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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
386
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Posted - 2014.02.26 20:59:00 -
[31] - Quote
Awry Barux wrote:Fox Gaden wrote:You guys caught many of his mistakes, but did anyone remember to factor in the stacking penalties for equipping four armor plates?
Assuming, for the sake of argument, that 135 is the correct value for armor plate it would be: 135 + 117 + 77 + 38 = 367 Not 135 x 4 = 540 Fox you disappoint me greatly. HP modules do not have stacking penalties. Are you trolling? Asha: The correct way is to multiply percentages, i.e. Base armor EHP vs explosives = Base armor * 1.25 * 0.8.
Actually
hit points vs. incoming damage
500hp*a - 500hp*b
500hp(a-b)
a-b not a*b
32db Mad Bomber.
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Awry Barux
Ametat Security Amarr Empire
1165
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Posted - 2014.02.26 21:03:00 -
[32] - Quote
Scheherazade VII wrote:and in come the math nerds this is pretty weak sauce on the math nerd scale. Also, welcome to the EVE universe. Math beats not-math every time. |
Takron Nistrom
Tinfoil Hatz
236
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Posted - 2014.02.26 21:09:00 -
[33] - Quote
Awry Barux wrote:Spkr4theDead wrote:Cmdr Wolfe wrote:has anybody else looked at the patch notes for 1.8 (work in progress)
i did some number crunching and the gallante heavy has a rather large amount of hitpoints
base hitpoints= 940
3 x complex armor plates 135x4= 540
1 x complex shield extender =66
sub total= 1,546
plus ARMOUR ans shield SKILLS bonus= 50% bounus 1,546=
TOTAL HITPOINTS= 2,319
PLUS A RESISTANCE BONUS= 15% vs railgun tech
TOTAL MAXIMUM POSSIBLE EFFECTIVE HITPOINTS= 2,650.....
isnt that a little too much? thats more than a dropship...
have mercy on the poor caldari souls who would go up against 16 of these bohemoths!!! i think SHIELD vs ARMOUR needs to be balanced once more. Considering everything melts armor far easier than shield, I think that's fine. I use the Gal Logi, so I know. I also use the basic heavy plenty, and see a huge difference between how difficult it is to take down armor vs shields. Spkr, swallowing this sad excuse for math only proves that either a. you don't read and think before you speak or b. you're too dumb to understand basic math or c. you have no grasp of this game's infantry mechanics.
Hes a tanktard, how would he know.
GÇ£Pulvis et umbra sumus. (We are but dust and shadow.)GÇ¥
GÇò Horace, The Odes of Horace
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Awry Barux
Ametat Security Amarr Empire
1168
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Posted - 2014.02.26 21:10:00 -
[34] - Quote
Asha Starwind wrote:Awry Barux wrote:Fox Gaden wrote:You guys caught many of his mistakes, but did anyone remember to factor in the stacking penalties for equipping four armor plates?
Assuming, for the sake of argument, that 135 is the correct value for armor plate it would be: 135 + 117 + 77 + 38 = 367 Not 135 x 4 = 540 Fox you disappoint me greatly. HP modules do not have stacking penalties. Are you trolling? Asha: The correct way is to multiply percentages, i.e. Base armor EHP vs explosives = Base armor * 1.25 * 0.8. I did at first but felt that the numbers were screwy, my logic at the time a 10% resist didn't cancel a 10% damage bonus and they weren't off by that much, a couple tens at the most.
The resist is actually slightly more effective for having been multiplied in. Let's say it's a blaster vs shields (10% bonus) against an amarr sentinel (10% blaster resist to shields), with a base blaster damage of 100/hit. Damage before resist = 110, after resist = 110 - (110*.1) = 99. You're right that it's a very small difference, but I've survived with 0 shield and 0 armor enough times to appreciate the tiny differences. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
386
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Posted - 2014.02.26 21:29:00 -
[35] - Quote
Awry Barux wrote:Asha Starwind wrote:Awry Barux wrote:Fox Gaden wrote:You guys caught many of his mistakes, but did anyone remember to factor in the stacking penalties for equipping four armor plates?
