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Felix Faraday
Kirkinen Risk Control Caldari State
12
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Posted - 2013.05.15 00:16:00 -
[1] - Quote
Am I missing something? Is there a post somewhere with skill changes that I'm not seeing, or were these all silent?
Vehicle Shields and Armor changed from +5% to shield/armor resistance? Loss of hp on an already paper thin DS?
Small missle turrets changes from +2% to +1%? My nuerotic, ever-skywards pointing main turret was too strong?
HP buffs to every OTHER vehicle than DSs?
All this after they posted that they are looking into DSs to help them out?
I was excited about the new packs that came with the new patch... now I'm thinking I should just save my money.
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Felix Faraday
Kirkinen Risk Control Caldari State
12
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Posted - 2013.05.15 00:24:00 -
[2] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=75841&p=8
5 bullet points they are supposedly looking into... as they silently nerf all the useful vehicle skills.
I guess I'll be running militia assault for awhile. |
Felix Faraday
Kirkinen Risk Control Caldari State
14
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Posted - 2013.05.15 12:27:00 -
[3] - Quote
Garrett Blacknova wrote:If you focus on HP recovery modules and/or resistance mods on your DS, this buff can - with the right fit - actually increase your EHP.
It's a loss on the basic number for HP, but those modifiers actually count for a lot. With no HP or resistance modifiers on a shield Dropship, and with Shield Upgrades maxed out, you get +11% to your total EHP from the skill.
If you can bump your raw shield HP to 225% (that's total, not increase) of the baseline, you're getting the same EHP bonus as you got from the skill before the "nerf". With a vehicle that has 1000 shields, add 1250 HP and you're set.
Shield Boosters and Armour Repairers gain MUCH more benefit from resistance than raw HP, and combining HP recovery with a resistance module or two can get good results.
Maybe I'm misunderstanding how the resistance works?
I'm running three +748 shield extenders, which puts me at 3,319 shields. +25% to that would be another 830 leaving me with 4,148. Instead now I'm getting 3,319 + 10% resistance... doesn't this mean all damage to shields is reduced by 10%? So instead of taking 3,319 damage before going boom, I can take 3,650?
I can understand how Shield Boosters gain more benefit, since 1 booster can heal (for example, not accurate) 2 swarm hits instead of one, since they are doing "less" damage each. This would actually work well for smaller hits.The real problem is the high end Forge Guns, that take us out in 2 shots.
Before, a FG would have to do a minimum of 2,074 damage to still be able to 2-shot my shields. Now they only need to do 1,825. And these FGs supposedly can do in the upwards of 3,700 damage, so we're in close range of being 1-shotted again, even with 3 shield extenders.
The resistance doesn't benefit as much since it takes so few shots to knock us out.
This also ignores the fact I'd have to go from 3 Shield Extenders down to 2 + a Shield Booster. Putting me even lower at 2,571, which would be very much in range of a 1-shot. (My 4th slot is an Afterburner, and is non-negotiable. It's saved more ships than any other module).
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Felix Faraday
Kirkinen Risk Control Caldari State
14
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Posted - 2013.05.15 14:10:00 -
[4] - Quote
Garrett Blacknova wrote:Felix Faraday wrote:Maybe I'm misunderstanding how the resistance works?
I'm running three +748 shield extenders, which puts me at 3,319 shields. +25% to that would be another 830 leaving me with 4,148. Instead now I'm getting 3,319 + 10% resistance... doesn't this mean all damage to shields is reduced by 10%? So instead of taking 3,319 damage before going boom, I can take 3,650?
I can understand how Shield Boosters gain more benefit, since 1 booster can heal (for example, not accurate) 2 swarm hits instead of one, since they are doing "less" damage each. This would actually work well for smaller hits.The real problem is the high end Forge Guns, that take us out in 2 shots.
Before, a FG would have to do a minimum of 2,074 damage to still be able to 2-shot my shields. Now they only need to do 1,825. And these FGs supposedly can do in the upwards of 3,700 damage, so we're in close range of being 1-shotted again, even with 3 shield extenders.
The resistance doesn't benefit as much since it takes so few shots to knock us out.
This also ignores the fact I'd have to go from 3 Shield Extenders down to 2 + a Shield Booster. Putting me even lower at 2,571, which would be very much in range of a 1-shot. (My 4th slot is an Afterburner, and is non-negotiable. It's saved more ships than any other module). The skill's +25% Shield HP applied BEFORE your Shield Extenders were added on. You have a base of 1075 Shields. Add 25% and you get 1344 (after rounding). Add the Shield Extenders you mentioned and you go up to 3588. With Resistance, 10% resist means 11.11% increase to your EHP. And it applies to your total Shield HP, not just the base value. 3319 + 11.11% = 3688 You gained 100 EHP from this "nerf" to Dropships if you're running the 3 Shield Extenders.
Also, with the newly-modified Resistance bonus from skills, Boosters effectively provide 11.11% more benefit than they used to, because the resistance applies to any HP you currently have on your vehicle. And that's on top of you having taken less damage in the first place.
Ok, so I was misunderstanding some things.
I could have sworn I had over 4k shields at one point... but maybe that was with a different module setup.
That's the problem with these silent, unannounced changes. I don't have my previous stats written down, so I'm left wondering what it used to be. |
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