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Cmdr Wolfe
Carbon 7 CRONOS.
60
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Posted - 2014.02.26 19:09:00 -
[1] - Quote
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. |
Spkr4theDead
Red Star. EoN.
1882
|
Posted - 2014.02.26 19:10:00 -
[2] - 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
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.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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CLONE117
True Pros Forever
696
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Posted - 2014.02.26 19:10:00 -
[3] - Quote
wheres the reppers?... |
Galthur
Fatal Absolution General Tso's Alliance
384
|
Posted - 2014.02.26 19:15:00 -
[4] - Quote
The math isn't correct but the ehp can reach roughly 2,000. A basic heavy can get over 1,000 ehp without mods (fotm)
What do you post in the war room when CCP is gone and PC is locked? 14:44 [CCP]Logibro: Not Anime.
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Awry Barux
Ametat Security Amarr Empire
1139
|
Posted - 2014.02.26 19:16:00 -
[5] - 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.
I... wow. Learn to math, holy ****. First, 525 base armor + 390 base shields = 915. How you got 940 I will never know. Second, armor and shield skills provide 25% to armor and 25% to shields. Which is not the same as 50% to the entire HP pool. If you don't get why that's the case... go back the middle school. Third, armor and shield skills only affect base suit HP, not HP after modules. Fourth, the resistance bonuses only apply to shields or armor, not both. In the Gallente's case, it applies only to armor.
I'm not going to redo your calculations for you, but you are very, very wrong.
Everyone, you can safely ignore the OP's post. |
Cat Merc
Ahrendee Mercenaries
6836
|
Posted - 2014.02.26 19:20:00 -
[6] - Quote
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.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Jenova Rhapsodos
Fatal Absolution General Tso's Alliance
251
|
Posted - 2014.02.26 19:21:00 -
[7] - Quote
Spkr4theDead wrote: Considering everything melts armor far easier than shield, I think that's fine. I use the Gal Logi, so I know.
Everything... except you know Assault Rifles, Scrambler Rifles, Scrambler Pistols, Shotguns and Laser Rifles.
Oh and lolPlasma Cannons and soon to be lol Ion Pistols. |
Cat Merc
Ahrendee Mercenaries
6836
|
Posted - 2014.02.26 19:23:00 -
[8] - Quote
Jenova Rhapsodos wrote:Spkr4theDead wrote: Considering everything melts armor far easier than shield, I think that's fine. I use the Gal Logi, so I know.
Everything... except you know Assault Rifles, Scrambler Rifles, Scrambler Pistols, Shotguns and Laser Rifles. Oh and lolPlasma Cannons and soon to be lol Ion Pistols. AR's are in the lol category too. Worst rifle.
Scrambler Rifle is quite uncommon compared to the others. Scrambler pistol is less common than the SMG. Shotguns are uncommon. LaserRifle lolz
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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D legendary hero
Ultramarine Corp
1735
|
Posted - 2014.02.26 19:23:00 -
[9] - Quote
Galthur wrote:The math isn't correct but the ehp can reach roughly 2,000. A basic heavy can get over 1,000 ehp without mods (fotm)
except the minmatar which is basically a slower medium frame, with less potential ehp
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Xender17
Ahrendee Mercenaries
1025
|
Posted - 2014.02.26 19:24:00 -
[10] - 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. Nice number...
CCP Saberwing "Vehicles have taken a step in the right direction"
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calvin b
Ostrakon Agency Gallente Federation
1570
|
Posted - 2014.02.26 19:26:00 -
[11] - Quote
I will be sporting the suit and the Cal heavy suit. I will not be the FOTM just finally playing the role I wanted from the beginning. I plan to be full proto first day in both suits but unfortunately I will still have to use a Mimitard weapon
A heavy before 1.8
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Awry Barux
Ametat Security Amarr Empire
1141
|
Posted - 2014.02.26 19:26:00 -
[12] - 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.
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. |
Spectral Clone
Dust2Dust. Top Men.
1413
|
Posted - 2014.02.26 19:26:00 -
[13] - Quote
Srsly, L2math.
Drop it like its hat.