Assuming, for the sake of argument, that 135 is the correct value for armor plate it would be: 135 + 117 + 77 + 38 = 367 Not 135 x 4 = 540 Fox you disappoint me greatly. HP modules do not have stacking penalties. Are you trolling? Asha: The correct way is to multiply percentages, i.e. Base armor EHP vs explosives = Base armor * 1.25 * 0.8. I did at first but felt that the numbers were screwy, my logic at the time a 10% resist didn't cancel a 10% damage bonus and they weren't off by that much, a couple tens at the most. The resist is actually slightly more effective for having been multiplied in. Let's say it's a blaster vs shields (10% bonus) against an amarr sentinel (10% blaster resist to shields), with a base blaster damage of 100/hit. Damage before resist = 110, after resist = 110 - (110*.1) = 99. You're right that it's a very small difference, but I've survived with 0 shield and 0 armor enough times to appreciate the tiny differences.
But see that's what doesn't sit well with me. How I see it is that (.8) isn't acting on the shields/armor(x) but the incoming projectile(y)
500hp = xhp*b 500hp = yhp*a
xhp*a - yhp*b = 0
set y = x, for illustrative purposes
and it becomes xhp*(a-b)
32db Mad Bomber.
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Joel II X
Dah Gods O Bacon
1300
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Posted - 2014.02.26 21:33:00 -
[36] - Quote
Cat Merc wrote:A. Where are the armor repairers? At least one is needed
B. 15% resist applies to armor, not total HP
C. Where are you getting 50% from? You take BASE HP, then add +25% for armor and shields. On top of that, you take plates/extenders, add +10% to those and then slap them on suits.
You can't put extenders/plates first and THEN add the bonus.
Actual max eHP: Base HP: 525 * 1.25 + 390 * 1.25 = 1143 Plates: (132 * 1.1) * 4 = 580 Extenders: 66 * 1.1 = 72.6 Total HP = 1795 15% resist total HP: 2014
2014 is the maximum eHP a Gal heavy can have. You don't necessarily NEED the reps. That's why there are logistics. Also, Gallente heavies are getting 1hp/s repairs innately. |
Chunky Munkey
Amarr Templars Amarr Empire
3285
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Posted - 2014.02.26 21:38:00 -
[37] - Quote
Arkena Wyrnspire wrote:Fox Gaden wrote:You guys caught many of his mistakes, but did anyone remember to factor in the stacking penalties for equipping four armor plates?
Assuming, for the sake of argument, that 135 is the correct value for armor plate it would be: 135 + 117 + 77 + 38 = 367 Not 135 x 4 = 540 This is the part where everyone laughs at you. I'm sorry, Fox.
*mental note*
Fox's suits have no hp.
No.
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Awry Barux
Ametat Security Amarr Empire
1174
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Posted - 2014.02.26 21:58:00 -
[38] - Quote
Asha Starwind wrote:Awry Barux wrote:Asha Starwind wrote:Awry Barux wrote:Fox Gaden wrote:You guys caught many of his mistakes, but did anyone remember to factor in the stacking penalties for equipping four armor plates?
