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Aeon Amadi
Chimera Core
9166
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Posted - 2015.03.17 02:13:00 -
[1] - Quote
Here's my proposal.
https://docs.google.com/spreadsheets/d/1p754JSaoUrvON5pV65fJAfyIcZPAccNMJDgFCO5tXqg/edit?usp=sharing
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Founder of AIV
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Aeon Amadi
Chimera Core
9167
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Posted - 2015.03.17 02:31:00 -
[2] - Quote
Nocturnal Soul wrote:I absolutely have to commend you on your work Aeon, but the efficiency bonus to the skill seems a bit much. Care to explain why you chose such numbers?
The general gist is that at level 5 the Complex modules will negate the bonuses brought on by the weapon's damage profile and the proficiency of the weapon while also balancing around a standard module still being useful at level 5 so that it negates the damage profile, but not proficiency.
Originally the design was flat percentage reduction with no bonus from the skill but then I remembered someone saying 'all skills should have a bonus' and designed around that instead.
True Adamance wrote:I like your proposal but why is EM resistance increased by 1.5% across both damage specific plate types. My main concern is not the Shield Resistance Values but those on the Energized Plating. With the negative efficiency vs Armour that would be an equivalent 47% damage resistance vs Armour.
It's because Laser weaponry receives a 20% increase to shield damage and a 15% increase to damage proficiency, which totaled, gives a much higher damage percentage bonus than any other rifle type. The modules were designed around the rifles as a whole (note that the Explosive plate/amplifer doesn't provide a reduction to Splash damage, which is the Adaptive's thing).
It's not because EM is being singled out, every (specific damage) resistance module is designed to counter the bonuses that weapon type provides or the inverse. So, if EM provides a 20% increase to Shield Damage, than the Shield Module would counter that while the Armor module would provide an -additional- resistance toward that damage profile.
Yes, the negative efficiency vs Armor would bring it up to 47% damage resistance, but the player is sacrificing a lot to be able to get that. The PG/CPU is designed to be costly but not punishing and it's taking up a slot that they would otherwise fill with buffer/regeneration which applies to all areas. It's a 47% damage resistance but they're not gaining anything against the other damage types; essentially wasting the slot.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Aeon Amadi
Chimera Core
9167
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Posted - 2015.03.17 02:38:00 -
[3] - Quote
Avallo Kantor wrote:I am not sure how I like the idea of having different % resists for each damage type, as it simply makes some modules more effective than others, for example Laser based weapon is weakened most here while others are not, which would weaken the weapon considerably when compared to other weapons fighting against their opponent's 1x resist mod. If you want to have different % resists for each damage type, then they should follow a logic based on Shield and Armor. For example: The lowest progression on Shields is Laser, while the lowest progression on Armor is explosives. Basically making it hardest to fit against a tank type's weakness. [EDIT:] Or perhaps Vice Versa would be better, based on True's Concerns. Another concern which I voiced earlier is that I don't think general passive resist mods will work as well in DUST, as it becomes a rather straight forward math equation as to when a plate is flat out better than the adaptive, or vice versa. It is, in essence, a false choice as you would (on math) either be choosing the better or the worst one for -all- circumstances. Another idea is to have these modules increase a tank type's blast weakness (Flux for Shields, and Explosive Splash for Armor) by a moderate amount, with the trade off of even lower resistances so that they are always a 'worse' eHP choice than buffer, but potentially made better by the Flux / Explosive splash resistance. Basically making the desire to take the mod for those unique benefits. I do like the idea of adding skills for each type though, as I feel DUST could always do with more skills that provide some benefit to skilling into them (Other than just unlocks)
Not necessarily. The only reason there is a difference in the percentages is because each of those weapon types do different damage profile bonuses. Blaster/Railguns do +10/-10, Projectile does +15/-15, Laser does +20/-20. The modules are designed to counter those bonuses and level the playing field with just one and if you're adding more than that you're -REALLY- sacrificing in order to reduce the damage.
Essentially the idea is that, if I'm an Armor Tanker... and I fit, say, an Explosive resistance plate. That levels the playing field against Projectile weapons, but I'm still weak against Rail weaponry.
On the other hand, if I'm armor tanking and I fit an Electromagnetic resistance plate, I'm power-housing my resistance to Laser weaponry. I'm still weak against Projectile and Rail but someone using a Scrambler rifle is going to have a -REALLY- hard time trying to kill me.