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Aeon Amadi
Ancient Exiles. Renegade Alliance
5105
|
Posted - 2014.02.26 19:31:00 -
[14] - Quote
Awry Barux 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. I... wow. Learn to math, holy ****. First, 525 base armor + 390 base shields = 915. How you got 940 I will never know. Second, armor and shield skills provide 25% to armor and 25% to shields. Which is not the same as 50% to the entire HP pool. If you don't get why that's the case... go back the middle school. Third, armor and shield skills only affect base suit HP, not HP after modules. Fourth, the resistance bonuses only apply to shields or armor, not both. In the Gallente's case, it applies only to armor. I'm not going to redo your calculations for you, but you are very, very wrong. Everyone, you can safely ignore the OP's post.
In the case of the Amarr sentinel is gets a bonus to both shield and armor. http://i.imgur.com/cZqf5pH.png
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Awry Barux
Ametat Security Amarr Empire
1143
|
Posted - 2014.02.26 19:33:00 -
[15] - Quote
Aeon Amadi wrote:Awry Barux 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. I... wow. Learn to math, holy ****. First, 525 base armor + 390 base shields = 915. How you got 940 I will never know. Second, armor and shield skills provide 25% to armor and 25% to shields. Which is not the same as 50% to the entire HP pool. If you don't get why that's the case... go back the middle school. Third, armor and shield skills only affect base suit HP, not HP after modules. Fourth, the resistance bonuses only apply to shields or armor, not both. In the Gallente's case, it applies only to armor. I'm not going to redo your calculations for you, but you are very, very wrong. Everyone, you can safely ignore the OP's post. In the case of the Amarr sentinel is gets a bonus to both shield and armor. http://i.imgur.com/cZqf5pH.png
Right, but the same resist doesn't ever apply to both shield and armor. 15% armor vs projectile and 10% shield vs blaster is still not 15% to both armor and shields against the same damage type, which is what the OP states is the case with Gal vs rails.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9620
|
Posted - 2014.02.26 19:34:00 -
[16] - Quote
No repair modules (dumb), shield extender instead of damage mods on a Gallente suit (dumb), stacking too many complex plates making you extremely slow (dumb). Not even practical, not sure this fitting would even be possible since PG/CPU costs don't even seem to be factored.
Your math is also very very wrong. You are wrong about the base stats, and you need to calculate the shield bonus and armor bonus individually.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Chunky Munkey
Amarr Templars Amarr Empire
3284
|
Posted - 2014.02.26 19:35:00 -
[17] - 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.
Who the hell taught you maths?
No.
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I-Shayz-I
I-----I
2415
|
Posted - 2014.02.26 19:41:00 -
[18] - Quote
Someone stacking that much hp really isn't going to be moving fast at all, even less likely to be viable in combat without multiple people with him.
I also made a spreadsheet at one point in time: https://forums.dust514.com/default.aspx?g=posts&m=1733974
Links:
List of Most Important Threads
I make logistics videos!
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Disturbingly Bored
The Strontium Asylum
1767
|
Posted - 2014.02.26 19:41:00 -
[19] - Quote
D legendary hero wrote:Galthur wrote:The math isn't correct but the ehp can reach roughly 2,000. A basic heavy can get over 1,000 ehp without mods (fotm) except the minmatar which is basically a slower medium frame, with less potential ehp
Minmatar Heavy gets 1031.25 base HP without mods, if your shield and armor HP skills are maxed.
168.75 HP less than an Amarr Sentinel, though. That a Complex Armor Plate of difference and then some,eep.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Awry Barux
Ametat Security Amarr Empire
1148
|
Posted - 2014.02.26 19:44:00 -
[20] - Quote
Disturbingly Bored wrote:D legendary hero wrote:Galthur wrote:The math isn't correct but the ehp can reach roughly 2,000. A basic heavy can get over 1,000 ehp without mods (fotm) except the minmatar which is basically a slower medium frame, with less potential ehp Minmatar Heavy gets 1031.25 base HP without mods, if your shield and armor HP skills are maxed. 168.75 HP less than an Amarr Sentinel, though. That a Complex Armor Plate of difference and then some,eep.
But still a fat stack more than any medium frame. Kincat-stacked HMG flanker is going to be deadly if played right. |
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
891
|
Posted - 2014.02.26 19:46:00 -
[21] - Quote
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). |
Chuckles Brown
179
|
Posted - 2014.02.26 19:51:00 -
[22] - Quote
Well, I guess soloing Heavies with my Vizium from 4m away are done...
shucks
The official alt of 8213: All other alts are unofficially unofficial
Do you pub, brah?
