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Shamarskii Simon
The Hundred Acre Hood
432
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Posted - 2015.10.17 15:25:00 -
[1] - Quote
deezy dabest wrote:I actually think that shield rep tools should apply some resistance while applied instead of increasing shields.
I'm sure the % resistance could be figured up by taking average DPS versus the rep rate of armor tools and find some base number that balances out.
The only problem there is I do not know how "triage" points would be applied in that scenario.
I'm positive triage is aHP over time (weaker tools take longer to get triage points after all) so it'll simply be shield damage resisted over time is directly proportional to aHP repaired over time.
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
438
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Posted - 2015.10.18 16:40:00 -
[2] - Quote
Pokey Dravon wrote:I have some qualms about the repair tool consuming the HP of a suit which is for the most part, not very rich in HP. If the Logi is basically half dead while repping, it's going to be that much easier to kill, thus making it a useless Logi. Additionally since the Armor Repair Tool does not have this limitation, I doubt you'll see much change in the meta, as the armor reps will remain superior in nearly every way.
Remove HP reduction,
Reg + harden shields = shield tool comparable to armor tool?
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
445
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Posted - 2015.10.19 02:15:00 -
[3] - Quote
Shields: High HP/s, low HP, recharge delay.
Armor: Low HP/s, high HP, no delay
The tool should try to negate the weakness of the tank.
Armor: Increases aHP/s
Shield: Increases sHP (resistance), reduces delay.
Cause sure, it can be out dps'd... But reducing both delay and depleted delay... It'll be quite effective.
Now a bad example is 463 sHP @ 101 sHP/s (my FW C/1 assault) 2 second delay, 3 second depleted delay (for the sake of simplicity, round numbers)
463 sHP @ 101 sHP/s (4.58 seconds)
*Get tethered, 40% increase to sHP [though resistance] 50% reduction regulator*
648.2 sHP @ 141.4 sHP/s (4.58 second recharge) (1.5 second delay)
Now on a max sHP calAss
707 sHP
989.8 sHP after a 40% increase to e-sHP
Now... I'm just taking some numbers out of nowhere (the resistance and regulation percentages) but you see what I mean?
Same time... Flux completely screwing over anything shield based is just something we'll have to continue dealing with it; already happens.
/* skimmed through the posts for a quick reply. Had no time sorry! */
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
447
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Posted - 2015.10.19 10:52:00 -
[4] - Quote
Quick reply (getting ready for school, I'll give a more coherent response if i have free time today) While yes, things would be still in armor's favor, shields are too different to bring it to the same level as armor.
A 90% resistance is like a 90% increase to recharge rate. The recharge time to full sHP wouldn't be changed.
Okay. Call it a removal of recharge delay, resistance, small increase to recharge rate (e.g 35%)
But walking tanks -1, that's a problem with my resistance idea. But.. What exactly is your idea? (asking for *possible* numbers play.)
< will post again later today; a full reply. Most likely in the evening >
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
447
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Posted - 2015.10.19 11:16:00 -
[5] - Quote
< reserved >
I do read, i do understand. Don't worry. My replies are the bad thing though ;D
Forever ADS. Best role.
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