalties for easier maths (can't be asked to get a calculator) Let's have a base suit regen of 10 sec What you and a few others have said (or implied) is that: 10 -50% = 5sec 5 -50% = 2.5 sec 2.5 -50% = 1.25 sec 1- 1.25/5 = 75% reduction with 3 regulators
How I think the bonuses are actually applied (as I think this is how damage mods work so I'm assuming it's the same) 50% + 50% = 100% (less with stacking penalties) 10 - 100% = 0 sec
So with penalties you would be able to get 0 sec delay with 3 rechargers
So.....when are the um......new dropsuits coming out CCP.....it's been a few weeks now....
;)
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Killar-12
The Corporate Raiders Top Men.
2267
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Posted - 2014.02.08 23:42:00 -
[51] - Quote
Monkey MAC wrote:Standard Armour Plates - Fine Standard Repper Plates - Fine Ferroscale Plates - Fine Reactive Plates - Need a buff - 44/66/88 HP | 1/2/3 HP/s | 1/3/5 % Speed Penalty
Shield Extenders - Fine Shield Recharges - Fine Shield Energizers - Reduce costs a little Shield Regulators - 25/35/45 % Shield Recharge Delay 30/40/50% Shield Depleted Recharge Delay This...
Listen
I'll change the song every week
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Funkmaster Whale
0uter.Heaven
1347
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Posted - 2014.02.09 21:28:00 -
[52] - Quote
Bunny Demon wrote:Why not, I understand that if the bonuses were applied individually to the suits base stats then it would be impossible but it is my belief that the %'s are added to get a total percentage before it is applied to the suit stats
So let's just ignore stacking penalties for easier maths (can't be asked to get a calculator) Let's have a base suit regen of 10 sec What you and a few others have said (or implied) is that: 10 -50% = 5sec 5 -50% = 2.5 sec 2.5 -50% = 1.25 sec 1- 1.25/5 = 75% reduction with 3 regulators
How I think the bonuses are actually applied (as I think this is how damage mods work so I'm assuming it's the same) 50% + 50% = 100% (less with stacking penalties) 10 - 100% = 0 sec
So with penalties you would be able to get 0 sec delay with 3 rechargers Wrong. All wrong.
Bonuses are always multiplicative not additive, except in the case when you're adding a single skill's bonus (i.e. Lvl 3 Proficiency is 9% and not 1.03 * 1.03 * 1.03 or whatever).
First off, stacking penalties are roughly 87% and 57% efficiency for second and third modules, respectively. Here's the math assuming you were using 3 shield regulators that were 50% reduction:
1 - ((1 - 0.50) * (1 - (0.87 * 0.50)) * (1 - (0.57 * 0.50))) = 0.798 or 79.8% reduction.
This concludes today's math lesson. Let me know if you have any further questions.
Edit: I went ahead and did the math for stacking 5x 50% shield regulators and you still don't approach 100% reduction. With 5x shield regulators the math is:
1 - ((1 - 0.50) * (1 - (0.87 * 0.50)) * (1 - (0.57 * 0.50)) * (1 - (0.28 * 0.50)) * (1 - (0.105 * 0.50))) = 0.835 or 83.5% reduction.
Let me play you the song of my people!
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Bunny Demon
Capital Acquisitions LLC Renegade Alliance
97
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Posted - 2014.02.09 22:06:00 -
[53] - Quote
Funkmaster Whale wrote:Bunny Demon wrote:Why not, I understand that if the bonuses were applied individually to the suits base stats then it would be impossible but it is my belief that the %'s are added to get a total percentage before it is applied to the suit stats
So let's just ignore stacking penalties for easier maths (can't be asked to get a calculator) Let's have a base suit regen of 10 sec What you and a few others have said (or implied) is that: 10 -50% = 5sec 5 -50% = 2.5 sec 2.5 -50% = 1.25 sec 1- 1.25/5 = 75% reduction with 3 regulators
How I think the bonuses are actually applied (as I think this is how damage mods work so I'm assuming it's the same) 50% + 50% = 100% (less with stacking penalties) 10 - 100% = 0 sec
So with penalties you would be able to get 0 sec delay with 3 rechargers Wrong. All wrong. Bonuses are always multiplicative not additive, except in the case when you're adding a single skill's bonus (i.e. Lvl 3 Proficiency is 9% and not 1.03 * 1.03 * 1.03 or whatever). First off, stacking penalties are roughly 87% and 57% efficiency for second and third modules, respectively. Here's the math assuming you were using 3 shield regulators that were 50% reduction: 1 - ((1 - 0.50) * (1 - (0.87 * 0.50)) * (1 - (0.57 * 0.50))) = 0.798 or 79.8% reduction. This concludes today's math lesson. Let me know if you have any further questions. Edit: I went ahead and did the math for stacking 5x 50% shield regulators and you still don't approach 100% reduction. With 5x shield regulators the math is: 1 - ((1 - 0.50) * (1 - (0.87 * 0.50)) * (1 - (0.57 * 0.50)) * (1 - (0.28 * 0.50)) * (1 - (0.105 * 0.50))) = 0.835 or 83.5% reduction. And for fun, without stacking penalties 3x and 5x shield regulators would be: 1- (1 - 0.50) * (1 - .50) * (1 - .50) = 0.875 or 87.5% reduction, and 5x without penalties is 1- (1 - 0.50) * (1 - .50) * (1 - .50) * (1 - .50) * (1 - .50) = 0.968 or 96.8% reduction. So you see, you'll approach 100% reduction but never quite get there, unless we consider GêP
Thank you for enlightening me on what I already had in my post But still I thought that the bonuses were applied like this Base stat*(skill stats eg proficiency)*(total added module stats eg damage mods) So each new 'type' of module/skill would be multiplied but multiple of the same module/skill are added Eg lvl 3 prof is .03+.03+.03=.09 (9%) And 3 damage mods .1+(.1*.87)+(.1*.57) Etc
As I have not seen any evidence that it isn't (other than some people saying so) I will continue to go by this understanding until proven wrong unequivocally (a Dev post would do this )
So.....when are the um......new dropsuits coming out CCP.....it's been a few weeks now....