This design wouldn't work with active modules (like Equipment) because the amount of time you'd be spending trying to turn them on/off would just make infantry combat a hassle and I don't think anyone would use them. In an emergency, they'd be useless because the time it'd take to bring up the equipment wheel and turn them on is time that you'd be getting shot at. The idea of active resistance modules is cool for premeditated fights (like you know they're there and you're going to turn it on before you start fighting) but it's essentially useless for on-the-spot fights, which is what the majority of Dust 514 combat is.
Another benefit of passive modules is it provides more opportunities to fit more than one as you're not limited by low equipment slots. Resistance Equipment would just be a buff to slayer Logi's and it'd maybe bring back Assault Scouts as they'd use the two equipment slots for resistance modules and the rest for plates/extenders.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Aeon Amadi
Chimera Core
9167
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Posted - 2015.03.17 02:40:00 -
[4] - Quote
True Adamance wrote:Aeon Amadi wrote:
It's because Laser weaponry receives a 20% increase to shield damage and a 15% increase to damage proficiency, which totaled, gives a much higher damage percentage bonus than any other rifle type. The modules were designed around the rifles as a whole (note that the Explosive plate/amplifer doesn't provide a reduction to Splash damage, which is the Adaptive's thing).
It's not because EM is being singled out, every (specific damage) resistance module is designed to counter the bonuses that weapon type provides or the inverse. So, if EM provides a 20% increase to Shield Damage, than the Shield Module would counter that while the Armor module would provide an -additional- resistance toward that damage profile.
Yes, the negative efficiency vs Armor would bring it up to 47% damage resistance, but the player is sacrificing a lot to be able to get that. The PG/CPU is designed to be costly but not punishing and it's taking up a slot that they would otherwise fill with buffer/regeneration which applies to all areas. It's a 47% damage resistance but they're not gaining anything against the other damage types; essentially wasting the slot.
Pardon me for asking but is that not the same for explosive damage weapons like the Mass Driver. I only ask since the resistance for Explosives vs Shielding amounts to a 45.5% resistance. To some degree I was expecting an inverse profile. I suspected you might opted for the addition 1.5% as a result of EM weapons DPS compared to Explosive weapons DPS.
Right. Explosive weapons do +20/-20 but the Energized Armor Plate (Explosive) doesn't provide a resistance for that. The (Adaptive) one is the only one that provides a resistance to Splash damage so that the modules loosely mimic the design of the Sentinel resistances where Splash damage is considered separate of the other Damage Types.
I explained this in the Design Philosophy section of the spreadsheet but maybe I should rename the module so that it is more clear.
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Aeon Amadi
Chimera Core
9167
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Posted - 2015.03.17 02:56:00 -
[5] - Quote
Avallo Kantor wrote:
Sorry if I caused a misunderstanding.
I am not in any way supporting "active" mods, as I myself said earlier that I thought they wouldn't work as well.
What I meant was the "omni-resist" mods you were proposing. The concern being with the "omni-resist" mods that it's just a math calculation as to which is better at a given stage: Buffer or Omni-resist. Again, not proposing active mods.
As to giving laser more resists, you neglect to consider that lasers get that "extra damage" from sacrificing on the other side of things (Armor). With the higher resist given to shield you effectively counter Shields fully with the same effort as any other damage type... but that doesn't "undo" the negative cost laser weapons have already suffered for that bonus, i.e their terrible damage vs Armor. Effectively, this creates a situation where Lasers are unfairly punished for their damage profile, as resist mods equally destroy their bonus same as any other damage profile, leaving lasers with a worse weakness than any other damage type (except explosive which is reversed)
The damage reduction is countering those bonuses across the board on specific modules though. It'd be no more punishing to Laser weaponry than it would be to Projectile weaponry.
Let's say you have an ASCR and are going against someone who's shield tanking with one of the Complex Modules - you'd lose your bonus to Shield damage; sure, but you'd still be doing your base DPS. It's the same case if you were running an ACR against an Armor Tanker with one of the Complex Modules.
And if they fit two? Well, they're going to be sacrificing a lot. Caldari Assaults would have to sacrifice two of their five high slots to negate the damage, which they could have used to get 145 more Shield HP. That's not much of a gain to have such an advantage against Laser weaponry when everything else is going to kill them just as easy. Even still, they'd have to consider stacking penalties.