Assuming, for the sake of argument, that 135 is the correct value for armor plate it would be: 135 + 117 + 77 + 38 = 367 Not 135 x 4 = 540 Fox you disappoint me greatly. HP modules do not have stacking penalties. Are you trolling? Asha: The correct way is to multiply percentages, i.e. Base armor EHP vs explosives = Base armor * 1.25 * 0.8. I did at first but felt that the numbers were screwy, my logic at the time a 10% resist didn't cancel a 10% damage bonus and they weren't off by that much, a couple tens at the most. The resist is actually slightly more effective for having been multiplied in. Let's say it's a blaster vs shields (10% bonus) against an amarr sentinel (10% blaster resist to shields), with a base blaster damage of 100/hit. Damage before resist = 110, after resist = 110 - (110*.1) = 99. You're right that it's a very small difference, but I've survived with 0 shield and 0 armor enough times to appreciate the tiny differences. But see that's what doesn't sit well with me. How I see it is that (.8) isn't acting on the shields/armor(x) but the incoming projectile(y) 500hp = xhp*b 500hp = yhp*a xhp*a - yhp*b = 0 set y = x, for illustrative purposes and it becomes xhp*(a-b)
Hmm, I see what you're saying. Now I'm unsure. I wish the devs would clarify this sort of thing |
AP Grasshopper
Ancient Exiles. Renegade Alliance
192
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Posted - 2014.02.26 22:01:00 -
[39] - Quote
I think you need to check your math. |
Obodiah Garro
Tech Guard RISE of LEGION
722
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Posted - 2014.02.26 22:02:00 -
[40] - Quote
and they get logi bonus, they need to nerf the repair tool on certain heavy suits to balance this out a little, armor already OP without the logi assist
Nemo me impune lacessit
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Nocturnal Soul
Fatal Absolution General Tso's Alliance
2044
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Posted - 2014.02.26 22:07:00 -
[41] - Quote
Sana Rayya wrote:According to my math, fully tanked proto heavies with full core shield/armor skills will have max EHP as follows (excluding resistances, and assuming all high/low slots are used for complex shield extenders and complex armor plates):
Caldari - 947 Shield, 636 Armor - 1583 EHP
Gallente - 560 Shield, 1250 Armor - 1810 EHP
Minmatar - 705 Shield, 841 Armor - 1546 EHP
Amarr - 595 Shield, 1196 Armor - 1791 EHP
With the heavy's resistance to splash damage, they will be able to tank 1 remote explosive directly and still have 548-740 EHP remaining.
Note: I haven't confirmed whether these fits will work in terms of CPU/PG (since I don't run heavies and don't care enough to check).
Edited to add: After resistances are accounted for, the maxed out heavies above will need 4 shots from a standard shotgun to drop them. Smh, the Amarr suits want to be useful but it just cant because the "Everything Amarr can do the Gallente can do better" pops into existence.
Im a sad Amarrian
"But we have been blessed"
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Komodo Jones
Chaotik Serenity
546
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Posted - 2014.02.26 22:07:00 -
[42] - Quote
GALLENTE FOR LYFE!
This is a signature.
You're now reading it.
You may now reply to my post.
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Fox Gaden
Immortal Guides
2647
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Posted - 2014.02.26 22:09:00 -
[43] - Quote
Awry Barux wrote:Fox Gaden wrote:You guys caught many of his mistakes, but did anyone remember to factor in the stacking penalties for equipping four armor plates?
Assuming, for the sake of argument, that 135 is the correct value for armor plate it would be: 135 + 117 + 77 + 38 = 367 Not 135 x 4 = 540 Fox you disappoint me greatly. HP modules do not have stacking penalties. Are you trolling? Really? Does that apply to Shield Extenders too? Has CCP ever explained why plates donGÇÖt have a stacking penalty?
I have never equipped more than two plates so I never noticed.
