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Kigurosaka Laaksonen
DUST University Ivy League
464
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Posted - 2014.03.03 16:24:00 -
[1] - Quote
Hopefully I'm doing this math wrong. It looks like even a STD Flux will wipe out a max skilled CalSent's tank.
With max skills and no mods, a CalSent will have 656 shield HP (rounded down, 525 base shield HP + 25% from Dropsuit Shield Upgrades, (5% Shield HP per level.))
I'm assuming the Sentinel's resist bonus applies to grenade damage since, you know, grenades are all splash damage. After the max skilled CalSent's bonuses are applied, the STD Flux will still do 900 Shield HP of damage, and totally wipe out your shield.
Am I understanding this right that any Joe Schmoe with a STD Flux will be able to wipe out any CalSent's tank and then finish him off with a peashooter?
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Kigurosaka Laaksonen
DUST University Ivy League
464
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Posted - 2014.03.03 18:21:00 -
[2] - Quote
A few points.
I'm not sure why Rogue Saint had the idea that I'm running without Shield Upgrades V. I am. Not everyone is. I was clarifying for my post that I was using numbers including that skill.
Frank Olson, Flux grenades are no where near as rare in my experience as they seem to be in yours. I see Flux spam all the time.
Beck Weathers and the other 1 sec depleted shield recharge delay crowd. I know. I mention the case of a gorup of shield tanked CalSent's getting hit by an EMP OB.
So how fast are those shields recharging? 30HP/s, base. Someone tosses a flux, comes around the corner 2 secs after your shields are wtfpwn'ed. After the 1st sec, without mods, you've recovered 30 shield. Dude barbeques you with basically whatever weapon he's holding. Or even better, armor tanker gets caught in his own flux, already in your face, and starts shooting you right away. What happens then? You get wasted. There's no rush to kill a CalSent after he gets fluxed. Especially once you've recover 100 or so shield HP and a single shot will activate your regular shield recharge delay of 4s.
Smooth Assassin, you quoted my whole post and then said "They're AV +AE". What are? Fluxes? CalSents? Not fluxes, because I'll run them like I said above. I'll fit up an armor tank, and pop a flux in my own face to take down a CalSent and then burn through his little bit of armor.
Luk Manag, with 1.8 bringing the full line up of (supposedly) dedicated shielding tanking Caldari suits, I would love to see shield reppers. Just a point on your shield extender bit, yeah, putting any shield extender on a CalSent would be usless. 66HP from a complex extender is only a 10% increase to your HP with max skills, but by the time you get Shield Extension V to use complex extenders, you get a 10% bonus to their efficacy, so complex extenders will give you 72 HP. Which is still basically useless compared to the CalSents pool of shield HP.
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Kigurosaka Laaksonen
DUST University Ivy League
465
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Posted - 2014.03.03 18:50:00 -
[3] - Quote
Regulators effect shield recharge and depleted shield recharge delay times. Energizers effect shield recharge rate and total shield HP. They effect different stats so stacking penalties don't apply between an energized and a regulator.
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Kigurosaka Laaksonen
DUST University Ivy League
467
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Posted - 2014.03.04 00:33:00 -
[4] - Quote
Logi Bro wrote:Just fill all high slots with rechargers/energizers... I'm not sure why so many people are underestimating it.
I'm not underestimating it. I'm saying with 1.8 bringing on the full line up of dedicated shield tanking Caldari suits, any random stooge with a STD Flux can completely wipe out the Caldari's toughest tank.
As far as filling the highs, for the sake of argument, we'll use a proto CalSent with 4 highs. 2 Rechargers and 2 Energizers will all four be stacking penalized as they all effect the same stat; Shield Recharge Rate. The 4th Recharger will be basically useless.
J4yne C0bb wrote:talks a lot about 1 second shield recharge delay
The 1 second number that people keep throwing around is the DEPLETED shield recharge delay. Your shields have to be completely gone for that stat to take effect. And if that happens, chances are good they've chipped into your armor a bit (or will start to soon if they fluxed you.)
If someone shoots you, dies, and you're at 500 or whatever shields, the delay is 4 SECONDS. If you're messing with enemy snipers and you get to you depleted shield recharge, that means they're in your armor, and you're probably boned.
ZDub 303 wrote:Do energizers still have the hp penalty?
Yes, the Complex Energizer gives a 60% bonus to shield recharge rate and a 6% penalty to shield hp. Stacking penalties also apply to negative stat modifiers, like the 6% shield penalty.
I'll probably aim for something like 2x Heavy Weapon Damage Mod, 2x Complex Shield Energizer, and a Complex Shield Regulator. I might sub out a damage mod for a complex shield extender to cover the loss of shield HP. Or if I'm satisfied with the recharge rate I get from two complex rechargers, I'd use those.
I'd also consider swapping out the heavy mods for light mods depending on the engagement. Yeah. Heavy suits with light weapons will be huge in 1.8 because there will be tons of heavy suit options and the same old heavy weapon options.
If I was forging I might use 3x complex heavy damage mods and a breach forge.
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