It is a bit unfair toward Laser Weaponry in the larger scheme of things, yes, but without it, Laser Weaponry would be providing more damage than the modules negate and it would be unfair to everything else if it were a flat reduction. So it's really a choice of "Do I make Laser Weaponry inherently more powerful than everything else because of it's unique +20/-20" or "Do I make Laser Weaponry inherently less powerful than everything else because of it's unique +20/-20"
The decision was to go with the latter as it'd be easier to balance those weapons to the changes (increasing their overall damage or RoF) than to balance -all the other weapons- to the changes.
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Aeon Amadi
Chimera Core
9167
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Posted - 2015.03.17 03:00:00 -
[6] - Quote
True Adamance wrote:Aeon Amadi wrote:True Adamance wrote:Aeon Amadi wrote:
It's because Laser weaponry receives a 20% increase to shield damage and a 15% increase to damage proficiency, which totaled, gives a much higher damage percentage bonus than any other rifle type. The modules were designed around the rifles as a whole (note that the Explosive plate/amplifer doesn't provide a reduction to Splash damage, which is the Adaptive's thing).
It's not because EM is being singled out, every (specific damage) resistance module is designed to counter the bonuses that weapon type provides or the inverse. So, if EM provides a 20% increase to Shield Damage, than the Shield Module would counter that while the Armor module would provide an -additional- resistance toward that damage profile.
Yes, the negative efficiency vs Armor would bring it up to 47% damage resistance, but the player is sacrificing a lot to be able to get that. The PG/CPU is designed to be costly but not punishing and it's taking up a slot that they would otherwise fill with buffer/regeneration which applies to all areas. It's a 47% damage resistance but they're not gaining anything against the other damage types; essentially wasting the slot.
Pardon me for asking but is that not the same for explosive damage weapons like the Mass Driver. I only ask since the resistance for Explosives vs Shielding amounts to a 45.5% resistance. To some degree I was expecting an inverse profile. I suspected you might opted for the addition 1.5% as a result of EM weapons DPS compared to Explosive weapons DPS. Right. Explosive weapons do +20/-20 but the Energized Armor Plate (Explosive) doesn't provide a resistance for that. The (Adaptive) one is the only one that provides a resistance to Splash damage so that the modules loosely mimic the design of the Sentinel resistances where Splash damage is considered separate of the other Damage Types. I explained this in the Design Philosophy section of the spreadsheet but maybe I should rename the module so that it is more clear. Again wasn't criticising just wondering about your thought process which I see now is outlined.
I know you're not criticising =P I'm just trying to explain what I was thinking. I'm open to suggestions if you have any.
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Founder of AIV
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Aeon Amadi
Chimera Core
9168
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Posted - 2015.03.17 03:15:00 -
[7] - Quote
Avallo Kantor wrote:You should take into account the values for explosive and laser damage with their opposite tank.
In short: Adaptive Armor Plating (electromagnetic) and Shield Resistance Modules (Explosive) should be greatly reduced, i.e smaller than normal resist mods.
In short, they shouldn't be "double punished" for having a +20 / -20.
I don't see how they're "double punished"... If someone is Armor Tanking and they spend an entire slot to have -more- resistance to Laser Weaponry at the expense of everything else, they kinda deserve that niche bonus.
Further more, another factor that has to be considered with Laser Weaponry is that Shields can't get as high of HP values as Armor; so reducing the damage further just makes sense when you're not seeing Caldari Assaults with 1000+ shields.
Note: Explosive "Splash" weapons like Mass Drivers aren't covered by the Projectile module (even if it is named 'Explosive') so equipping that to receive a benefit against them would be pointless and do nothing to help you. The only module is the 'omni' Adaptive.
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Aeon Amadi
Chimera Core
9169
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Posted - 2015.03.17 03:25:00 -
[8] - Quote
Nocturnal Soul wrote:@Rattati & All else, I strongly believe if this is to happen the sentinel bonus needs to be changed...perhaps to module efficiency of equipped resistance mods
That'd be pretty cash.
Would also limit how many Sentinels fit straight up buffer (plates/extenders) and give them legitimate weaknesses if they fit with their racial bonus and only lessen the weaknesses if they fit to cover the resistance holes.
Something like: Amarr Sentinel - 3% efficacy to (Explosive) Resistance Modules, 2% efficacy to (Kinetic) Resistance Modules per level.
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Aeon Amadi
Chimera Core
9170
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Posted - 2015.03.17 03:42:00 -
[9] - Quote
Avallo Kantor wrote:Nocturnal Soul wrote:Avallo Kantor wrote:As to my statements about the Adaptive mods being a calculateable best choice: I am comparing them to buffer mods (Such as shield extenders)
As a rough example: 36.3 - HP from basic Shield Extender with max skills
7.5% - Resists to all via the Adaptive Shield Resistance amplifiers.
