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Bendtner92
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1623
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Posted - 2014.02.09 12:02:00 -
[1] - Quote
KING CHECKMATE wrote:Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: 10% Shield regulator effectiveness per level - Gallente Assault: 10% Armor Repairer effectiveness per level - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level. I like these bonuses and actually think they would be well balanced.
+1
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Bendtner92
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1623
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Posted - 2014.02.09 12:51:00 -
[2] - Quote
Iron Wolf Saber wrote:Second fallacy with these newer bonuses, they require a module to work verses the two other races. Yes, but Amarr and Minmatar bonuses require specific weapons to work. I don't see that as a problem.
Edit: Furthermore, I seriously doubt you'll see many (if any) Caldari and Gallente Assaults not using those modules anyway.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Bendtner92
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Posted - 2014.02.09 13:21:00 -
[3] - Quote
Iron Wolf Saber wrote:One could argue the cal and gal bonuses are 4x more powerful than amarr and minmatar. Wrong.
Gallente Assault with 4 Complex Reps would still only have 50% more reps than any other suit with 4 Complex Reps. Caldari doesn't even have 4 low slots. Not to mention a fully Complex Reps loaded Gallente would have terrible EHP.
These proposed bonuses would be incredibly balanced in my honest opinion, and would each enhance the Assault suits in their own way.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Bendtner92
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1624
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Posted - 2014.02.09 13:37:00 -
[4] - Quote
demonkiller 12 wrote:these bonuses are only good for PROTO, what about the other 99% of players? unless proto suits only cost 10k now and not a whole matches earnings.... Not really correct since you can skill to level 5 and get the full bonus on your standard suits.
If you're talking about the bonuses being terrible if you only have the skills at level 1, then they aren't worth much no, but are the Sentinel bonuses that? Or any of the other classes bonuses?
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Bendtner92
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1627
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Posted - 2014.02.09 16:50:00 -
[5] - Quote
Logi Bro wrote:I don't think you realize how powerful regulators are. With that bonus, the CalAss would be able to get LITERALLY zero shield recharge delay. 41.25 for one complex, 35.8875 for the second, 23.5125, for the third. Add those together, get -100.65% delay.
Yeah, that's totally not OP or anything. You're doing the math wrong.
Current delay on Caldari Assault is 5/8, so with three Complex Regulators it would be:
5 * 0.5875 * approx 0.6411 * approx 0.7649 = approx 1.44 delay.
8 * 0.5875 * approx 0.6411 * approx 0.7649 = approx 2.3 depleted delay.
That's still very powerful, but that is also using tree Complex Regulators.
Edit: For comparison I also did the numbers without the 50% suit bonus:
5 * 0.725 * approx 0.761 * approx 0.843 = approx 2.3 delay (less than 1 second more than with the bonus).
8 * 0.725 * approx 0.761 * approx 0.843 = approx 3.7 depleted delay (less than 1-+ second more than with the bonus).
You still think the bonus is insanely OP?
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Bendtner92
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1627
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Posted - 2014.02.09 17:34:00 -
[6] - Quote
Logi Bro wrote:That is how damage resistances are calculated, at least, and this is the same concept. It is not. Damage resistance is calculated the same way as I described earlier.
Modules that give percentages are always multiplied against each other, not added on top of each other. This especially ensures that stuff will never reach 0, as in the case with damage resistance, or in this case shield delay.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Bendtner92
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1627
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Posted - 2014.02.09 17:56:00 -
[7] - Quote
Logi Bro wrote:You would be right, if the regulators multiplied each other.. Furthermore, if you still don't believe me feel free to test it yourself.
By your logic you would be able to achieve 100% damage resistance with two Shield Hardeners (60% + 52.2% resistance). I promise you that you will still take about 20% damage as the correct math is:
100% damage taken * 0.4 (first mod) * approx 0.478 (second mod with penalty) = approx 19.12% damage taken.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
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Bendtner92
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Posted - 2014.02.09 18:02:00 -
[8] - Quote
Logi Bro wrote:Bendtner92 wrote:Logi Bro wrote:That is how damage resistances are calculated, at least, and this is the same concept. It is not. Damage resistance is calculated the same way as I described earlier. Modules that give percentages are always multiplied against each other, not added on top of each other. This especially ensures that stuff will never reach 0, as in the case with damage resistance, or in this case shield delay. Any source for this? See Heinz' post. He is a math guru.
Alternatively you can test it yourself with two Shield Hardeners.
Edit: Plus it should be public knowledge that mods are always multiplied against each other (or do you also believe that Damage Mods are added together? Because it's really the same math used here).
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Bendtner92
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1639
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Posted - 2014.02.09 23:15:00 -
[9] - Quote
KING CHECKMATE wrote:I changed the REGULATOR bonus for a energizer/recharger bonus.
Why you may ask?
WEll Caldaris recharging 400+Shields every 1 second DOES seem OP. Why exactly? I already showed that the Regulator bonus isn't even OP in the slightest?
Here's the numbers with three Complex Regulators once again (assuming 5/8 delays on Caldari Assault):
With 50% bonus: 5 * 0.5875 * approx 0.6411 * approx 0.7649 = approx 1.44 delay.
8 * 0.5875 * approx 0.6411 * approx 0.7649 = approx 2.3 depleted delay.
Without 50% bonus: 5 * 0.725 * approx 0.761 * approx 0.843 = approx 2.3 delay (less than 1 second more than with the bonus).
8 * 0.725 * approx 0.761 * approx 0.843 = approx 3.7 depleted delay (less than 1-+ second more than with the bonus).
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Bendtner92
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1642
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Posted - 2014.02.09 23:24:00 -
[10] - Quote
KING CHECKMATE wrote:YES.You did. But still= ''Not only this but Gallentes have to equip their ARMOR REPAIRERS in their LOW slots, which they share with armor plates. While caldaris could use their 4 high SLots for extenders and abusing the bonus without sacrificing EHP ,unlike the gallente. Considering the equal number of high and low slots plus the homogenic HP of both suits, i decided rechargers/Energizers could use the bonus better, while avoiding abuse since using 3+ Energizers/Rechargers would result,same as the gallente with 4 armor reps, in really low EHP.''
Well, in a perfect world a Caldari Assault would consist of Extenders/Rechargers/Energizers in high slots and Regulators in low slots while Gallente Assault would consist of Plates/Reps in low slots and Damage Mods in high slots.
Assuming this, what would be the problem with enhancing respectively Regulators and Reps on Caldari/Gallente?
Gallente should be using Reps even if they don't have a bonus, so they actually don't give up any tank if they get a bonus to them.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Bendtner92
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1642
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Posted - 2014.02.09 23:28:00 -
[11] - Quote
KING CHECKMATE wrote:This is the same reson why it could be abused. 2cx Shield ext, 3 Shield Regulators and 2 shield energizers or rechargers would result in 400HP being recharged in less than 6 seconds total.
Is...way too much of an advantage, that the CALDARI SCOUT is best to abuse. Did you do the math based on your new proposed bonus?
Because with a bonus to Rechargers/Energizers I think a Caldari Assault with the same fit as you listed above would recharge it's shields in about the same time as it would with a Regulator bonus (remember that even without a bonus to Regulators the shield delay would be around 2.3 and 3.7).
So if you think a Regulator bonus is OP, then so would a Recharger/Energizer bonus.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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