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DeathwindRising
ROGUE RELICS
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Posted - 2015.07.10 21:45:00 -
[1] - Quote
but how would they work?
the flux one does what exactly compared to a shield regulator?
the heavy extender is interesting. |
DeathwindRising
ROGUE RELICS
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Posted - 2015.07.10 21:50:00 -
[2] - Quote
Breakin Stuff wrote:DeathwindRising wrote:but how would they work?
the flux one does what exactly compared to a shield regulator?
the heavy extender is interesting. how much of a nerf to shield recharge and delays would it give? does it effect shield delay, or depleted shield delay? both? CLICK THE SPREADSHEET LINK!!!
im sorry! haha
after looking at it.... you need to add how the shield regulators work with the flux extenders
EDIT:
what would your depleted delay look like while running 5 flux extenders and 3 shield regulators? |
DeathwindRising
ROGUE RELICS
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Posted - 2015.07.10 21:59:00 -
[3] - Quote
Breakin Stuff wrote:DeathwindRising wrote:Breakin Stuff wrote:DeathwindRising wrote:but how would they work?
the flux one does what exactly compared to a shield regulator?
the heavy extender is interesting. how much of a nerf to shield recharge and delays would it give? does it effect shield delay, or depleted shield delay? both? CLICK THE SPREADSHEET LINK!!! im sorry! haha after looking at it.... you need to add how the shield regulators work with the flux extenders any mods that affect the same attribute are affected by stacking penalties in descending order. So the first regulator (which has the higher bonus) operates at full value. a second regulator operates as two modules. the first Flux shield would be affected as though there were already two of them, as it is the third module to affect the depleted delay (but not the regular delay). the third Flux would be treated as the fifth module for stacking penalties. Make sense? This is just a standard-issue EVE/DUST stacking penalty issue.
i cant find stacking penalties for 8 mods... |
DeathwindRising
ROGUE RELICS
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Posted - 2015.07.10 22:02:00 -
[4] - Quote
Breakin Stuff wrote:DeathwindRising wrote:
i cant find stacking penalties for 8 mods...
past 5, you're damn near going negative if not going negative
can you even go negative? or does it cap at zero?
im guessing... but i think you could get around a 2 second depleted delay |
DeathwindRising
ROGUE RELICS
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Posted - 2015.07.10 22:10:00 -
[5] - Quote
Breakin Stuff wrote:3 regs, 2 flux is 48.68%
3 regs, 5 flux is 37.14%
After 5 modules on the same attribute, you literally start accruing penalties for each additional mod.
are you sure? those mods have different bonus values. are those percentages, the stacking penalty? or something else?
what would the actual depleted delay be? it has to be less the 2.51 seconds |
DeathwindRising
ROGUE RELICS
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Posted - 2015.07.10 22:30:00 -
[6] - Quote
3 energizers
2 flux extenders
3 shield regulators
381 shield HP
123.37 HP/s
1.6 delay
depleted delay would be under 1.92 seconds
squishy as hell, but that regen would be too funny |
DeathwindRising
ROGUE RELICS
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Posted - 2015.07.10 22:51:00 -
[7] - Quote
Breakin Stuff wrote:DeathwindRising wrote:3 energizers
2 flux extenders
3 shield regulators
381 shield HP
123.37 HP/s
1.6 delay
depleted delay would be under 1.92 seconds
squishy as hell, but that regen would be too funny that's not how it works your maximum bonus with three regs and two flux is 48.68% Depleted: 3.0792 Recharge Delay: 2.0528 that's what the maximum benefit you will get is, period. a third flux extender reduces the bonus to 41.98% a fourth to 38.47% the fifth drops your total bonus to 37.14% It is never beneficial to stack more than five bonuses to the same attribute. Ever. No Bueno. Stacking penalties do not work the way you want them to. CCP implemented this to prevent unkillable ships, where players were omni-stacking resists to 99%
stacking penalites go in descending order according to odule strength.
