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Eldest Dragon
D3LTA ACADEMY
38
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Posted - 2013.06.29 22:18:00 -
[1] - Quote
I cant see my current bullet damage after weapon mod's, and I cant see my recharge depleted or recharge delay after regulators, please fix this ccp. This is very important info that we need to know, so we can see the effects of the mods after adding them, and so we can choose whether or not the mods are worth stacking after penalties! Currently we have to estimate the actual effect after mods, and there is no way of estimating or calculating when stacking because we do not know the actual stacking penalties, making these stats available to see on the suit will fix these problems. Thanks ccp for all your work and time, I hope you guys strongly consider this, I believe it is a necessary needed part of the game that is missing. You all have a great day. =) |
Lt Royal
Subdreddit Test Alliance Please Ignore
39
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Posted - 2013.06.29 22:26:00 -
[2] - Quote
This was implemented in chromosome beta, but I guess someone accidentally switched it off post Uprising. For now you can use this page for the maths as its the same as Eve Online.. |
Malkai Inos
Opus Arcana Covert Intervention
494
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Posted - 2013.06.29 22:31:00 -
[3] - Quote
I'd like to have it like this.
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Eldest Dragon
D3LTA ACADEMY
39
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Posted - 2013.06.29 22:44:00 -
[4] - Quote
Thank you royal, this does help, one thing it dosn't mention however is about stacking multiple levels of modules, for example a complex damage with an enhanced damage. Does it still penalize for that, and also I think it would still be really helpful to add the stats on the dropsuit fittings screen, seeing as how this eliminates the questions and need for estimating and calculating. But very thankful royal...1 like for you buddy... =) |
Skipper Jones
Red Star. EoN.
184
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Posted - 2013.06.29 22:51:00 -
[5] - Quote
Since I use the Scrambler Rifle, I would like to know how much damage I do to armor and shields. I don't really know how CCP adds on my 10% damage boost, my 5% damage boost, my Level 3 proficiency, and the 120% to shields and 80% to armor. |
Eldest Dragon
D3LTA ACADEMY
40
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Posted - 2013.06.29 22:55:00 -
[6] - Quote
Skipper Jones wrote:Since I use the Scrambler Rifle, I would like to know how much damage I do to armor and shields. I don't really know how CCP adds on my 10% damage boost, my 5% damage boost, my Level 3 proficiency, and the 120% to shields and 80% to armor.
Very much agreed... the damage stats added ccp... should really be added as damage to armor+shield (per round) for the equipped weapon. Nice post skip. =p |
loumanchew
Ametat Security Amarr Empire
17
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Posted - 2013.06.30 03:15:00 -
[7] - Quote
+1 same thing for stats on ships for instance. Now there is a resistance % for armor but not for shields. I find that the new stats with 1% resistance per level to the assault DS is confusing since it is not told if it works on active modules that improve resistance. No mention of stacking penalties either. These things are important to be clear and understood before making a commitment in SP. Which brings me to my next point...RESPEC. |
Eldest Dragon
D3LTA ACADEMY
43
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Posted - 2013.06.30 05:30:00 -
[8] - Quote
loumanchew wrote:+1 same thing for stats on ships for instance. Now there is a resistance % for armor but not for shields. I find that the new stats with 1% resistance per level to the assault DS is confusing since it is not told if it works on active modules that improve resistance. No mention of stacking penalties either. These things are important to be clear and understood before making a commitment in SP. Which brings me to my next point...RESPEC.
haha agreed... I support the respec (lmfao)...but really should be added for vehicles as well ccp. Good point buddy. +1 like for you =) |
Buster Friently
Rosen Association
805
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Posted - 2013.06.30 05:45:00 -
[9] - Quote
Eldest Dragon wrote:Thank you royal, this does help, one thing it dosn't mention however is about stacking multiple levels of modules, for example a complex damage with an enhanced damage. Does it still penalize for that, and also I think it would still be really helpful to add the stats on the dropsuit fittings screen, seeing as how this eliminates the questions and need for estimating and calculating. But very thankful royal...1 like for you buddy... =)
Yes it does. Stacking penalties would be applied even though they aren't the same exact module. Having the same bonus category is enough.
Also, this was removed after Chromosome, not by accident, but because the display was inaccurate and also because a single number couldn't convey the reality of the suit. For example, suppose you have a complex light damage mod and an enhances sidearm mod, what's the single number for this? That's why the number was removed.
Now, having said that, I support better stats in Dust, but be prepared for all the math challenged out there to whine on the forums when they put two complex damage mods on, and see a total bonus of 19.6%, and can't figure out why it isn't 20%. |
Eldest Dragon
D3LTA ACADEMY
43
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Posted - 2013.06.30 05:57:00 -
[10] - Quote
Buster Friently wrote:Eldest Dragon wrote:Thank you royal, this does help, one thing it dosn't mention however is about stacking multiple levels of modules, for example a complex damage with an enhanced damage. Does it still penalize for that, and also I think it would still be really helpful to add the stats on the dropsuit fittings screen, seeing as how this eliminates the questions and need for estimating and calculating. But very thankful royal...1 like for you buddy... =) Yes it does. Stacking penalties would be applied even though they aren't the same exact module. Having the same bonus category is enough. Also, this was removed after Chromosome, not by accident, but because the display was inaccurate and also because a single number couldn't convey the reality of the suit. For example, suppose you have a complex light damage mod and an enhances sidearm mod, what's the single number for this? That's why the number was removed. Now, having said that, I support better stats in Dust, but be prepared for all the math challenged out there to whine on the forums when they put two complex damage mods on, and see a total bonus of 19.6%, and can't figure out why it isn't 20%.
Nice to know all that 1st off, but 2nd why was it removed... the simple answer then, is to put one number for light weapon or main weapon ect.. and one number for sidearm. Problem solved. 3rd who really cares about the math challenged people whining, chances are that if there that slow they suck at the game anyway, and btw buster thnx for the support... sent you a like =) |
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Eldest Dragon
D3LTA ACADEMY
45
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Posted - 2013.07.01 18:31:00 -
[11] - Quote
Friendly bump.... =) |
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