CRNWLLC
Screwy Rabbit ULC
147
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Posted - 2014.03.24 17:31:00 -
[1] - Quote
BL4CKST4R wrote:The damage mod nerf, like any other nerf, has made them useless to all but maybe snipers.
They're not useless to [us] snipers--just 48.1% less useful (in my specific case).
Here are before/after stacking penalty numbers (I'm using 5 mods for illustrative purposes, since that's max possible before and after 1.8):
Pre-1.8: Individual bonuses: 10.00%, 8.69%, 5.71%, 2.83%, 1.06%, Total bonus: 31.34%
Post-1.8 Individual bonuses: 5.00%, 4.35%, 2.85%, 1.41%, 0.53%, Total bonus: 14.89%
Basically, there is no point in stacking more than 3 complex damage modifiers in 1.8 (as the <2% bonus granted by stacking two more does not in any way justify fitting them--that's less of a bonus than 1 level of proficiency or a basic damage mod!). I was actually considering whether I wanted to switch from my Amarr logi to a different medium frame with more highs, to squeeze every last drop of alpha out of my fit, but the nerf + Amarr logi sidearm + hella equipment + tanks anything except max skills charge/Thales headshots = still my favorite sniping dropsuit.
Cenex Langly wrote:The damage mod Nerf was absolutely necessary as the mod itself was entirely too powerful, more powerful than the proficiency skill which is just silly. The current numbers means that if you want the extra damage then you will lose tank making it viable to have two roles, taking for survivability and damage for alpha strikes and maneuverability/flanking. It will also mean you can't just run in and kill 5 people on your own like it is now. That's just absurd.
I think your point about 5-to-1 craziness is well taken, but I think the damage mod bonus/proficiency issue it more complicated. I am happy to get into to detail here if anyone is interested, but my point boils down to: In EVE, Tech II weapon upgrades (eg, gyrostabilizers, ballistic control systems, etc.) not only grant a very large bonus to damage and ROF or tracking speed, or etc., depending on the specific module, there are also basic- and advanced-level skills that grant HUGE bonuses (basic-leve skills generally granting 5%/level, advanced usually granting 2%-3%/level), and each only applies to a specific type of weapon. This leads me to believe that the best solution would be weapon upgrades for specific weapons, that grant weapon-relevant bonuses and not necessary increases to raw damage output. For example, plasma-based weapons (SG, AR) might get bonuses to ROF and spread (maybe the weapon upgrade is an improved cyclotron, allowing for faster output in a more focused area) or scrambler weapons would get bonuses to cooldown and ROF (ROF = less heat buildup per shot), rails could get ROF and damage bonuses (eg, improved capacitor holds more charge and charges faster), or projectiles could get damage and spread bonuses (improved ammo and better barrel rifling).
Anyway, just my two cents.
My other dropsuit is a Python.
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