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IgniteableAura
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Posted - 2014.01.21 06:12:00 -
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Aero please include an example of your math so we understand how you determined the numbers. Not being a troll, honest.
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IgniteableAura
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Posted - 2014.01.21 06:30:00 -
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Aero Yassavi wrote:IgniteableAura wrote:Aero please include an example of your math so we understand how you determined the numbers. Not being a troll, honest. Amarr Scout Base Stamina: 225 20% per level = 100% bonus at level 5 225 x 2 = 450 = 45 seconds Now for the complex cardiac regulators, they are 100% bonuses as well but also the skill is 2% efficacy per level, so once you can buy complex regulators they are actually 110%. This is fair to include in the calculations since the Amarr scout wouldn't be able to take advantage of this skill. Gallente Scout Base Stamina: 200 110% bonus 200 * 2.1 = 420 = 42 seconds Caldari Scout Base Stamina: 200 110% bonus 200 * 2.1 = 420 = 42 seconds Minmatar Scout Base Stamina: 210 110% bonus 210 * 2.1 = 441 = 44.1 seconds
Thanks. I'll do some digging tomorrow. Bit I'm curious what effects the regen and speed have on the overall picture. So might be best to determine how far they go in a given timeframe. Or perhaps a m/s compare. I don't know how to do that without some digging. But perhaps someone with l33t math skills can do it.
Might end up proving your point even more.
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IgniteableAura
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Posted - 2014.01.21 06:35:00 -
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Aero Yassavi wrote:Son-Of A-Gun wrote:alright, counter argument against 20%, sure I'll bite.
The cardiac regulator is one of the very few modules where once you equip one you hardly feel the need to ever equip another. Giving the Amarr the 20% Bonus, in order to equate to a complex, would be the equivalent of giving the Gal or Cal a 500% bonus to scan radius (which would be necessary to get them up to around 80m scan radius), so that they would have no need to ever equip a range amp.
I could support a 10% bonus but not a 20%. Explain your reasoning a bit more? Particularly how it relates to the stats I posted comparing the results of the Amarr stamina bonus compared to other scouts using a single complex cardiac regulator, and how it is fair to make that comparison. Not trying to be a jerk, I am very open to hearing what you have to say, however I'd like a little more detail and logic (esepcially behind how you got that 500% number) so I can better understand your point of view.
I think he means if you no longer "need" to equip a green. Basically u would have infinite stamina, it would be a bit op.
To compare, a gal with 25% more range would be 20+5. Which isn't all that far. So equipping another range amp would be useful. Minmitar having 25% more hack speed is only 2 less seconds. But putting on a code breaker makes it 7 less. With the 20% boost you would never "need" to have more stamina. Which means slightly op.
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IgniteableAura
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Posted - 2014.01.21 06:35:00 -
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Cody Sietz wrote:How long could a Proto Amarr scout run with a complex reg+100 percent boost from the optimal skill?
AK 1443 Meters MK 1057 Meters GK 1065 Meters CK 780 Meters
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IgniteableAura
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Posted - 2014.01.21 17:54:00 -
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Alright my counter argument.
The reasoning for the amarr scout getting only a 25% increase to regen and stamina is because it ties in line with the same bonus multipliers as the other bonuses. The reasoning behind only 25% instead of 50/100% is because the balance lies in the fact CCP wants to ensure you still need to equip a card reg to really capitalize on that bonus. Same with all other scouts or racials for that matter.
Minmitar - 25% bonus to hacking. Equates to 2 seconds less of hacking, not all that useful. With a cpx codebreaker 7 seconds less of hacking. Caldari - Precision enhancement gives you the option to see mediums but not scouts. Equip precision mod, you get to see scouts Galentte - Damp bonus enhancement keeps you safe from most scanners, but not prototype and not gal scanners. Amarr - Gives you longer run times and increased regen, adding a cpx card reg gives you the option to never stop running.
Now if you gave the Amarr a 50% or 100% bonus to regen and stamina they would never have to slip in GREEN pills. It would effectively be a waste to the suit. Which I think is the main reasoning for the way the bonus is balanced.
Also, it is important to balance from the top down. That measly hp bonus actually equates to 87 more hitpoints when skilled up.
