Boot Booter
Escrow Removal and Acquisition Dark Taboo
684
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Posted - 2014.07.15 20:18:00 -
[1] - Quote
Hey ccp Devs, I'd like to discuss adding a damage mod (infantry) buff to hotfix Charlie or delta. I am pretty sure Rattati said something previously about this, but I haven't heard anything since.
Problem: damage mods are tough to fit and don't provide a big enough boost especially at proto. Also, high slot fitting variety is pretty low.
I suggest... (I think Rattati mentioned similar numbers as well)
Basic - 3% Adv - 5% Pro - 8%
Below I will outline the reasoning for these changes using the AR as an example of dps versus fitting at multiple tiers. It's a bit long but let's start by outlining the AR stats and the current damage mods.
Basic AR - 23 CPU, 3 PG, 412 dps, 1.5k isk ADV AR - 47 CPU, 6 PG, 432.6 dps, 11k isk Pro AR - 90 CPU, 13 PG, 453.2 dps, 47k isk
Now notice that the advanced has exactly 5% more dps than the basic. The pro has exactly 10% more dps than the basic.
Here's the current damage mods.
Basic - 23 CPU, 3 PG, 3%, 1.3k isk Adv - 45 CPU, 5 PG, 4%, 3.4k isk Pro - 68 CPU, 9 PG, 5%, 5.5k isk
Let's play around with some numbers.
Adv AR + Adv damage mod =92 CPU, 11 PG, 449.9 dps, 14.4k isk Similar fitting as pro AR, less dps, much cheaper, wasted high slot
Basic AR + pro damage mod = 91 CPU, 12 PG, 432.6 dps, 7k isk Similar fitting as proto AR, much less dps (same as ADV AR), not too much cheaper than ADV AR, wasted high slot
ADV AR + pro damage mod = 115 CPU, 15 PG, 454.23, 16.5 isk Much more fitting intensive than proto AR, slight dps increase, much cheaper, wasted high slot
So looking at these number you start to notice how weak damage mods are (especially at proto) and I haven't even touched the stacking penalty. At all tiers, except proto weapon, it is more beneficial to fit a better weapon and keep your extra high slot, than to mess around with damage mods. Currently the only use for them is a minor cost effective way of increasing dps. Especially in the second case I listed above this is highlighted. By simply fitting an ADV AR you only pay 4k more isk for the same dps but half the fitting cost, and keep a high slot free. Given the expense of skilling into damage mods I think they should be more appealing than this. (you can also start to see why damage mods used to be 3/5/10 respectively).
The assault class further suffers from the uselessness of damage mods because it's always better to fit a better weapon due to the fitting bonus. The commando class on the other hand can make good use of damage mods, but I still think they should be more viable to the combat oriented class with the most fitting slots ; assaults.
I think the cost effective benefits should be balanced by having to waste a high slot and damage should remain similar for fitting costs (I.e damage to fitting ratio should remain mostly intact).
Anyway let's look at some scenarios with the proposed changes (3/5/7).
Adv AR + Adv damage mod =92 CPU, 11 PG, 454.23 dps, 14.4k isk Similar fitting as pro AR, slightly more dps, much cheaper, wasted high slot (this seems great to me, exactly in line with the philosophy above)
Basic AR + pro damage mod = 91 CPU, 12 PG, 445 dps, 7k isk Similar fitting as proto AR, less dps (but better than ADV AR), not too much cheaper than ADV AR, wasted high slot (also good because you get dps in between pro and ADV, a high fitting cost but super cheap)
ADV AR + pro damage mod = 115 CPU, 15 PG, 467.2 dps, 16.5 isk Much more fitting intensive than proto AR, good dps increase, much cheaper, wasted high slot (also great because you get a damage to fitting ratio similar to proto AR (proto AR still more efficient))
This gives the use of damage mods a nice niche.
These new stats seems to make more sense to me and make damage mods a useful option again, where wasting a slot is balanced by the a cheaper option for similar dps to fitting cost efficiency.
Thoughts?
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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