1st reg 35%
2nd reg 30.415%
3rd reg 19.985%
1st flux 4.245%
2nd flux 1.59%
thats a 91.235% reduction to depleted shield delay. thats not even including the skills that increase shield reg effectiveness.
depleted shield delay would be at .5259 seconds on a cal assault |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.13 15:32:00 -
[8] - Quote
im actually seeing less benefits the more i look at these modules.
i would suggest changes.
reinforced extenders: get rid of the shield recharge penalty, and increase the penalty to depleted shield delay. treat it like a heavy extender with a heavier penalty
flux extenders: i believe that the bonus to depleted shield delays will cause confusion to players that dont understand how stacking penalties work (i sure didnt)
also:
min assault: 2 flux, 2 damage mods, 2 reactives, 2 kincats... interesting fit |
DeathwindRising
ROGUE RELICS
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Posted - 2015.07.14 00:03:00 -
[9] - Quote
Ripley Riley wrote:DeathwindRising wrote:reinforced extenders: get rid of the shield recharge penalty, and increase the penalty to depleted shield delay. treat it like a heavy extender with a heavier penalty The reinforced shield extender offers almost armor levels of HP for 0 speed penalty. The trade off is a slightly reduced shield recharge rate. There has to be some other negative beside depleted delay. DeathwindRising wrote:flux extenders: I believe that the bonus to depleted shield delays will cause confusion to players that don't understand how stacking penalties work (i sure didn't) Stacking penalties are everywhere in Dust 514. I hate to say it, but this might just be one of those things players have take a moment to learn. There are stacking penalty calculators out there (I believe Breakin linked one). DeathwindRising wrote:min assault: 2 flux, 2 damage mods, 2 reactives, 2 kincats... interesting fit This is the kind of fitting the flux extender was designed for. It would allow a dropsuit to move in and out of fire fights, recharging to full shields with just a few seconds pause. Scouts and light frames could create similar fits. Interesting concept! I'm not sure there are already attributes in place to do what you are describing though.
The trade off of complex armor plate is heavy movement penalty. Your reinforced extender is like armor plates giving an armor repair penalty in addition to a movement penalty.
I can't think of any module in either eve or dust that penalizes two separate stats for equipping the module. On top of that, if you are unable to recover your hp without interruption, high amounts of hp are useless after the first encounter as you can't apply logi reps, or healing hives to assist in recovery. Overall, this module is a hindrance in the long term.
Reactive plates reduce the movement penalty in exchange for a modest increase in both armor and repair rate. The issue with the flux extender is that it does something that isn't otherwise possible to achieve in either dust or eve. There no way I can think of where you can achieve a negative through stacking penalties. Which is why I question the bonus to depleted delays if they can used to achieve a negative bonus. Not only that but it leaves your normal delay untouched.
Where's the extender that offers no penalties? Or the extender that offers an increase in both hp and overall shield regen?
Shield tankers are looking for quality of life buffs. I don't see how these achieve that in comparison to reactive plates and ferroscale plates. |
DeathwindRising
ROGUE RELICS
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Posted - 2015.07.14 21:14:00 -
[10] - Quote
Breakin Stuff wrote:Deathwind I'm not responding to you anymore. Either you're trolling or you don't understand what the hell we are doing.
I will say it now. These extender variants are intended to be on par with reactives and Plates.
The only change we have proposed is lowering the fitting cost of standard extenders. that penalty already exists on them.
The Heavy extenders HAVE TO HAVE a tangible drawback so they will be on par with the heavy armor plates which INCREASE damage application to the person using them by lowering their mobility. The heavy extenders make it harder to regenerate rapidly in exchange for a heavier and more durable level of protection.
And finally, five flux extenders with no stacking penalties would simply be superior in all ways to Reactive plates.
In short: No.
This proposal is not about fixing core issues with shields. It is about introducing options which allow shield user better choices and more variety in fitting.
We are not looking to make shields clearly superior to armor, which your demands will lead to. So no, take your "This will only make shields worse" BS and shelf it with the people who claimed that ferroscale and reactive plates would only benefit shield users.
No, Chicken Little, the sky is not falling.
