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![Vermaak Doe Vermaak Doe](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Vermaak Doe
SVER True Blood Public Disorder.
793
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Posted - 2013.07.07 23:14:00 -
[1] - Quote
Good ideas are one out of one thousand on this thread, I'll have a long wait for the next one. |
![Vermaak Doe Vermaak Doe](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Vermaak Doe
SVER True Blood Public Disorder.
798
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Posted - 2013.07.08 01:19:00 -
[2] - Quote
While we're on the subject of base bonuses, how about more resists for amarr suits? |
![Vermaak Doe Vermaak Doe](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Vermaak Doe
SVER True Blood Public Disorder.
1000
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Posted - 2013.07.09 20:33:00 -
[3] - Quote
Vermaak Doe wrote:While we're on the subject of base bonuses, how about more resists for amarr suits? No one agrees with this? |
![Vermaak Doe Vermaak Doe](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Vermaak Doe
SVER True Blood Public Disorder.
1001
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Posted - 2013.07.09 20:43:00 -
[4] - Quote
Mobius Wyvern wrote:Vermaak Doe wrote:Vermaak Doe wrote:While we're on the subject of base bonuses, how about more resists for amarr suits? No one agrees with this? What do you mean by resists? Damage type resistances, for instance if an amarr suit which has a base resist bonus is shot with a mass driver or flaylock, it would deal closer to 100% damage instead of 110%. Unfortunately I don't have the numbers for a proper bonus so my first thought would be to make it 4 or 5% higher than the armor of other suits. |
![Vermaak Doe Vermaak Doe](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Vermaak Doe
SVER True Blood Public Disorder.
1001
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.09 20:53:00 -
[5] - Quote
BL4CKST4R wrote:Vermaak Doe wrote:Mobius Wyvern wrote:Vermaak Doe wrote:Vermaak Doe wrote:While we're on the subject of base bonuses, how about more resists for amarr suits? No one agrees with this? What do you mean by resists? Damage type resistances, for instance if an amarr suit which has a base resist bonus is shot with a mass driver or flaylock, it would deal closer to 100% damage instead of 110%. Unfortunately I don't have the numbers for a proper bonus so my first thought would be to make it 4 or 5% higher than the armor of other suits. No suit has resistances actually, and since CCP hasn't actually added proper resistances except the two we know of it seems like it's just to hard for them to code, or to intensive to implement. They're around, but only in the form of the weapon efficiency. So instead of actual resists, it would be somehing similar to "7% reduction to weapon efficiency" while it would be listed with bonuses, it wouldn't increase per level. |
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