Fox Gaden: DUST Wall of Fame, 2014
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
386
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Posted - 2014.02.26 22:11:00 -
[44] - Quote
Awry Barux wrote:Asha Starwind wrote:Awry Barux wrote:Asha Starwind wrote:Awry Barux wrote:Fox you disappoint me greatly. HP modules do not have stacking penalties. Are you trolling? Asha: The correct way is to multiply percentages, i.e. Base armor EHP vs explosives = Base armor * 1.25 * 0.8. I did at first but felt that the numbers were screwy, my logic at the time a 10% resist didn't cancel a 10% damage bonus and they weren't off by that much, a couple tens at the most. The resist is actually slightly more effective for having been multiplied in. Let's say it's a blaster vs shields (10% bonus) against an amarr sentinel (10% blaster resist to shields), with a base blaster damage of 100/hit. Damage before resist = 110, after resist = 110 - (110*.1) = 99. You're right that it's a very small difference, but I've survived with 0 shield and 0 armor enough times to appreciate the tiny differences. But see that's what doesn't sit well with me. How I see it is that (.8) isn't acting on the shields/armor(x) but the incoming projectile(y) 500hp = xhp*b 500hp = yhp*a xhp*a - yhp*b = 0 set y = x, for illustrative purposes and it becomes xhp*(a-b) Hmm, I see what you're saying. Now I'm unsure. I wish the devs would clarify this sort of thing
Actually, turns out you were right.
500hp = x*b 500hp = y*a
x*b = y*a
x = y*(a/b) or x = y*a*(1/b)
I feel so silly right now, I'm going into for a while. yay for wonder math.
32db Mad Bomber.
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NEO Arbiter
Red Hand Syndicate
45
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Posted - 2014.02.26 22:14:00 -
[45] - Quote
To fox,
As a general rule:
GÇó Modules with a raw # increase to a stat have NO stacking penalty. Example: shield extenders, armor plates, armor repairers, etc.
GÇó modules with a % increase to a stat HAVE stacking penalties. Example: damage mods, kinetic catalysers, etc.
Tears4Life
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Awry Barux
Ametat Security Amarr Empire
1174
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Posted - 2014.02.26 22:27:00 -
[46] - Quote
Fox Gaden wrote:Awry Barux wrote:Fox Gaden wrote:You guys caught many of his mistakes, but did anyone remember to factor in the stacking penalties for equipping four armor plates?
Assuming, for the sake of argument, that 135 is the correct value for armor plate it would be: 135 + 117 + 77 + 38 = 367 Not 135 x 4 = 540 Fox you disappoint me greatly. HP modules do not have stacking penalties. Are you trolling? Really? Does that apply to Shield Extenders too? Has CCP ever explained why plates donGÇÖt have a stacking penalty? I have never equipped more than two plates so I never noticed.
Yes, it also applies to shield extenders. I don't think they've ever explained it because it seems so intuitive. Something like increasing speed or weapon damage gets harder the more you try to increase it. In contrast, each inch of armor is as thick and armor-y as the last inch and the inch after it.
I think you're probably the only person in the whole game who has never stacked more than two armor plates |
Fox Gaden
Immortal Guides
2647
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Posted - 2014.02.26 22:28:00 -
[47] - Quote
Asha Starwind wrote:I feel so silly right now, There is a lot of that going around in here..
Fox Gaden: DUST Wall of Fame, 2014
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Monkey MAC
Rough Riders..
2074
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Posted - 2014.02.26 22:32:00 -
[48] - Quote
Spkr4theDead wrote:Cmdr Wolfe wrote:has anybody else looked at the patch notes for 1.8 (work in progress)
i did some number crunching and the gallante heavy has a rather large amount of hitpoints
base hitpoints= 940
3 x complex armor plates 135x4= 540
1 x complex shield extender =66
sub total= 1,546
plus ARMOUR ans shield SKILLS bonus= 50% bounus 1,546=
TOTAL HITPOINTS= 2,319
PLUS A RESISTANCE BONUS= 15% vs railgun tech
TOTAL MAXIMUM POSSIBLE EFFECTIVE HITPOINTS= 2,650.....
isnt that a little too much? thats more than a dropship...
have mercy on the poor caldari souls who would go up against 16 of these bohemoths!!! i think SHIELD vs ARMOUR needs to be balanced once more. Considering everything melts armor far easier than shield, I think that's fine. I use the Gal Logi, so I know. I also use the basic heavy plenty, and see a huge difference between how difficult it is to take down armor vs shields.
