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Cat Merc
Oculus Felis
1580
|
Posted - 2013.07.03 02:11:00 -
[301] - Quote
I use: Basic plate Enhanced plate Complex plate Armor repairer Armor repairer
Or if it's the assault, same thing only without the complex plate.
Gives me way better result than any of your configurations guys. Though I might switch my basic plate with a complex ferroscale if I had the CPU/PG. |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 02:12:00 -
[302] - Quote
I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
22
|
Posted - 2013.07.03 02:15:00 -
[303] - Quote
BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty.
I think you just found the build that was in my dreams. |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 02:16:00 -
[304] - Quote
DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. I think you just found the build that was in my dreams.
About to try it out. |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 02:18:00 -
[305] - Quote
BL4CKST4R wrote:Son-Of A-Gun wrote: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. But it forces us to be very Logi dependant and our HP still doesn't exceed shields. In order for there to be a balance or a benefit different than shields we need to have equal HP and slightly lower repair, or Higher HP and lower repair.
One thing that would make a big difference would be proper armor bonuses for Gallente and maybe Amarr suits instead of the shield recharge bonuses. Also with this you could potentially fit 2 Complex Damage Mods in your high slots without sacrificing tank, whereas Caldari have to make that choice. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
23
|
Posted - 2013.07.03 02:18:00 -
[306] - Quote
Just figured out that caldari logi can get even more hp cause of this and less movement penalty so we gotta keep this a secret. |
Cat Merc
Oculus Felis
1581
|
Posted - 2013.07.03 02:18:00 -
[307] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. I think you just found the build that was in my dreams. About to try it out. What. This gives me 522 HP, and I have all armor skills maxed out. I think you f'd up somewhere. |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 02:19:00 -
[308] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. I think you just found the build that was in my dreams. About to try it out.
Oops I thought I saw an 8 when checking it out, its actually 825 EHP.
321 shields 504 Armor |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 02:19:00 -
[309] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. I think you just found the build that was in my dreams. About to try it out.
Give us the results! |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
79
|
Posted - 2013.07.03 02:22:00 -
[310] - 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. |
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BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 02:23:00 -
[311] - Quote
I confuse 0 with 8 so when I saw 504 armor in my head I saw 584, it is actually 825 EHP. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
23
|
Posted - 2013.07.03 02:27:00 -
[312] - Quote
At max it's 852.3 h p used calculators. |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 02:33:00 -
[313] - Quote
Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
|
Cat Merc
Oculus Felis
1581
|
Posted - 2013.07.03 02:37:00 -
[314] - Quote
Son-Of A-Gun wrote: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. Through extensive testing with Arkena, it was more around 135%~ to armor. It varied, sometimes going up to 140%.
Anyway scrambler rifle does 120/80, still less than 135~/70 that ALL explosives do. And that splash radius really is overkill when you consider that armor is the slowest. So 1+1, anti armor weaponry is far more effective against armor than anti shield weaponry is against shields. |
Cat Merc
Oculus Felis
1581
|
Posted - 2013.07.03 02:38:00 -
[315] - Quote
zzZaXxx wrote:Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
And why would we use any of the above instead of a plate or armor rep? Especially the resistance one, 6% lol. |
TheGoebel
Kite Co. Couriers
16
|
Posted - 2013.07.03 02:43:00 -
[316] - Quote
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. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 02:45:00 -
[317] - Quote
All gallente needs now is more p g and racial skill We need more power |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 02:47:00 -
[318] - Quote
Cat Merc wrote:zzZaXxx wrote:Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
And why would we use any of the above instead of a plate or armor rep? Especially the resistance one, 6% lol.
Because you would use them in high slots my man. That's why. As for the percentages, ignore my numbers. I don't know the math but there must be a percentage that is balanced. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 02:59:00 -
[319] - Quote
If you don't have a logi suit but have a assault or basic suit try this out
2x complex Ferro scale 1x enhanced reactive plates 1x complex plate 2x extenders
Needs engineering to max but gives 840 hp but only 1.15 repair. Probably a better fit out there but what I'm going to try. |
BL4CKST4R
WarRavens League of Infamy
353
|
Posted - 2013.07.03 03:01:00 -
[320] - Quote
If CCP added the 0% penalty to repairers, linked reactives to repair systems skill, a small reduction to the CPU/PG requirements, and small buffs to the plates or some major nerfs to explosive damage we will be balanced (as long as they don't consider manipulating the penalties an exploit ). We would have the ability to be frontline assaults with no logi dependence and be able to go toe to toe vs other shield frontline suits, or have the choice of being buffer tanks with massive EHP but no repair. |
|
BL4CKST4R
WarRavens League of Infamy
353
|
Posted - 2013.07.03 03:02:00 -
[321] - Quote
zzZaXxx wrote:Cat Merc wrote:zzZaXxx wrote:Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
And why would we use any of the above instead of a plate or armor rep? Especially the resistance one, 6% lol. Because you would use them in high slots my man. That's why. As for the percentages, ignore my numbers. I don't know the math but there must be a percentage that is balanced.
