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Logi Bro
Brutor Vanguard Minmatar Republic
3457
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Posted - 2015.02.20 18:05:00 -
[1] - Quote
The ability to passively amp your damage to ridiculous amounts is really causing problems with TTK and balancing.
As I'm sure many of you know, the proficiency skill on a weapon will increase that weapon's damage against a certain tank by 15% at LvL 5. We now have the Warbarge, which has a subsystem that will further increase damage by 5% against both tank types. Assuming the two bonuses multiply, that's a 1.21 damage multiplier against a certain tank before you even calculate damage mods and a weapon's natural damage bonus against a certain tank type.
A ~20% passive damage boost? Why is this considered OK by anyone? Considering the large SP pool needed to get Prof 5, it's not like new players are benefiting from it, they are just getting stomped into the ground by vets even harder than if we didn't have these bonuses. Here's some numbers for you to consider:
Laser Weaponry+Prof 5+Warbarge bonus= 1.45 shield damage multiplier, before additional damage mods.
Projectile Weaponry+Prof 5+Warbarge bonus= 1.39 armor damage multiplier.
Explosive(MD)+Prof 5+Warbarge bonus= 1.45 armor damage multiplier.
These large multipliers are pure passive. You don't have to sacrifice anything on your suit to get these massive increases in damage. If you want to sacrifice a couple high slots for damage mods, the disparity becomes even greater.
As I asked before, why is this considered OK by anyone? For a game that's supposed to have a comparatively large TTK, why are we giving out these large damage increases at the cost of nothing to the guy using them? Proficiency needs to be nerfed. AT LEAST to 2% per level, but ideally it should just be 1% per level. 5% is nothing to laugh at, but it won't give a massive advantage against the new players.
I would suggest that CCP remove the Warbarge +5% altogether, but people have been saying that since the announcement and CCP hasn't even deigned to reply.
TL;DR- Nerf Proficiency.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3457
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Posted - 2015.02.20 19:45:00 -
[2] - Quote
Atiim wrote:Boundless CR DPS: 424 HP Boundless CR DPS (Prof. V): 488 HP
Difference: 64 HP (320 HP per Engagement)
RS-90 DPS: 405 HP Boundless CR DPS: 488 HP
Difference: 83 HP (415 per Engagement)
The Proficiency Skill doesn't have as great an impact as you're implying, even the progression between tiers (50-100k SP) have a greater impact than the Prof. V skill (~2mil SP).
For a guy who likes his numbers so much, you did a good job of ignoring all of the ones I listed.
Here's some more for you.
BK-42 ACR- 20.84 dmg, 1200RPM(20RPS)
DPS unmodified- 416.8 DPS VS armor(x1.15)- 479.32 DPS VS armor Prof 5(x1.15x1.15)- 551.218 DPS VS armor Prof 5 Warbarge(x1.15x1.15x1.05) - 578.7789
So you'd do 479 DPS to armor with no skills, and 578 DPS with max skills, the difference being just short of 100 DPS greater. Tell me more about how little that is.
Or we could do it this way:
BK-42 ACR- 20.84 DMG, 68 bullets per mag.
DMG per magazine unmodified- 1417.12 DMG per magazine VS armor- 1629.688 DMG per magazine VS armor prof 5- 1874.1412 DMG per magazine VS armor prof 5 Warbarge- 1967.84826
1967-1629= 338 more damage per clip, pure passives, nothing sacrificed. For the majority of my fittings, 338 is about 75% of my total health. 338/20.84=~16, it's basically equivalent to having an extra 16 bullets in the magazine.
And keep in mind that all of this is before you even consider people who stack 3 dmg mods, which makes the disparity even greater. If you apply this math to ScRs, you can see why shield tankers complain so much, there is too much excess damage created by passive skills.
SP Sinks? Fixed.
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