Brokerib wrote:This may also assist. Just for context, the changes in base stam for the new 1.8 numbers has meant that the Amarr recharge time has gone from 4.8ish seconds for full recovery, to over 6.5. The Amarr clearly outperforms the Cal/Gal in movement, but I think upping the stam recharge rate to 50 would be appropriate so they can properly compete with the Mini through endurance vs speed.
And just a word of advice to anyone looking to scout, never use a complex cardio, always use an advanced one. The lop sided bonus (+50% max, +80% recharge) means that your full recharge rate becomes quicker, which means more jumping.
Proto is Level 5 Biotics, 1 x Complex Kin Cat, 1 x Complex Cardio. Amarr Proto calculations include the Level 5 Scout bonus (+25% to stam recharge and max stam)
Minmatar GÇô Basic (Proto)
Run: 5.65m/s (5.93m/s)
Sprint: 7.9m/s (9.34m/s)
Stamina: 225 (496.1)
Recharge: 60/sec (132.3/sec) GÇô 3.75 sec to fully recharge
Sprint 100m: 12.7 sec (10.7 sec)
Range to depletion: 177.75m (463.3m)
Range over 60 sec: 457m (547.6m)
Amarr GÇô Basic (Proto)
Run: 5.25m/s (5.51m/s)
Sprint: 7.4m/s (8.75m/s)
Stamina: 275 (757.97)
Recharge: 40/sec (110.25) GÇô 6.875 sec to fully recharge
Sprint 100m: 13.5 sec (11.43 sec)
Range to depletion: 203.5m (662.25m)
Range over 60 sec: 429.2m (525m)
Galentte/Caldari GÇô
Run: 5.45m/s (5.72)
Sprint: 7.6m/s (8.98)
Stamina: 200 (441)
Recharge: 30/sec (66.15) GÇô 6.67 sec to fully recharge
Sprint 100m: 13.16 sec (11.13 sec)
Range to depletion: 152m (396m)
Range over 60 sec: 427.4m (517m)
I do appreciate the extra calculation, believe me, but I do have a small issue here.
I am not sure how you got some of those numbers. For instance:
Amarr Scout (lvl 5 biotics)
walk 5.25m/sec
sprint 7.7175 m/sec
sprint with 1 complex kincat 8.698 m/sec
Cal/Gal Scout (lvl 5 biotics)
walk 5.45m/sec
sprint 8.0115 m/sec
sprint with 1 complex kincat 9.026 m/sec
Minmatar Scout (lvl 5 biotics)
walk 5.65m/sec
sprint 8.3055 m/sec
sprint with 1 complex kincat 9.315 m/sec
is what those basic numbers should be, as no skill effects your base walking speed. and your sprint speed (with those kincats) should be 1.05(biotics lvl 5)*1.4(sprint modifier)*1.126(biotics 5 kincat)*walk speed.
Even so, as you can see, all of the other bonuses set the scouts far apart from their contemporaries. Mostly to the tune of 1 complex module+. As we look at the amarr bonus and it's effects, the amarr scout only becomes competitive with the gallente/caldari suits after wasting it's entire bonus, and remains woefully inadequate next to the minmatar suit.
In the end, there is literally no reason to go amarr scout unless you think 30 HP outweighs faster strafing, higher jumping, and of course the choice of bonuses the other suits offer.