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Posted - 2014.02.12 14:51:00 -
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First of all, I'm not saying OP this or nerf that. I'm actually quite excited to see the new heavy suits and what will become of the commandos. I really want to see their role become a specialized killing machine...
However, I just realized something and wanted to share it. First let me re-quote this:
CCP Remnant wrote:Yeah, TTK is definitely something we're looking at improving. The reason we've not hot-fixed a blanket 10% nerf is simply because of the knock -on effects it has (e.g. reducing the damage output of an ammo guzzler like the ACR means it gets a bigger nerf than simply reduced DPS; though some might argue that's not a bad thing).
For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor.
Due to the new proficiency skills in 1.8, each weapon will do a considerate amount more damage to the type of HP that it's good at dealing damage to. For example, a Scrambler Rifle with proficiency 5 deals 15% more damage than usual, with a +20% on top of that for damage against shields, or -20% for damage against armor. (Btw, you can add them in either order as 1.15 * 1.2 is the same as 1.2 * 1.15)
To put simply, if a SR round did 100 damage, it would then become 115 base damage, then multipled by 1.2 or 0.8 for damage against shields or armor respectively. This means a damage of 138 against shields, or 92 against armor. This is a difference of 46 damage, or 33%
Now compare that to 1.8. A round dealing 100 damage would have 115 base damage to shield, again giving us 138 for shield damage, but base damage against armor would only be 100, so the armor damage would only be 80. This is a difference of 58 damage or 42%
What about something like the Rail Rifle? Again let's stick with 100 base damage, and use 1.8 proficiency. That's 100 base damage to shield and 115 base damage to armor. Multiply by 0.9 to get 90 for shield damage, and multiply by 1.1 to get 126.5 for armor. This is a difference of 36.5 or 29% ______________________________________
So what does this have to do with commandos?
Well this shows that weapons will feel a lot more powerful against the types of HP that they're good against...In the Scrambler Rifle example players will be doing 42% more damage to shields than armor with a high proficiency skill...but the commando gets to use two different weapons. This means that you can take advantage of the damage bonus to shields the scrambler gets, then switch to the Rail Rifle for the armor bonus.
"but can't you already do that now?"
Yes, but currently the weapon proficiency bonus makes it so that it's easy to deal damage in HP that isn't the best for your weapon. Trying to eat through armor with a scrambler in 1.8 will be a very difficult thing indeed. This is where the realization comes in.
Assuming my math is correct... In 1.8 as a commando (granted, with proficiency 5 weapons), you will be dealing: 35% more damage to shields with the scrambler compared to the RR 37% more damage to armor than shields with the RR
Or about an average of 36% more damage at all times by using two HP specific weapons, than if you were to only use one (again, if you had skilled into proficiency with both those weapons) ____________________________________
And here's the icing on the cake:
New Commando Skills
Amarr Commando Bonus: +2% damage to laser light weapons per level Caldari Commando Bonus: +2% damage to hybrid - railgun light weapons per level. Gallente Commando Bonus: +2% damage to hybrid - blaster light weapons per level. Minmatar Commando Bonus: +2% damage to projectile and explosive light weapons per level.
Oh, and this is all before damage mods (but apparently those are getting changed too so I can't really speculate on that.
Just let that sink in for a while...
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