Scrambler Rifle melts shields, Plasma Rifle melts shields, shotgun melts shields, laser rifle melts shields, blaster turrets melt shields, scrambler pistol melts shields, bolt pistol will melt shields, magsec will melt shields, plasma cannons melts shields, flux grenades melt shields.
No EVERYHING does not Armour easier than shields, it just so happens that the popular choices about now, Combat and Rail rifles recieve bonuses to armour. Which is likely caused by the factor everyone and their mum tanks with armour nowa days.
Combat Engineer in training.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Fox Gaden
Immortal Guides
2647
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Posted - 2014.02.26 22:38:00 -
[49] - Quote
NEO Arbiter wrote:To fox,
As a general rule:
GÇó Modules with a raw # increase to a stat have NO stacking penalty. Example: shield extenders, armor plates, armor repairers, etc.
GÇó modules with a % increase to a stat HAVE stacking penalties. Example: damage mods, kinetic catalysers, etc. Thanks. That seems straight forward.
Fox Gaden: DUST Wall of Fame, 2014
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Disturbingly Bored
The Strontium Asylum
1772
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Posted - 2014.02.26 22:41:00 -
[50] - Quote
Monkey MAC wrote:bolt pistol will melt shields, magsec will melt shields
These two are -10% shields. +10% armor. Otherwise, on target.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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The Terminator T-1000
Skynet Incorporated
147
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Posted - 2014.02.26 22:45:00 -
[51] - Quote
Cmdr Wolfe wrote:has anybody else looked at the patch notes for 1.8 (work in progress)
i did some number crunching and the gallante heavy has a rather large amount of hitpoints
base hitpoints= 940
4 x complex armor plates 135x4= 540
1 x complex shield extender =66
sub total= 1,546
plus ARMOUR ans shield SKILLS bonus= 50% bounus 1,546=
TOTAL HITPOINTS= 2,319
PLUS A RESISTANCE BONUS= 15% vs railgun tech
TOTAL MAXIMUM POSSIBLE EFFECTIVE HITPOINTS= 2,650.....
isnt that a little too much? thats more than a dropship...
have mercy on the poor caldari souls who would go up against 16 of these bohemoths!!! i think SHIELD vs ARMOUR needs to be balanced once more.
It would have to be a pro to suit first of all. Second, no one stacks 4 complex armor plates. If they did, they would not be able to move. They would have no armor repair and would need a logii
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Awry Barux
Ametat Security Amarr Empire
1175
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Posted - 2014.02.26 22:48:00 -
[52] - Quote
The Terminator T-1000 wrote:Cmdr Wolfe wrote:has anybody else looked at the patch notes for 1.8 (work in progress)
i did some number crunching and the gallante heavy has a rather large amount of hitpoints
base hitpoints= 940
4 x complex armor plates 135x4= 540
1 x complex shield extender =66
sub total= 1,546
plus ARMOUR ans shield SKILLS bonus= 50% bounus 1,546=
TOTAL HITPOINTS= 2,319
PLUS A RESISTANCE BONUS= 15% vs railgun tech
TOTAL MAXIMUM POSSIBLE EFFECTIVE HITPOINTS= 2,650.....
isnt that a little too much? thats more than a dropship...
have mercy on the poor caldari souls who would go up against 16 of these bohemoths!!! i think SHIELD vs ARMOUR needs to be balanced once more. It would have to be a pro to suit first of all. Second, no one stacks 4 complex armor plates. If they did, they would not be able to move. They would have no armor repair and would need a logii
wow this kid. I don't even have words to describe it.
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Cyrus Grevare
WarRavens League of Infamy
41
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Posted - 2014.02.26 23:34:00 -
[53] - Quote
Check the proposed stats for yourself o/
Gallente Heavy
www.protofits.com - a fitting tool project
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Logi Stician
The Vanguardians INTERGALACTIC WARPIGS
274
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Posted - 2014.02.26 23:45:00 -
[54] - Quote
CLONE117 wrote:wheres the reppers?...