Give me a module with a 50% resistance against explosives and I'm in. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
80
|
Posted - 2013.07.03 03:05:00 -
[322] - 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). |
BL4CKST4R
WarRavens League of Infamy
353
|
Posted - 2013.07.03 03:06:00 -
[323] - Quote
DRDEEZENUTSZ TWOpointo wrote:If you don't have a logi suit but have a assault or basic suit try this out
2x complex Ferro scale 1x enhanced reactive plates 1x complex plate 2x extenders
Needs engineering to max but gives 840 hp but only 1.15 repair. Probably a better fit out there but what I'm going to try.
Or try
2x complex ferro 1x basic reactive 1x complex plate
1x complex energizer 2x complex extenders
800 EHP and 40 HP/s on shield repair, and 1 HP/s on armor |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 03:06:00 -
[324] - Quote
BL4CKST4R wrote:zzZaXxx wrote:Cat Merc wrote:zzZaXxx wrote:Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
And why would we use any of the above instead of a plate or armor rep? Especially the resistance one, 6% lol. Because you would use them in high slots my man. That's why. As for the percentages, ignore my numbers. I don't know the math but there must be a percentage that is balanced. Give me a module with a 50% resistance against explosives and I'm in.
Give me something that protects my shields against EM! |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 03:09:00 -
[325] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:If you don't have a logi suit but have a assault or basic suit try this out
2x complex Ferro scale 1x enhanced reactive plates 1x complex plate 2x extenders
Needs engineering to max but gives 840 hp but only 1.15 repair. Probably a better fit out there but what I'm going to try. Or try 2x complex ferro 1x basic reactive 1x complex plate 1x complex energizer 2x complex extenders 800 EHP and 40 HP/s on shield repair, and 1 HP/s on armor
No way it's 40 hp. Maybe 34. And that's a lot of CPU. |
BL4CKST4R
WarRavens League of Infamy
353
|
Posted - 2013.07.03 03:18:00 -
[326] - Quote
25 HP/s x 1.6 = 40, Gallente proto assault at level 5 gets 40 with a energizer. It might be an impossible build I made it up in my head. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 03:23:00 -
[327] - Quote
zzZaXxx wrote:BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:If you don't have a logi suit but have a assault or basic suit try this out
2x complex Ferro scale 1x enhanced reactive plates 1x complex plate 2x extenders
Needs engineering to max but gives 840 hp but only 1.15 repair. Probably a better fit out there but what I'm going to try. Or try 2x complex ferro 1x basic reactive 1x complex plate 1x complex energizer 2x complex extenders 800 EHP and 40 HP/s on shield repair, and 1 HP/s on armor No way it's 40 hp. Maybe 34. And that's a lot of CPU.
It's only around level 2 electronics.
|
BL4CKST4R
WarRavens League of Infamy
353
|
Posted - 2013.07.03 03:27:00 -
[328] - Quote
We need to get a confirmation from CCP if the way the stacking penalties are working in our favor is on purpose or a mistake before we make any suggestions on polishing armor. If they are meant to work in our favor this is a small step into the fixing of armor, but there is still a lot to be done, for example we yet have the ability to buffer tank, racial bonuses still need fixing, and the plates are still very penalizing in terms of CPU/PG. Although a Gallente assault can now get the same HP as a Caldari assault without gimping his speed to much, the repairs are still way off balanced and the Caldari has more CPU/PG in reserve than the Gallente. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 03:38:00 -
[329] - Quote
BL4CKST4R wrote:We need to get a confirmation from CCP if the way the stacking penalties are working in our favor is on purpose or a mistake before we make any suggestions on polishing armor. If they are meant to work in our favor this is a small step into the fixing of armor, but there is still a lot to be done, for example we yet have the ability to buffer tank, racial bonuses still need fixing, and the plates are still very penalizing in terms of CPU/PG. Although a Gallente assault can now get the same HP as a Caldari assault without gimping his speed to much, the repairs are still way off balanced and the Caldari has more CPU/PG in reserve than the Gallente. P.S: If CCP confirms this is intentional I will take back everything bad I have said about them , although it does not excuse the bad communication between CCP devs and us armor tanks.
1+ I second that |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 03:47:00 -
[330] - Quote
Assuming the stacking works as Son-of-a-Gun claims and we're not all being epically trolled, here are some configurations for Gallente proto logi with Armor Upgrades 4:
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Complex Reactive plate 1: 57.1% of 4.0% Complex Reactive plate 2: 28.3% of 4.0% Complex Reactive plate 3: 10.6% of 4.0%
480 hp armor 11hp/sec armor rep 6.5% movement penalty
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Complex Reactive plate 1: 57.1% of 4.0% Complex Reactive plate 2: 28.3% of 4.0% Complex Armor Repairer
430 hp armor 15.3 hp/sec armor rep 6% movement penalty
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Complex Reactive plate 1: 57.1% of 4.0% Enhanced plate 1: 28.3% of 5.0% Complex Armor Repairer
477 hp armor 13.25 hp/sec armor rep 6.3% movement penalty
#3 looks like a winner
Complex Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Enhanced plate 1: 57.1% of 5.0% Enhanced plate 2: 28.3% of 5.0% Complex Armor Repairer
545 hp armor 11.25 hp/sec armor rep 6.8% movement penalty
#4 looks even better
Complex Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Enhanced plate 1: 57.1% of 5.0% Complex Armor Repairer Complex Armor Repairer
449 hp armor 17.5 hp/sec armor rep 5.5% movement penalty
#5 is lookin good too
If anyone tries one of these fits let me know! |
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