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IgniteableAura
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Posted - 2014.01.21 18:07:00 -
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Aero Yassavi wrote:IgniteableAura wrote:Alright my counter argument. The reasoning for the amarr scout getting only a 25% increase to regen and stamina is because it ties in line with the same bonus multipliers as the other bonuses. The reasoning behind only 25% instead of 50/100% is because the balance lies in the fact CCP wants to ensure you still need to equip a card reg to really capitalize on that bonus. Same with all other scouts or racials for that matter. Minmitar - 25% bonus to hacking. Equates to 2 seconds less of hacking, not all that useful. With a cpx codebreaker 7 seconds less of hacking. Caldari - Precision enhancement gives you the option to see mediums but not scouts. Equip precision mod, you get to see scouts Galentte - Damp bonus enhancement keeps you safe from most scanners, but not prototype and not gal scanners. Amarr - Gives you longer run times and increased regen, adding a cpx card reg gives you the option to never stop running. Now if you gave the Amarr a 50% or 100% bonus to regen and stamina they would never have to slip in GREEN pills. It would effectively be a waste to the suit. Which I think is the main reasoning for the way the bonus is balanced. Also, it is important to balance from the top down. That measly hp bonus actually equates to 87 more hitpoints when skilled up. As stated, never needing to slip in a green pill saves you one low slot. As compared to other bonuses like say the Gallente's profile dampening, you still need to slip in more profile dampening but the amount you need to is one less than everyone else, so that saves you one low slot. However, because not needing to slip a green pill at all saves you SP that is why I am backing down to 50% at level 5. And actually your math is wrong, the measly 30 extra hit points actually equates to 37.5 more hitpoints when Armor and Shield Upgrades are maxed compared to the Gal and Cal scouts with those skills maxed as well. EDIT: And also the Gallente profile bonus does get you under proto scanners without needing anything else, just not Gal proto scanners. But that is besides the point.
Yes but the idea is to balance bonus vs bonus. I understand what you mean when you say that other suits have to fit additional slots to equate the same effective bonus.
At 50% more stamina and regen without any greens the amarr will never NEED to fit a green. While all other scouts will have to, at some point need to fit another mod of the same bonus type to be effective.
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IgniteableAura
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Posted - 2014.01.21 18:21:00 -
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Aero Yassavi wrote:IgniteableAura wrote: EDIT: Gal wont be immune to the focused scanner (14dB) until they fit damps. Regardless of who is running the focused.
General rule of thumb when talking about proto scanners (plural) is all proto scanners except the Duvolle Focused, as they are all 28 dB. The Duvolle Focused is just one scanner (singular). However, the point still holds that however many profile dampeners the other scouts need to fit to avoid the Duvolle Focused, the Gal scout will need one less.
I understand that. But you haven't debated the argument of needing to still fit card regs on an Amarr scout at 50%. They will never need to fit them. While all other scouts will still need to fit a mod for their bonus to be effective.
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IgniteableAura
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Posted - 2014.01.21 19:36:00 -
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Aero Yassavi wrote:IgniteableAura wrote:Aero Yassavi wrote:IgniteableAura wrote:Alright my counter argument. snip snip snip If an Amarr suit will never need to fit a green, then why are you talking stacking penalties? Also the no stacking penalty thing also applies to every other racial bonus as well. And my point stands, all the bonus would do by not needing to fit a green is free up one low slot. This is equivalent to every other scout also freeing up one low slot with their bonus, even if they still need to fit more. Let me explain: The subjects here will be the Scout gk.0 and Scout ak.0 since they have the same slot layout. The ak.0 doesn't need to fit a green, still has all 4 lows The gk.0 needs to fit a green, has 3 lows left The ak.0 needs to apply 2 complex profile dampeners to avoid Gal logi scans, has 2 lows left The gk.0 needs to apply 1 complex profile dampener to avoid Gal logi scans, has 2 lows left See what I'm getting at? Simply saying "never needing to fit a green" isn't a valid enough argument without providing the context. However, a good counter argument would be what Son-Of A-Gun stated, which is that never fitting a green means you can save SP. That is why my opinion is now changed from 20% per level to 10% per level and with another small secondary bonus like the rest of the scouts.