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
386
|
Posted - 2014.02.26 20:05:00 -
[23] - Quote
Gal Heavy EHPs
Armor: [(525*1.25)+(135*1.1*4)] = 1250 Shields: [(390*1.25)+(66*1.1)] = 560
Raw EHP = 1810
Resists(assuming bonuses/penalties are additive)
25% Splash resist 15% Hybrid Rail armor resist 10% Projectile armor resist
EHP vs Explosives(+20% vs armor, -20% vs Shields)
EHP 1250*(1-.2+.25) + 560*(1+.2+.25) = 2125 eHP
EHP vs Laser/Plasma (-20% vs armor, +20% vs Shields)
EHP 1250*(1+.2) + 560*(1-.2) = 1948 eHP
EHP vs Projectile (+10% vs armor, -5% vs Shields)
EHP 1250*(1) + 560*(1+.05) = 1838 eHP
EHP vs Rail (+10% vs armor, -10% vs Shields)
EHP 1250*(1+.15-.1) + 560*(1+.1) = 1928 eHP
Highest eHP Gal heavy will ever see is 2125 hp
probably ninja'd but I don't care
32db Mad Bomber.
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Fox Gaden
Immortal Guides
2643
|
Posted - 2014.02.26 20:24:00 -
[24] - Quote
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 Gaden: DUST Wall of Fame, 2014
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Cat Merc
Ahrendee Mercenaries
6845
|
Posted - 2014.02.26 20:31:00 -
[25] - Quote
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 Uhh... You just went full ret@rd. Never go full ret@rd.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Awry Barux
Ametat Security Amarr Empire
1158
|
Posted - 2014.02.26 20:31:00 -
[26] - Quote
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. |
buzzzzzzz killllllllll
TRA1LBLAZERS
333
|
Posted - 2014.02.26 20:31:00 -
[27] - Quote
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
there arent ******* stacking penalties on plates |
Arkena Wyrnspire
Fatal Absolution
10084
|
Posted - 2014.02.26 20:33:00 -
[28] - Quote
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.
You have long since made your choice. What you make now is a mistake.
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Awry Barux
Ametat Security Amarr Empire
1158
|
Posted - 2014.02.26 20:34:00 -
[29] - Quote
Mods, please lock this thread for being a veritable fountain of misinformation. |
Scheherazade VII
293
|
Posted - 2014.02.26 20:53:00 -
[30] - Quote
and in come the math nerds |
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
386
|
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
|
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
|
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
|
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
|
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.
|
Joel II X
Dah Gods O Bacon
1300
|
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
|
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.
|
Awry Barux
Ametat Security Amarr Empire
1174
|
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
|
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
|
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
|
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"
|
Komodo Jones
Chaotik Serenity
546
|
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.
|
Fox Gaden
Immortal Guides
2647
|
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
|
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.
|
NEO Arbiter
Red Hand Syndicate
45
|
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
|
Awry Barux
Ametat Security Amarr Empire
1174
|
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
|
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
|
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
|
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
|
Disturbingly Bored
The Strontium Asylum
1772
|
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
|
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
|
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.
|
Cyrus Grevare
WarRavens League of Infamy
41
|
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
|
Logi Stician
The Vanguardians INTERGALACTIC WARPIGS
274
|
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
|
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
|
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
|
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
|
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.
|
Everything Dies
Chatelain Rapid Response Gallente Federation
535
|
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
|
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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Soldier Sorajord
Subsonic Synthesis RISE of LEGION
92
|
Posted - 2014.02.27 15:30:00 -
[61] - Quote
Maybe so, But that gives you only 1 hp per second lol, Meaning someone could come in and hit you hard, and you won't recover all that health that fast.
Click Here to set up a Character that will get an AR, SMG, and a Caldari BPO
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shadow drake35
Mocking Bird Inc.
65
|
Posted - 2014.02.27 15:31:00 -
[62] - 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. thats op amarr should be able to have best heavy minitar for logi cal for assault and gal for scout
The Mercenary Way
Who careswhat i use as long as the job is done and i get paid.
|
Soldier Sorajord
Subsonic Synthesis RISE of LEGION
92
|
Posted - 2014.02.27 15:33:00 -
[63] - Quote
shadow drake35 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. thats op amarr should be able to have best heavy minitar for logi cal for assault and gal for scout Again, Do you realize that the suit has very little shield, And the build would have like 1 HP repair/Second Meaning a sizable hit would cripple it. Once you make a dent in the health, It will go down fast. Lol one Plasma cannon/Forge Shot and you'll waste half the health easy.