I didnt say that this will make shields worse. I said it doesnt offer shield tankers anything, while it offers dual tankers and armor tankers more variety with their fits.
the best choice for a cal assault is always going to be normal shield extenders, and with a energizers, plus some shield regulators. the flux and heavy extenders? they dont help shield tankers at all and encourage dual tanking and brick fits.
whats the point of a flux extender if youre not dual tanking?
youve designed drawbacks that in particular do not negatively affect armor tankers or dual tanking fits, while at the same time those same modules would in some shape or form negatively impact a caldari shield tank. the best part is when i checked the fitting costs of a complex damage mod... you made it easier to fit a heavy extender in terms of cpu and pg than itd be to fit a damage mod.
last time i heard though, rattati was against dual tanking and against increasing shield HP. so following that, im actually more inclined to think that none of this will happen. |
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DeathwindRising
ROGUE RELICS
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Posted - 2015.07.14 23:45:00 -
[11] - Quote
Zan Azikuchi wrote:Getma Gunn wrote:I don't think anyone will argue with me if I say armor is vastly superior to shields at the moment. I really like these ideas of yours and I agree shields need something better than what we currently have. My suggestion is just give the caldari base numbers a bump comparable with the balacs ck.0. It's the only cal suit I've used that actually feels like the shields are effective. That way the armor users don't whine about not getting a new module and I can actually use my assault as intended. Lol, a Rattati Aslt can get 33 HP per second (non stop) and 600+ armor with ferro's, and a Prototype can get close with 29 HP and 590+, where as my Frame's can get 600 Shield straight, with 101 HP (1 energizer and 1 recharge) and if I use 3 regulators, then i'd obtain every 1.60 seconds, problem is, it's always being stopped by any bullet (threshold was wasted). Armor is vastly superior to shield's since you can get 3 damage mod's, tank the suit even at basic level's, armor repair modules can give 10+ HP slap 2 on and your getting a constant equivalent of what shield's get, if not double, which technically raises the armor's strength against shield's. My shield suit, depending on what I choose for, 613 (shield) and 52 recharge (energizer), or 562 and 56 HP (2 enhanced rechargers), or 522 and 82 HP (2 energizers), it wouldn't matter my shield's aren't returning to me once every 1.60 second's, once it's hit once I'm as good as dead, where as armor players can constantly go lone wolf and kill 6 other player's before needing to hide around a corner to recoup. That in of itself place's armor's at a high advantage. (I did not count toward's armor rep tool's because that requires team work and is excusable, but it'd be nice if it were a bit more meticulous, if that's the right word, as it could give us our shield in return in accordance to our shield recharge level, wouldn't make sense, but would be better balance and a quick temporary fix) Aside from the previous, the ideal that shield suit's require to fight at long range is a load of bull in an FPS standpoint, given the fact that freedom of fitting's allow any armor player to fight at any range. Need to kill that guy at 70 meter's? Pull out a Rail Rifle, pesky sniper's putting your team down? Pull out a sniper rifle yourself, vehicle's giving you trouble? Pull out a Heavy with a FG. Freedom of fitting's is a positive but double edged sword, if one entire defense type get's blown out for it, yet the other remain's strong, it's a bad set up that only lead's to disaster. Shield's specifically for caldari, need to be reworked, and the constant armor repairing's need to be put to an end. (Before you say it, minmatar relies more on speed than anything, and are much more viable shield suit's than caldari would/could ever hope to be)
healing hives. you forgot armor tankers can sit in a patch of hives and fight you. what would normally be 25 hp/s becomes 25 hp/s plus the hive. so you could get something close to 100 hp/s non stop |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.15 00:38:00 -
[12] - Quote
just realized that there is an error with how this calculator orders the modules for computing stacking penalties.
stacking penalties are supposed to order the modules in order of highest/greatest bonus to least greatest bonus.
this one doesn't, because it is recognizing the number -15 as mathematically "greater" than -35. which is true. but in this case, the greater bonus would be -35 in regards to shield delay reduction bonus.
this calculator is flawed according to the intended purpose of stacking penalties. using one flux extender and one shield regulator, the order of stacking penalties should begin with the shield regulator being applied with zero penalty (100% efficiency), and then apply a penalty to the flux extender as it is the next highest bonus to effect shield delays.
using the calculator shows that it begins with the flux extender and then applies a penalty to the shield regulator. This will reduce you overall bonus. the goal, as stated below the calculator in the link, is to provide the maximum bonus |
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