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Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
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Posted - 2013.01.02 23:28:00 -
[1] - Quote
Remember in Codex..each tier was separated by a complex damage mod? Militia was 30, Gek was 33, and duvolle was 36. Now, they are separated by an enhanced damaged mod.
That is why the militia grade was bumped up.
Exile x 1.05 = GEK. GEK x 1.05 = Duvolle
Realizing this...I'm not sure how I feel about the changes now. Because the militia wasn't buffed just to buff it.....but to ensure that the difference between the weapons were uniform (percentage-wise).
Any significance of this to you guys? |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2013.01.02 23:48:00 -
[2] - Quote
Belzeebub Santana wrote:Exile isn't militia (probably know this) and militia has twelve less bullets so it is still a bad gun to run. Interested in seeing how they fix this problem of no one using ADV or PROTO. I'm guessing a sizable price drop. Once this and customization comes the QQing over flattening might disapate.
Exile, militia, STD...all hit at 31hp, which is the point. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2013.01.02 23:59:00 -
[3] - Quote
Mr Zitro wrote:Ydubbs81 RND wrote:Remember in Codex..each tier was separated by a complex damage mod? Militia was 30, Gek was 33, and duvolle was 36. Now, they are separated by an enhanced damaged mod.
That is why the militia grade was bumped up.
Exile x 1.05 = GEK. GEK x 1.05 = Duvolle
Realizing this...I'm not sure how I feel about the changes now. Because the militia wasn't buffed just to buff it.....but to ensure that the difference between the weapons were uniform (percentage-wise).
Any significance of this to you guys? My translation of what you just wrote, we dumbed the game down to cater kids who don't understand the game
Yeah, I feel you as I'm one who hated the flattening and I'm still against it.
But does it help, noticing that the tiers are separated by 5%..instead of random numbers. I really felt they buffed the STD just to buff it. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2013.01.03 00:02:00 -
[4] - Quote
Telcontar Dunedain wrote:Belzeebub Santana wrote:Exile isn't militia (probably know this) and militia has twelve less bullets so it is still a bad gun to run. Interested in seeing how they fix this problem of no one using ADV or PROTO. I'm guessing a sizable price drop. Once this and customization comes the QQing over flattening might disapate. Nerfing prices is a terrible fix. We are trying to play a game that requires risk. Without some ISK on the table when you fight whats the point? Rebuff the weapons.
Since we know their method to madness...maybe we can compromise and ask for an 8% difference (enhanced + militia damage mod) |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2013.01.04 06:29:00 -
[5] - Quote
Thranx1231 wrote:Ydubbs81 RND wrote:Remember in Codex..each tier was separated by a complex damage mod? Militia was 30, Gek was 33, and duvolle was 36. Now, they are separated by an enhanced damaged mod.
That is why the militia grade was bumped up.
Exile x 1.05 = GEK. GEK x 1.05 = Duvolle
Realizing this...I'm not sure how I feel about the changes now. Because the militia wasn't buffed just to buff it.....but to ensure that the difference between the weapons were uniform (percentage-wise).
Any significance of this to you guys? All the grousing about not understanding arithmetic aside this was good. Have you done the math on anything else? How does throwing Skill Levels into the mix change things?
It doesn't......sure if I have AR Prof lvl 3 + weaponry lvl 5 then my gun will hit harder than someone who only has weaponry lvl 4.
The point is that the damage difference between the guns are, fundamentally, 5% from each other....or, an enhanced light damage mod |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2013.01.07 05:24:00 -
[6] - Quote
TVrain Matari wrote:With the 10% from Weaponry and a single 10% damage upgrade this gives us:
Standard: 100% base damage, 120% with bonuses[387.5dps, 465dps for AR] Advanced: 105% base damage, 126% with bonuses[406.9dps, 488.3dps for AR] Prototype: 110% base damage, 132% with bonuses[426.25, 511.5dps for AR]
That's 124dps difference between a dirty ol' protobeast and a virgin recruit, with dispersion, range, kick etc., all being heavily in the protobeast's favor.
It's a 46 dps difference if the battle is broke protobeast vs. wealthy protobeast - in a quickdraw gunfight when the militia protobeast drops the rich protobeast will have at least 74 hp left, prolly more like 100 with the improved dispersion and recoil characteristics of the proto weapon.
That just means that a low level has to level up their skills, that's all. They can get weaponry lvl 5 and a complex damage mod before playing their first game |
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