Click Here to set up a Character that will get an AR, SMG, and a Caldari BPO
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calisk galern
BurgezzE.T.F General Tso's Alliance
1967
|
Posted - 2014.02.27 15:36:00 -
[64] - 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.
thank you for using real math =) |
Awry Barux
Ametat Security Amarr Empire
1218
|
Posted - 2014.02.27 15:36:00 -
[65] - Quote
WolfeXXVII wrote: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
You just won't shut up will you? Making baseless claims off of weight (weigh, not way) again, in a new thread because I beat you in yours. Stop. Talking. Heavies are fine now and they'll be fine in 1.8, better even, they don't need an idiot like you arguing for another heavy buff.
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Orion Sanjeet
Fatal Absolution General Tso's Alliance
40
|
Posted - 2014.02.27 15:36:00 -
[66] - Quote
Spectral Clone wrote:Srsly, L2math.
Ugh, that spelling gave me pubescent acne. Seriously, if you are on a keyboard it doesn't take long to spell it correctly. |
Soldier Sorajord
Subsonic Synthesis RISE of LEGION
92
|
Posted - 2014.02.27 15:39:00 -
[67] - Quote
Awry Barux wrote:WolfeXXVII wrote: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 You just won't shut up will you? Making baseless claims off of weight (weigh, not way) again, in a new thread because I beat you in yours. Stop. Talking. Heavies are fine now and they'll be fine in 1.8, better even, they don't need an idiot like you arguing for another heavy buff. Lol, Do you even run heavy guys? Bout the only thing that's heavy about a heavy is that they're slow, and can carry a big gun. Otherwise, they're really not all that great. Their health melts away fast, and medium suits can easily do about 3/4 their health and be more effective than they can. About the only map they're good on is the City Underground Dom.
Click Here to set up a Character that will get an AR, SMG, and a Caldari BPO
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Awry Barux
Ametat Security Amarr Empire
1218
|
Posted - 2014.02.27 15:46:00 -
[68] - Quote
Soldier Sorajord wrote:Awry Barux wrote:WolfeXXVII wrote: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 You just won't shut up will you? Making baseless claims off of weight (weigh, not way) again, in a new thread because I beat you in yours. Stop. Talking. Heavies are fine now and they'll be fine in 1.8, better even, they don't need an idiot like you arguing for another heavy buff. Lol, Do you even run heavy guys? Bout the only thing that's heavy about a heavy is that they're slow, and can carry a big gun. Otherwise, they're really not all that great. Their health melts away fast, and medium suits can easily do about 3/4 their health and be more effective than they can. About the only map they're good on is the City Underground Dom.
I've been running heavy all week. Heavies are fine right now, and they're getting a big buff in 1.8. The only map they suffer on is Manus Peak. |
Martyr Saboteur
Amarrtyrs
177
|
Posted - 2014.02.27 15:48:00 -
[69] - Quote
Nocturnal Soul wrote: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 Yup. The Gallente get More Armor, Passive Reps, More EHP (barely, but still), two Armor resistances that add up to a better resistance percentage because they have more armor, and More Speed.
The Amarr Get... 35 more shields, and some extra stamina.
I don't see any good reason to use Amarrian Suits over Gallente ones...
Totally not Fizzer94's forum alt. Definitely just a random dude.
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CLONE117
True Pros Forever
698
|
Posted - 2014.02.27 15:51:00 -
[70] - Quote
isnt the amarr heavy a 600/600 for a total hp of 1200 currently with just the armor and shield upgrades maxed?. wheres that 595 coming from? |
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Awry Barux
Ametat Security Amarr Empire
1223
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Posted - 2014.02.27 16:01:00 -
[71] - Quote
Martyr Saboteur wrote:Nocturnal Soul wrote: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 Yup. The Gallente get More Armor, Passive Reps, More EHP (barely, but still), two Armor resistances that add up to a better resistance percentage because they have more armor, and More Speed. The Amarr Get... 35 more shields, and some extra stamina. I don't see any good reason to use Amarrian Suits over Gallente ones...
Amarr is getting 2H3L vs 1H4L for Gal. An extra complex damage mod in exchange for a small EHP drop = a good trade in my book. |
Dauth Jenkins
Ultramarine Corp
94
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Posted - 2014.02.27 16:10:00 -
[72] - Quote
Cat Merc wrote:Jenova Rhapsodos wrote:Spkr4theDead wrote: Considering everything melts armor far easier than shield, I think that's fine. I use the Gal Logi, so I know.
