Galvan Nized
Deep Space Republic
536
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Posted - 2014.01.20 10:40:00 -
[1] - Quote
Aero Yassavi wrote:Also forgot to mention that in that fitting the Gal scout has 3 HP/s armor repair, so definitely better.
To be fair you also have to mention how the Amarr gets 25 more stamina and 1.33x faster stamina regen over the Gal before the bonus is even applied.
The two are balanced until the inherent armor rep comes up or you take a look at the bonuses.
Max Scout skill Amarr has stamina pool 281.25 with 50 stamina regen. Giving it 81.25 stamina/20 stamina regen advantage.
Max Scout skill Gal scans at 24m and scan profile is 26.25.
This doesn't apply any other skills like dampening, range amplifying, biotics skill. Just dropsuit skills. |
Galvan Nized
Deep Space Republic
536
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Posted - 2014.01.20 11:54:00 -
[2] - Quote
True Adamance wrote:Galvan Nized wrote:Aero Yassavi wrote:Also forgot to mention that in that fitting the Gal scout has 3 HP/s armor repair, so definitely better. To be fair you also have to mention how the Amarr gets 25 more stamina and 1.33x faster stamina regen over the Gal before the bonus is even applied. The two are balanced until the inherent armor rep comes up or you take a look at the bonuses. Max Scout skill Amarr has stamina pool 281.25 with 50 stamina regen. Giving it 81.25 stamina/20 stamina regen advantage. Max Scout skill Gal scans at 24m and scan profile is 26.25. This doesn't apply any other skills like dampening, range amplifying, biotics skill. Just dropsuit should. How does that justify as weaker/lesser racial bonus. The Amarr suit naturally have these stamina bonuses as part of what makes then unique, like the Min Speed, the high Cal Shield, and the high Gal Armour. As I keep saying, why do the Amarr have to barter with the base stats which differential them from the other factions in order to have a decent bonus?
I never said it justified the weaker bonus. Original Post mentions how the Gal is faster and Aero mentions the inherent armor regen. I merely brought up the fact Amarr does indeed have some advantages over the Gal.
I said they were balanced UNTIL you look at bonus, not that they are balanced in general. I was merely putting the bonuses on the table in context too.
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Galvan Nized
Deep Space Republic
537
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Posted - 2014.01.20 12:51:00 -
[3] - Quote
Aero Yassavi wrote:Galvan Nized wrote: I never said it justified the weaker bonus. Original Post mentions how the Gal is faster and Aero mentions the inherent armor regen. I merely brought up the fact Amarr does indeed have some advantages over the Gal.
I said they were balanced UNTIL you look at bonus, not that they are balanced in general. I was merely putting the bonuses on the table in context too.
Well exactly, all the racial base stats have something over each other. Amarr has a little more HP and stamina, but Gallente has a little more speed and regen for example. That's why when discussing the balance of racial bonuses you should not bring up the base stats. Base stats get balanced with base stats Racial bonuses get balanced with racial bonuses
Okay I want to put bonuses into further context just so everyone gets a better idea.
Assuming max skilled Dampening, Range Amplifying, Biotics skill, and scout skill. Focusing solely on profile, range, and stamina/stamina regen.
In Dust everything is a factor when doing the math with percentage based bonuses/mods/skills, bonuses are not added with mods/skills they are each their OWN factor.
Here is Amarr stats. Profile: 31.5 , Range: 24m , Stamina 295.3125, Stamina Regen 52.5.
Gal stats. Profile 23.625 , Range 30m, Stamina 210, Stamina Regen 31.5.
Alright, I also want to include 1 Proto Dampener, Range Amplifier, and Cardiac Regulator mod.
Amarr. Profile: 23.625 , Range 34.8m, Stamina 590.625 , Stamina Regen 105.
Gal. Pofile: 17.71875 , Range 43.5 , Stamina 420 , Stamina Regen 63.
In perspective: Amarr has 33% higher profile, 20% less range, has about 40% more stamina, with 67% better regen.
The Amarr bonus and base stamina yields more advantage than the Gal bonus in terms of percent.
Just for kicks I'm going to change Amarr bonus to a complex Regulator, 100% more stamina and regen, and do the calculations.
No mod just bonus: Stamina 472.5 , Stamina Regen 84.
With a pro regulator. Stamina 945 (OMG) , Stamina regen 168.
In perspective Amarr would now have 125% (2.25x) more stamina and 169% (2.69x) more regen over the Gal. Now we see why they were not given a free complex Regulator as a bonus. |