My counter point has plenty of context. All the other suits are required to still use the mod with which they get a bonus for. If amarr got a 50% bonus they would never have a reason to fit a card reg. Tipping the scales in the other direction. 50% is just too much of a bonus.
You stated that a 2 second less stamina boost is useless, which is the current bonus for Amarr. Well you get 2 less seconds to hack as a minmitar. Is that bonus equally as useless? 2 seconds less hacking time is only when hacking, while utilizing stamina is an all battle long skill bonus. Does that mean a minmitar should never have to fit codebreakers? If so they should just get a 75% bonus to hack speed so it "frees up a slot"
I would rather as a minmitar scout have a 25% bonus to stamina than a 25% hack bonus. Stamina is the life blood of a scout. The hack bonus is uselss by itself, its only useful when coupled with the mods it bonuses that it becomes useful. Thats the whole point of the stamina bonus to amarr currently. Its not all that great until you utilize a card reg.
I understand where you are coming from in terms of "mod cost" but role bonuses are not there to "free up a slot" they are there to create a ROLE.
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IgniteableAura
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Posted - 2014.01.21 20:15:00 -
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Aero Yassavi wrote:IgniteableAura wrote:My counter point has plenty of context. All the other suits are required to still use the mod with which they get a bonus for. If amarr got a 50% bonus they would never have a reason to fit a card reg. Tipping the scales in the other direction. 50% is just too much of a bonus.
You stated that a 2 second less stamina boost is useless, which is the current bonus for Amarr. Well you get 2 less seconds to hack as a minmitar. Is that bonus equally as useless? 2 seconds less hacking time is only when hacking, while utilizing stamina is an all battle long skill bonus. Does that mean a minmitar should never have to fit codebreakers? If so they should just get a 75% bonus to hack speed so it "frees up a slot"
I would rather as a minmitar scout have a 25% bonus to stamina than a 25% hack bonus. Stamina is the life blood of a scout. The hack bonus is uselss by itself, its only useful when coupled with the mods it bonuses that it becomes useful. Thats the whole point of the stamina bonus to amarr currently. Its not all that great until you utilize a card reg.
I understand where you are coming from in terms of "mod cost" but role bonuses are not there to "free up a slot" they are there to create a ROLE. If the Amarr scout bonus is only 5% per level, it gets 28.1 seconds of sprint. Now say it adds a complex codebreaker to get the same hacking speed as a Minmatar scout. Since the Minmatar scout doesn't need to use a module to get that hacking speed, he can use the slot instead for a complex cardiac regulator. So now the Amarr and Minmatar scout both have the same hacking speed, except the Amarr scout can sprint for 28.1 seconds and the Minmatar scout can sprint for 44.1 seconds (all while being faster too!). Please, tell me how this is valid. This is the sort of context that your arguments are lacking.
Facepalm. I am not talking about single mod replacements. I already said I agree with the fact its not a "fair" mod/slots wise. But its the sum of the parts that makes it a good/fair bonus.
If you actually take your example to completion you would see the minmitar is not any better. The minmitar has one less low slot and less CPU/PG, which HAS to be factored into the equation. You cant just cherry pick the individual stats you want and supplant all the rest.
With 50% bonus an amarr scout could fit 1 cGREEN and 2 cREDS and would be nigh impossible to catch. It could also outrun every scout suit in the game for days. You have to think at the highest level. Not the basic mod to mod variations.
The amarr scout could actually run faster and farther than every scout in the game with its current bonuses and you want to quadruple/double that?
Again the bonus itself has nothing to do with replacement of mods but what it CAN DO if optimized. Running forever at >10m/s = broken.
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IgniteableAura
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Posted - 2014.01.21 20:26:00 -
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Aero Yassavi wrote:IgniteableAura wrote: Facepalm. I am not talking about single mod replacements. I already said I agree with the fact its not a "fair" mod/slots wise. But its the sum of the parts that makes it a good/fair bonus.
If you actually take your example to completion you would see the minmitar is not any better. The minmitar has one less low slot and less CPU/PG, which HAS to be factored into the equation. You cant just cherry pick the individual stats you want and supplant all the rest.