Everything... except you know Assault Rifles, Scrambler Rifles, Scrambler Pistols, Shotguns and Laser Rifles. Oh and lolPlasma Cannons and soon to be lol Ion Pistols. AR's are in the lol category too. Worst rifle. Scrambler Rifle is quite uncommon compared to the others. Scrambler pistol is less common than the SMG. Shotguns are uncommon. LaserRifle lolz
Lol... scrambler rifles are uncommon... what server do you play on? Academy?
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
898
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Posted - 2014.02.27 16:11:00 -
[73] - Quote
CLONE117 wrote:isnt the amarr heavy a 600/600 for a total hp of 1200 currently with just the armor and shield upgrades maxed?. wheres that 595 coming from?
Their base stats will be changing in 1.8 - check the Features and Ideas Discussion thread about it. |
Martyr Saboteur
Amarrtyrs
179
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Posted - 2014.02.27 16:16:00 -
[74] - Quote
Dauth Jenkins wrote:Cat Merc wrote:Jenova Rhapsodos wrote:Spkr4theDead wrote: Considering everything melts armor far easier than shield, I think that's fine. I use the Gal Logi, so I know.
Everything... except you know Assault Rifles, Scrambler Rifles, Scrambler Pistols, Shotguns and Laser Rifles. Oh and lolPlasma Cannons and soon to be lol Ion Pistols. AR's are in the lol category too. Worst rifle. Scrambler Rifle is quite uncommon compared to the others.Scrambler pistol is less common than the SMG. Shotguns are uncommon. LaserRifle lolz Lol... scrambler rifles are uncommon... what server do you play on? Academy? I made the part that makes his post reasonable more visible for you.
Totally not Fizzer94's forum alt. Definitely just a random dude.
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DEZKA DIABLO
0uter.Heaven
316
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Posted - 2014.02.27 16:16:00 -
[75] - 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. And people wonder why I ll run right at you with a remote in my hand, geez
Dead trigger master , an ya I do that ISH ON PURPOSE!
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Zahle Undt
Bullet Cluster Legacy Rising
765
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Posted - 2014.02.27 16:50:00 -
[76] - Quote
Cmdr Wolfe wrote: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...
Oh right so I'll only be hitting their armor at 130% instead of 145% awww shucks
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Fox Gaden
Immortal Guides
2654
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Posted - 2014.02.27 17:03:00 -
[77] - Quote
Martyr Saboteur wrote:Yup. The Gallente get More Armor, Passive Reps, More EHP (barely, but still), two Armor resistances that add up to a better resistance percentage because they have more armor, and More Speed.
The Amarr Get... 35 more shields, and some extra stamina.
I don't see any good reason to use Amarrian Suits over Gallente ones... Amarr get a better resist against the HMG. They can brick tank quite well. Despite being the slowest Sentinel, the Stamina and Stamina regen make them good for Speed fit.
The Gallente Sentinel will be good, but I am not convinced that it will be better than the Amarr Sentinel.
Fox Gaden: DUST Wall of Fame, 2014
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Soldier Sorajord
Subsonic Synthesis RISE of LEGION
93
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Posted - 2014.02.27 18:51:00 -
[78] - Quote
Just realized Topic is spelled wrong. Should read "gallente" Not "gallante"
Heavies need the defense skill. Nuff said. Unless you have a logi Atm, you're boned. and All suits should be able to function solo,
Click Here to set up a Character that will get an AR, SMG, and a Caldari BPO
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Awry Barux
Ametat Security Amarr Empire
1235
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Posted - 2014.02.27 18:53:00 -
[79] - Quote
Fox Gaden wrote:Martyr Saboteur wrote:Yup. The Gallente get More Armor, Passive Reps, More EHP (barely, but still), two Armor resistances that add up to a better resistance percentage because they have more armor, and More Speed.
The Amarr Get... 35 more shields, and some extra stamina.
I don't see any good reason to use Amarrian Suits over Gallente ones... Amarr get a better resist against the HMG. They can brick tank quite well. Despite being the slowest Sentinel, the Stamina and Stamina regen make them good for Speed fit. The Gallente Sentinel will be good, but I am not convinced that it will be better than the Amarr Sentinel.
Foxy you forgot that the Amarr Sentinel is getting the basic frame's slot layout- 2 highs at proto = a major damage advantage over the Gal sentinel. |
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