;)
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Funkmaster Whale
0uter.Heaven
1356
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Posted - 2014.02.09 22:11:00 -
[54] - Quote
Bunny Demon wrote:Thank you for enlightening me on what I already had in my post But still I thought that the bonuses were applied like this Base stat*(skill stats eg proficiency)*(total added module stats eg damage mods) So each new 'type' of module/skill would be multiplied but multiple of the same module/skill are added Eg lvl 3 prof is .03+.03+.03=.09 (9%) And 3 damage mods .1+(.1*.87)+(.1*.57) Etc As I have not seen any evidence that it isn't (other than some people saying so) I will continue to go by this understanding until proven wrong unequivocally (a Dev post would do this ) Ummm sorry but everything in your prior post implied you actually had no idea how it worked. In fact, you concluded by saying you'd be able to reach 0 second delay which is not true.
But yes, this is how it works and has always worked in both DUST and EVE.
Let me play you the song of my people!
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Bunny Demon
Capital Acquisitions LLC Renegade Alliance
97
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Posted - 2014.02.10 06:24:00 -
[55] - Quote
Funkmaster Whale wrote:Bunny Demon wrote:Thank you for enlightening me on what I already had in my post But still I thought that the bonuses were applied like this Base stat*(skill stats eg proficiency)*(total added module stats eg damage mods) So each new 'type' of module/skill would be multiplied but multiple of the same module/skill are added Eg lvl 3 prof is .03+.03+.03=.09 (9%) And 3 damage mods .1+(.1*.87)+(.1*.57) Etc As I have not seen any evidence that it isn't (other than some people saying so) I will continue to go by this understanding until proven wrong unequivocally (a Dev post would do this ) Ummm sorry but everything in your prior post implied you actually had no idea how it worked. In fact, you concluded by saying you'd be able to reach 0 second delay which is not true. But yes, this is how it works and has always worked in both DUST and EVE. So are you now agreeing I'm right??
And here's the post you first replied to where I say almost exactly what you did
me wrote:So let's just ignore stacking penalties for easier maths (can't be asked to get a calculator) Let's have a base suit regen of 10 sec What you and a few others have said (or implied) is that: 10 -50% = 5sec 5 -50% = 2.5 sec 2.5 -50% = 1.25 sec 1- 1.25/5 = 75% reduction with 3 regulators
I just then went on to say that I did not believe that this is how the stats are calculated in dust
So.....when are the um......new dropsuits coming out CCP.....it's been a few weeks now....
;)
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Justin Tymes
Dem Durrty Boyz Renegade Alliance
711
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Posted - 2014.02.10 07:38:00 -
[56] - Quote
Extenders aren't fine, they're bad, and no suit but Caldari should be running them over damage mods. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9006
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Posted - 2014.02.10 08:03:00 -
[57] - Quote
bump
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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bogeyman m
Learning Coalition College
78
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Posted - 2014.02.10 08:11:00 -
[58] - Quote
Monkey MAC wrote:Standard Armour Plates - Fine Standard Repper Plates - Fine Ferroscale Plates - Fine Reactive Plates - Need a buff - 44/66/88 HP | 1/2/3 HP/s | 1/3/5 % Speed Penalty
Shield Extenders - Fine Shield Recharges - Fine Shield Energizers - Reduce costs a little Shield Regulators - 25/35/45 % Shield Recharge Delay 30/40/50% Shield Depleted Recharge Delay
Almost:
Current Shield Extenders - 22/33/66 Shield Extenders should be - 22/44/66
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Korvin Lomont
United Pwnage Service RISE of LEGION
602
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Posted - 2014.02.10 09:01:00 -
[59] - Quote
Jammeh McJam wrote:The dark cloud wrote:This argument is just as stupid as comparing damage mods to shield extenders. Oh look i "only" get +10% damage but a shield extender gives me +66HP. You are comparing 2 different modules and advocating dualtanking with plates and shield extenders. What comes next? You compare biotics with armor repairs? Just down right stupid. Shield tankers have profile dampeners, shield regulators and the option to get more stamina/speed out of their suit. While armor tanked suits are getting slower with increased HP but can aswell fit damage mods to overcome this drawback.
Never underestimate enhanced mobility or staying off grid from scanners. Stamina and speed mean nothing with the aim assist
This is outright wrong, sure the times of bulletstream dancing scouts are over but yout can make good use of speed and stamina (thast why I always run out of stamina) IF you use your brain. Flanking and circling enemies works great and the low TTK is further advocating this. IF I manage to flank an enemy he is already as good as dead (unless Its a heavy).
Apart fom this higher speed still means higher strafe and tracking speed and this is always usefull. |
Komodo Jones
Chaotik Serenity
458
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Posted - 2014.02.10 09:25:00 -
[60] - Quote
My thoughts? extenders are crap, rechargers are good, never used regulators.
If you have 2 low slots, put on a plate and an armor repairer, better than any reactive plates.
Shield tanking isn't viable, it's not even possible, complex shield extenders don't even come close to basic armor plates, even if you stacked extenders you then have half of the amount of HP you could get with armor AND a problem with recharge speed and delay even though shields are supposed to be the ones that come back faster than armor, but if you have someone with a repair tool suddenly shields are pointless
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