With 50% bonus an amarr scout could fit 1 cGREEN and 2 cREDS and would be nigh impossible to catch. It could also outrun every scout suit in the game for days. You have to think at the highest level. Not the basic mod to mod variations.
The amarr scout could actually run faster and farther than every scout in the game with its current bonuses and you want to quadruple/double that?
Again the bonus itself has nothing to do with replacement of mods but what it CAN DO if optimized. Running forever at >10m/s = broken.
But the Minmatar has one more high slot than the Amarr, so it balances out. If you don't believe so, I gave the same example with a scout gk.0 which has the same slot layout as the Amarr and it was the same results - they could both do the same thing except Gallente could run longer and faster.
No it doesn't balance out. High slots have nothing to do with movement/biotics. An A-scout can run faster and farther than any minmintar scout. Again this is something IWS has been stating, synergy of the suit is important.
How about this, I agree with your 20% bonus to stamina if you take away a low slot and make it a high slot.
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IgniteableAura
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Posted - 2014.01.21 20:29:00 -
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Aero Yassavi wrote:IgniteableAura wrote: Again the bonus itself has nothing to do with replacement of mods but what it CAN DO if optimized. Running forever at >10m/s = broken.
Oh thank you for saying this! Scout gk.0 optimized with 2 complex kinetic catalyzers and 2 complex cardiac regulators Sprint speed: 9.53 m/s Stamina: 82 seconds Scout gk.0 optimized with 3 complex kinetic catalyzers and 1 complex cardiac regulator Sprint: 10.22 m/s Stamina: 42 seconds Care to continue your argument about optimized fits?
And you want to double that with the amarr who has the same low slot count with only slightly lower sprint speed? 80 seconds of sprinting at 10m/s is a life time. The minimtar can only do that for 20 seconds.
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Posted - 2014.01.21 20:39:00 -
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Aero Yassavi wrote:IgniteableAura wrote:Aero Yassavi wrote:IgniteableAura wrote: Again the bonus itself has nothing to do with replacement of mods but what it CAN DO if optimized. Running forever at >10m/s = broken.
Oh thank you for saying this! Scout gk.0 optimized with 2 complex kinetic catalyzers and 2 complex cardiac regulators Sprint speed: 9.53 m/s Stamina: 82 seconds Scout gk.0 optimized with 3 complex kinetic catalyzers and 1 complex cardiac regulator Sprint: 10.22 m/s Stamina: 42 seconds Care to continue your argument about optimized fits? And you want to double that with the amarr who has the same low slot count with only slightly lower sprint speed? 80 seconds of sprinting at 10m/s is a life time. The minimtar can only do that for 20 seconds. The Amarr scout would not be able to sprint as fast, and the Gal scout would be able to do all of this while avoiding proto scanners (save the Focused and Gal logis). The Amarr scout would only be able to do this if he is ok with getting scanned by proto scanners, which is hardly a good trade-off considering there isn't much practical use of sprinting 164 seconds in Dust opposed to 82. Both are essentially "infinite."
The amarr scouts sprint would be nearly 10m/s and could do it for a full 80 seconds. If the A-scout got scanned the dude wouldn't be able to catch him and the A-scout would be looooong gone by the time they got there. The A-scout would only need to fit a single damp to avoid a non-gal pro scan and would still be able to outrun a gal.
Slot layout matters, base stats matter, the whole package matters when you look at balancing the role bonus.
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IgniteableAura
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Posted - 2014.01.21 20:41:00 -
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Marad''er wrote:Stop throwing **** at each other.
Compromise on a bonus. I proposed 10% per level. Is that too much? Do you want it to stay at 5%?
I think 10% is still too great of a bonus. 50% extra stamina is friggin huge. Thats an enormous stamina pool with even a single card reg and you have to realize people will fit those to get infinite stamina.
What about a bonus to stamina consumption of jumping? 5% /level
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IgniteableAura
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Posted - 2014.01.21 20:44:00 -
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Marad''er wrote:IgniteableAura wrote:Marad''er wrote:Stop throwing **** at each other.