+25 Triage
+35 Guardian
+25 Triage
+25 Triage
+25 Triage
>~~~~~# = = = = = = =
Here's the reps!
"...and I'm the seventh out of seven sons, my pappy was a pistol, I'm a son of a gun. "
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Everything Dies
Chatelain Rapid Response Gallente Federation
528
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Posted - 2014.02.26 23:53:00 -
[55] - Quote
The Terminator T-1000 wrote:It would have to be a pro to suit first of all. Second, no one stacks 4 complex armor plates. If they did, they would not be able to move. They would have no armor repair and would need a logii
True...but on the other hand, if you could plop one of these baddies near a node or some type of chokepoint, you'd basically have a stationary defensive turret.
Can't wait to ditch my Amarr suit and (hopefully) start purchasing some Gallente/Minny LP heavies to save some money. Even at 20k, I loathe dying in my heavy suit (basic.)
Life is killing me.
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JP Acuna
Pendejitos Canis Eliminatus Operatives
76
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Posted - 2014.02.27 00:03:00 -
[56] - Quote
Well, the Gallente Heavy will be melt down faster than the Caldari one by HMGs. Plus, the Caldari will rep a lot faster. The Armor high HP gives us a chance.
I know what the Gallente Heavy will be excellent at, but i won't tell anyone yet... |
Zahle Undt
Bullet Cluster Legacy Rising
765
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Posted - 2014.02.27 00:36:00 -
[57] - Quote
Putting the OPs bad math aside, the Gallente Sentinel is going to be a slow moving beast with somewhere between 1800-2000 HP, however, give me some range on it with my caldari commando and it will die pretty easy.
110% damage vs armor + 10% commando bonus (level V) + 10% for a complex damage mod + 15% for proficiency V = racial warfare balance
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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WolfeXXVII
NECROM0NGERS
16
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Posted - 2014.02.27 02:07:00 -
[58] - Quote
Cat Merc wrote:A. Where are the armor repairers? At least one is needed
B. 15% resist applies to armor, not total HP
C. Where are you getting 50% from? You take BASE HP, then add +25% for armor and shields. On top of that, you take plates/extenders, add +10% to those and then slap them on suits.
You can't put extenders/plates first and THEN add the bonus.
Actual max eHP: Base HP: 525 * 1.25 + 390 * 1.25 = 1143 Plates: (132 * 1.1) * 4 = 580 Extenders: 66 * 1.1 = 72.6 Total HP = 1795 15% resist total HP: 2014
2014 is the maximum eHP a Gal heavy can have.
on top of that heavies should be OP compared to an assault suit so before you FOTM fukers with gal logi's start pitchen a fit realize that the heavies effectively way 2-3 times as much as the assault that alone warrents 3000 EHP and a fuk ton a damage that I haven't seen since early chromozome shoties
gk.0 scout 4 the win
Optimization 5 in 7 weapons and counting,SP from all characters:-113,895,000-
CLOSED BETA VET.
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Everything Dies
Chatelain Rapid Response Gallente Federation
535
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Posted - 2014.02.27 02:54:00 -
[59] - Quote
JP Acuna wrote:I know what the Gallente Heavy will be excellent at, but i won't tell anyone yet... Making the ladies swoon? That's my guess.
Life is killing me.
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Cmdr Wolfe
Carbon 7 CRONOS.
62
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Posted - 2014.02.27 09:35:00 -
[60] - Quote
Zahle Undt wrote:Putting the OPs bad math aside, the Gallente Sentinel is going to be a slow moving beast with somewhere between 1800-2000 HP, however, give me some range on it with my caldari commando and it will die pretty easy.
110% damage vs armor + 10% commando bonus (level V) + 10% for a complex damage mod + 15% for proficiency V = racial warfare balance
your forgeting the resistance the gallante suit has against your precesious rail rifle... |
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