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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
76
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Posted - 2013.07.03 01:11:00 -
[1] - Quote
Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced.
Taken from here:
https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
76
|
Posted - 2013.07.03 01:18:00 -
[2] - Quote
TheGoebel wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 So your saying if I have a complex and a enhanced plate I wouldn't lose 10% speed?
Yes. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
76
|
Posted - 2013.07.03 01:37:00 -
[3] - Quote
DRDEEZENUTSZ TWOpointo wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 But why do shields recharge faster and have more hp and it been proven that extender net more benifits then damange modifiers unless your a sniper.
As far as reacharging faster, that is the nature of the beast. Armor repair thanking can be very competitive against shield tanking. I should know my favorite fit is a armor tank Gal logi, repairing now at 25.75 HP/sec. Armor repair also as no delay, so you are continuously repairing even in the midle of a fire fight. Combo this with the new energizer (complex) and two complex shield extenders and you got yourself a pretty hot fit.
As far as benifits to combat effectiveness to shields over armor, again this is the nature of the beast. Armor has a higher potential eHP than shields especially with the way these new plates are working. All in all though it is not entirely true that shield is more effective, for instance:
Scrambler rifle Laser rifle (if they ever get around to making it relevant again) Flux Gallente AR Caldari gauss rifle (when it finally gets here) Sniper rifle Shot gun
The problem a lot of the time is that a lot of people do not stay mindful of these strengths in battle, and thus get very frustrated.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
76
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Posted - 2013.07.03 01:43:00 -
[4] - Quote
@BL4CKST4R
If you use the basic F and R plates it frees up a lot of CPU/PG so that you can carry some of the high end repair nanos. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
78
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Posted - 2013.07.03 01:59:00 -
[5] - Quote
zzZaXxx wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 I'm thinking: Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Plate 1: 28.3% of 10.0% With Armor Upgrades 4 that would result in 608 hp of armor with only an 8.3% movement penalty! (Need a logi for reps though.)
There you go. You guys just need to play around with this stuff a little. I run the fit that I posted about because I run a lot of high end equipment. It suits my play stile. There is a lot that can be done with this though.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
79
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Posted - 2013.07.03 02:22:00 -
[6] - Quote
TheGoebel wrote:Son-Of A-Gun wrote: As far as reacharging faster, that is the nature of the beast. Armor repair tanking can be very competitive against shield tanking. I should know my favorite fit is an armor repair tank Gal logi, repairing now at 25.75 HP/sec. Armor repair also as no delay, so you are continuously repairing even in the midle of a fire fight. Combo this with the new energizer (complex) and two complex shield extenders and you got yourself a pretty hot fit.
As far as benifits to combat effectiveness to shields over armor, again this is the nature of the beast. Armor has a higher potential eHP than shields especially with the way these new plates are working. All in all though it is not entirely true that shield is more effective, for instance:
Scrambler rifle Laser rifle (if they ever get around to making it relevant again) Flux Gallente AR Caldari gauss rifle (when it finally gets here) Sniper rifle Shot gun
The problem a lot of the time is that a lot of people do not stay mindful of these strengths in battle, and thus get very frustrated. Can I direct you to the beginning of the thread? Fitting more then one plate on a proto assault gal means two reppers, a max 12.5 hp a sec and a smaller buffer then a shield tank with just complex extenders and you have a slower speed (even if that is slightly curtailed now). Yes your gal logi does okay with a natural 5 hp a sec and 5 lows, but that is an exception, not the rule of armor tanking. Yes those weapons do more damage to shields not armor but, as we've discussed, the problem is the hard swing. For instance hybrid weapons, the AR and Shotgun, do 110% damage to shields and 90% to armor. That is a pro. Explosive damage, grenades, flaylocks and mass drivers, do 150% to armor and 80% to shields. That's a pretty hard swing of a con. Maybe I should focus on the pro here, but contact grenades keep exploding in my face.
If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari sum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
80
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Posted - 2013.07.03 03:05:00 -
[7] - Quote
TheGoebel wrote:Son-Of A-Gun wrote: If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari sum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily. First off, +1 for death to shield tanks. 130 to 70 is a 60% swing to my 70% both are quiet large. Also, how does one play to your strengths in dust? I think this will reveal me as a terribad player but I often don't get to choose who I'm fighting. I can't look out across the field to find the scrambler rifler suits and I defiantly can't avoid a good scout with a flaylock. Explosive grenades are ubiquitous, every militia suits gets one, plus they are easy to fit so how do I avoid those, I mean from the obvious don't walk on the grenade indicator. I apologize if I seem overly aggressive or anything, I welcome discussion, it's just been a frustrating day. That said take the next part with a grain of salt. If you can only play to your strengths then you can't play an armor tank. Decent reps require either standing on a kill me beacon (nano hive which easily shows up on enemy mini maps) or to hug a logi-bro (everyone should get a hug). Without a fast recharge I have to avoid encounters until I repair, however I am slower even with shenanigans, then the people who want to kill me. Even if I take cover, it can take up to a minute to refill my buffer. 60 seconds is a long time to hide if someone is looking for you. I can't out buffer my foes, I can't out rep them. I certainly could equip dedicated anti-shield weaponry but if I do that why shouldn't I just shield tank? My sp is invested, if I am going to change my skill plan why bother with armor at all? I I think that post that say "armor is good in a group" or "it's balanced you just can't see it" are outright fallacious and damaging to creating any semblance of balance. Why? The create false parallels that ghetto-ize the armor tankers. They say you can't play like the rest of us but it's okay, you have your niche. But math and experience shows that the niche does not exist and no amount of platitudes about play style will change that.
I'm sorry man,this was a really good post, and if I weren't so tired today I would give it the response it deserves, I am afraid you are going to have to settle for this instead.
Armor and repair tank is not the of two tanks that the Gal do exceedingly well with. There is also the speed tank. Form what I have read from you I think that this tank would suit you well, if you'll forgiv the pun. Give this a try:
Gal pro logi:
Pro AR
Comp energizer 2x Comp extender
2x ehd ken cat Ehd cardiac regulator Comp repair mod PG expansion mod
2x compact nano 2x adv uplink or better (make sure you have two different kinds, this will alow you 4 active at once). |
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