Compromise on a bonus. I proposed 10% per level. Is that too much? Do you want it to stay at 5%? I think 10% is still too great of a bonus. 50% extra stamina is friggin huge. Thats an enormous stamina pool with even a single card reg and you have to realize people will fit those to get infinite stamina. I see. Then may we ask for a secondary bonus? What about a bonus to stamina consumption of jumping? 5% /level
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Posted - 2014.01.21 20:45:00 -
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True Adamance wrote:IgniteableAura wrote:Marad''er wrote:Stop throwing **** at each other.
Compromise on a bonus. I proposed 10% per level. Is that too much? Do you want it to stay at 5%? I think 10% is still too great of a bonus. 50% extra stamina is friggin huge. Thats an enormous stamina pool with even a single card reg and you have to realize people will fit those to get infinite stamina. Fair given that 25% profile dampening, and 25% faster hack speeds with no stacking penalties are massive bonuses.
Those are not massive, 2 seconds faster hack and ability to hide against one more meta level of scanner.
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Posted - 2014.01.21 21:04:00 -
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Aero Yassavi wrote:IgniteableAura wrote:Marad''er wrote:Stop throwing **** at each other.
Compromise on a bonus. I proposed 10% per level. Is that too much? Do you want it to stay at 5%? I think 10% is still too great of a bonus. 50% extra stamina is friggin huge. Thats an enormous stamina pool with even a single card reg and you have to realize people will fit those to get infinite stamina. But would it not be the same thing as any other scout using two complex cardiac regulators to get infinite stamina? And yes you can argue slot layout, but you can't ignore the Gal scout which has the same slot layout. And if you are running a scout, you HAVE to at least get your profile below 28 dB, Amarr scout would need to use one it's lows to do that and Gal would not, so it is fair to compare a Gal scout with 2 compelx cardiacs to an Amarr scout with 1.
It wouldn't be the same as all other scouts as they have much lower base stats. Two complex card regs on other scouts besides gal would never happen as its just not effective and you use most of your slots.
Try using a range amp on a minmitar build vs a gal build and you see a huge spike in effectiveness of range amps. Its the same idea. The truth is the cardiac regs will make a huge impact on the amarr scout while they will be marginal impacts on the other scouts because of: Lower base stats, no role bonus.
A-scouts at max skills will have several skills that improve upon their innate high stamina skills that put it in a "league of their own" These bonuses will be stacking free. So it will add up much more quickly than if someone fit mods.
You have: 5% stamina, recovery, sprint speed 10% increased effectiveness of card regs bonuses 25% increased racial bonus
Amr scout with single complex Green 225 * 1.05 * 1.25 = 295 * 2.10 = 620 stamina pool 40 * 1.05 * 1.25 = 53 * 2.10 = 111 stamina recovery
Gal scout (closest scenario / best case) with single complex Green 210 * 1.05 = 220.5 * 2.10 = 463 stamina pool 35 * 1.05 = 36.75 * 2.10 = 77 recovery
You can see a huge difference in their stamina and regen and this is with a best case scenario. Now you want to double that bonus. You can see why that would be a bit OP.
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Posted - 2014.01.21 21:08:00 -
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Marad''er wrote:IgniteableAura wrote:Marad''er wrote:IgniteableAura wrote:Marad''er wrote:Stop throwing **** at each other.
Compromise on a bonus. I proposed 10% per level. Is that too much? Do you want it to stay at 5%? I think 10% is still too great of a bonus. 50% extra stamina is friggin huge. Thats an enormous stamina pool with even a single card reg and you have to realize people will fit those to get infinite stamina. I see. Then may we ask for a secondary bonus? What about a bonus to stamina consumption of jumping? 5% /level I'm assuming you mean a reduction to stamina consumption of jumping. Not sure about that. Jumping isn't too reliable with AA how it is. It works from time to time but it isn't reliable. I was thinking more of a direct combat bonus. I personally prefer scrambler pistol bonuses But I could settle on jumping I guess.
Problem with combat bonuses is they directly impact the assault category. I was going more in the line of building on the stamina bonus and the first thing I could thing of that would likely kill a scout is having to jump a ledge. As that means no more stamina in most cases.
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