So, by math, you can arrive at the Shield HP value at which an Adaptive mod provides more EHP than a same level Extender. With the added benefit of being the only mod able to resist explosive splash.
Do you see what I mean by the "always best choice" at a certain point? To be fair even though its not said I think most respectable armor tankers would fully accepts a increase to shield extender HP. Maybe up to Ferro levels Sorry, I used Shields as an example, but it applies to both tanking types. If anything, it benefits armor more, as they can more easily get more buffer.
Not really. A basic Armor Plate is 93.5 additional armor. I'd be hard pressed to put on a Basic (Adaptive) when that'd only shave off 35 DPS off of a Prototype ACR.
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Founder of AIV
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Aeon Amadi
Chimera Core
9171
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Posted - 2015.03.17 04:31:00 -
[10] - Quote
Avallo Kantor wrote:Aeon Amadi wrote:
Not really. A basic Armor Plate is 93.5 additional armor. I'd be hard pressed to put on a Basic (Adaptive) when that'd only shave off 35 DPS off of a Prototype ACR.
You are correct, with plates you would roughly need over 1100 - 1300 (depending on comparing at basic vs proto levels) for a resist to provide more EHP than a plate. With Ferroscale however, you would need roughly 461 (basic) - 703 (proto) base HP for a resist to outstrip a ferroscale. Considering Shields perform even worse than ferroscale, this means that the Adaptive modules replace ferroscale and extenders for most respectable armor / shield tankers after a very short point. (In the case of some Amarrian / Caldari suits, this is reached very quickly) After this point, one adaptive always outshines one extender / ferroscale of equal level, although more expensive in fitting cost. EDIT: [Up until stacking penalties, so after 2 (in most cases)] While I am not against the idea of adaptive (resist all) items, I feel they have to provide bonuses that do not make them required for any eHP fitting, as the idea with resist plates / shield resistance should be that you trade overall eHP for specific weapon damage eHP.
I'm totally cool with Shield Tanking having that kind of bonus though. Everyone always whines and complains that armor is more powerful and talks about "the armor meta" so this would be a great way to give them something interesting. Armor has Higher Buffer and Constant Regen while Shields have Higher Regen and better Resistances.
Even still, they're exhausting a lot to be able to do that and it doesn't really help them much against high Alpha weaponry (17 damage negated from an Ishukone Sniper Rifle) and Extenders would be the better choice there. If anything it just adds more choices and more consequences for the wrong choices.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Aeon Amadi
Chimera Core
9172
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Posted - 2015.03.17 08:30:00 -
[11] - Quote
Vicious Minotaur wrote:Aeon Amadi wrote:Nocturnal Soul wrote:@Rattati & All else, I strongly believe if this is to happen the sentinel bonus needs to be changed...perhaps to module efficiency of equipped resistance mods That'd be pretty cash. Would also limit how many Sentinels fit straight up buffer (plates/extenders) and give them legitimate weaknesses if they fit with their racial bonus and only lessen the weaknesses if they fit to cover the resistance holes. Something like: Amarr Sentinel - 3% efficacy to (Explosive) Resistance Modules, 2% efficacy to (Kinetic) Resistance Modules per level. What is with people and Sentinel resistances.... Yeah, sentinels may be for 'point defence' or whatever... But one can achieve that 'role' via other methods that don't involve JUST resistances, JUST damage mitigation and bullet spongy-ness. Sure, make the role bonus resistance [mod?]-based... but racial bonuses could stand to be much more creative and augment the each of the four sentinels differently to allow for more interesting inter-sentinel combat (and combat in general). That'd be a different thread entirely, and I'm sure it would be ignored just like my various posts on the generic Sentinel resistance bonuses. Anyway, blah blah, I support resistance mods being implemented, blah blah.
I think it's just such a broad-spectrum bonus, honestly.
It'd be like if all Commandos got a bonus to Light Weapon Damage instead of (racial damage type) damage. The resistances applying the way they do make it so that the obvious choice is to just fit a bunch of plates/extenders and call it a day, with Amarr Sentinel and Gallente Sentinel being the obvious best choice because they can fit damage mods without sacrificing on the tank.
I think, generally speaking, there's a strong drive from the community for bonuses to apply to modules instead of being just passive buffs because then it encourages a certain fitting instead of just giving free reign to fit what you want while still having the power projection from the skill bonuses themselves.
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