|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ripley Riley
Incorruptibles
2764
|
Posted - 2014.08.29 13:32:00 -
[1] - Quote
TechMechMeds wrote:Shields and armour plates with less hp than normal, quite a lot less but offer resistances to whatever type of weapon you wish.
Shields are the higher HP values.
STD - 4% 15HP/25HP ADV - 8% 30HP/45HP Proto - 10% 45HP/50HP
Separate ones for either projectile, rail,blaster, laser and explosive.
Iv not thought about numbers or anything at all, just brain farts to get it on here. Change it how you wish etc. It is easily done as it will simply be modifications of our current plates and shields.
Go.
I love the idea of resistance modules!
I think separating them out to projectile, rail, blaster, laser, and explosive is too granular. It would also mean more time to develop the modules and make balancing them more difficult. I would suggest just a flat damage reduction. This module would need to suffer from a stacking penalty to keep players from stacking them to high heaven.
This probably goes without saying, but the resistance modules would only provide resistance appropriate to their module type. For example, the shield module reduces damage taken to shield HP by X%, not armor.
For simplicity sake, I would also give them the same HP value from STD -> ADV -> PRO. This would make balancing them easier and allow buffer modules like the armor plates and shield extenders to remain kings of raw HP bonus.
Reworked stats:
STD 4% damage resistance Armor: 35 HP / Shield: 22 HP
ADV 8% damage resistance Armor: 35 HP / Shield: 22 HP
PRO 10% damage resistance Armor: 35 HP / Shield: 22 HP
The armor module would occupy a low slot, the shield would occupy a high slot.
He imposes order on the chaos of organic evolution...
|
Ripley Riley
Incorruptibles
2768
|
Posted - 2014.08.29 18:13:00 -
[2] - Quote
Logi Bro wrote:I like the idea of resistances, but I don't think it should have a double effect of also increasing shields/armor. Just the damage reduction.
Still, +1
Why not? Reactives give armor repair AND armor HP.
He imposes order on the chaos of organic evolution...
|
Ripley Riley
Incorruptibles
2770
|
Posted - 2014.08.29 18:40:00 -
[3] - Quote
Logi Bro wrote:Resistances+HP, on the other hand, would be synergistic, which makes them overly efficient. Not only would you get your 10% resistance to your base armor, but also 10% resistance on the +35 armor that came with the module.
Point taken.
Stat version 3.0:
STD 4% damage resistance
ADV 8% damage resistance
PRO 10% damage resistance
Skill wise, I would add a Shield Resistance Membrane and Armor Resistance Coating to the trees. Each skill increases the efficacy by 5% per level. Meaning,
STD Shield Resistance Membrane with skill to III: 4 * (1.15) = 4.6% PRO Armor Resistance Coating with skill to V: 10 * (1.25) = 12.5% ADV Shield Resistance Membrane with skill to IV: 8 * (1.20) = 9.6%
Thoughts?
He imposes order on the chaos of organic evolution...
|
Ripley Riley
Incorruptibles
2785
|
Posted - 2014.08.29 22:01:00 -
[4] - Quote
Logi Bro wrote:I like it, but two things come to mind.
First, what skill multiplier would the two new skills be?
Second, what would the module fitting costs be? Pretty high, I'd imagine.
I would say the skill needs to level at the same speed as the other tanking modules so: x3
Apothecary Za'ki wrote:i would like to say that armor would need less resistance % or non at all as they can easily BRICK HARD more then shield tankers.. and let us not forget that 1 flux grenade will COMPLETELY wipe out a shield tankers shield.. Hell 1 will wipe out the shield of a damn LAV or HAV(gallente) 2 will just about clear the shield HP of the caldari HAV
This is something I had not considered... stats version 4.0 incoming...
STD Armor: 4% damage resist 10 CPU / 3 PG
Shield 5% damage resist 19 CPU / 3 PG
ADV Armor: 8% damage resist 20 CPU / 7 PG
Shield: 10% damage resist 38 CPU / 6 PG
PRO Armor: 10% damage resist 40 CPU / 13 PG
Shield: 12% damage resist 57 CPU / 11 PG
He imposes order on the chaos of organic evolution...
|
|
|
|