Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Nitrobeacon
Freek Coalition
37
|
Posted - 2013.07.23 15:29:00 -
[1] - Quote
Say you have 3 Damage Modules + Assault Rifle Proficiency 5. Why does your first Damage module receives 87% efficacy, second receive 57%, third 28%. That's right, instead of adding a third damage module on say.. an Assault GK0 Dropsuit you are better off throwing a shield on one of the module slots (That is if you spent into weapon proficiency). |
Billi Gene
The Southern Legion
170
|
Posted - 2013.07.23 15:33:00 -
[2] - Quote
first module is alway exempt from the stacking penalty last i checked.
and from what i can remember, the stacking penalty is there to stop extreme min-maxing creating game imbalances that would then require game rebalancing.
basically its to create diminishing returns and thereby promote diversity. |
Bendtner92
Internal Error. Negative-Feedback
781
|
Posted - 2013.07.23 15:33:00 -
[3] - Quote
Nitrobeacon wrote:Say you have 3 Damage Modules + Assault Rifle Proficiency 5. Why does your first Damage module receives 87% efficacy, second receive 57%, third 28%. That's right, instead of adding a third damage module on say.. an Assault GK0 Dropsuit you are better off throwing a shield on one of the module slots (That is if you spent into weapon proficiency). That's not correct. The first damage mod does not get any stacking penalties if you have SP into Proficiency. |
Nitrobeacon
Freek Coalition
37
|
Posted - 2013.07.23 15:35:00 -
[4] - Quote
Billi Gene wrote:first module is alway exempt from the stacking penalty last i checked.
and from what i can remember, the stacking penalty is there to stop extreme min-maxing creating game imbalances that would then require game rebalancing.
basically its to create diminishing returns and thereby promote diversity. Sadly not when you have Weapon Proficiency Leveled up, it counts as a module for some reason. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5414
|
Posted - 2013.07.23 15:35:00 -
[5] - Quote
Damage mods are the source of like....any form of weapon imbalance.
But they're here to stay I'm sure
|
Nitrobeacon
Freek Coalition
37
|
Posted - 2013.07.23 15:38:00 -
[6] - Quote
Same thing is if you have.. say a natural 10% resistance on vehicles, your first Voltaic armour resistance module will have 87% efficacy. |
Eurydice Itzhak
Militaires Sans Jeux
129
|
Posted - 2013.07.23 15:40:00 -
[7] - Quote
It's the same way for vehicles I believe in regards to resistances. |
Bendtner92
Internal Error. Negative-Feedback
781
|
Posted - 2013.07.23 15:41:00 -
[8] - Quote
Nitrobeacon wrote:Same thing is if you have.. say a natural 10% resistance on vehicles, your first Voltaic armour resistance module will have 87% efficacy. Not true.
Although the module wouldn't have 100% efficiency per say, but that is not because of a stacking penalty of any kind, but rather just how the system is set up. Because the resistance would not be the 10% from skill + the module, but 10% resistance and then the module would add extra resistance based on the new value.
Edit: I'll use an example. If the module is 25% resistance it would be like this:
100% damage taken * 0.9 from the skill = 90% damage taken.
90% damage taken * 0.75 from the module = 67.5% damage taken.
So the module would only add an extra 22.5% resistance even though it was a 25% module. This has nothing to with stacking penalties. |
Nitrobeacon
Freek Coalition
37
|
Posted - 2013.07.23 15:41:00 -
[9] - Quote
Yes you are right Eurydice Itzhak |
Booby Tuesdays
Ahrendee Mercenaries EoN.
198
|
Posted - 2013.07.23 15:44:00 -
[10] - Quote
DUST Fiend wrote:Damage mods are the source of like....any form of weapon imbalance.
But they're here to stay I'm sure
I wish on the kill screen it listed how many damage modules, etc, were being used. A lot of the QQ about this weapon and that weapon are OP would be solved by providing more information. Your standard issue AR glass cannon build will be doing over 50 DMG per bullet with Prof 5 and 3 Complex damage mods. |
|
Nitrobeacon
Freek Coalition
37
|
Posted - 2013.07.23 15:47:00 -
[11] - Quote
Booby Tuesdays wrote:DUST Fiend wrote:Damage mods are the source of like....any form of weapon imbalance.
But they're here to stay I'm sure
I wish on the kill screen it listed how many damage modules, etc, were being used. A lot of the QQ about this weapon and that weapon are OP would be solved by providing more information. Your standard issue AR glass cannon build will be doing over 50 DMG per bullet with Prof 5 and 3 Complex damage mods. Revealing full stats of players would destroy diversity and encourage stealing of builds, some people don't want that. |
Billi Gene
The Southern Legion
170
|
Posted - 2013.07.23 15:48:00 -
[12] - Quote
Nitrobeacon wrote:Billi Gene wrote:first module is alway exempt from the stacking penalty last i checked.
and from what i can remember, the stacking penalty is there to stop extreme min-maxing creating game imbalances that would then require game rebalancing.
basically its to create diminishing returns and thereby promote diversity. Sadly not when you have Weapon Proficiency Leveled up, it counts as a module for some reason.
that doesnt seem so bad to me.
You're saying that with skills you get a CPU/PG neutral module on your suit automatically, thereby freeing up a slot for more tank or utility?
You can't shoot if you are dead.... /just-saying |
Nitrobeacon
Freek Coalition
38
|
Posted - 2013.07.23 15:49:00 -
[13] - Quote
Bendtner92 wrote:Nitrobeacon wrote:Same thing is if you have.. say a natural 10% resistance on vehicles, your first Voltaic armour resistance module will have 87% efficacy. Not true. Although the module wouldn't have 100% efficiency per say, but that is not because of a stacking penalty of any kind, but rather just how the system is set up. Because the resistance would not be the 10% from skill + the module, but 10% resistance and then the module would add extra resistance based on the new value. Edit: I'll use an example. If the module is 25% resistance it would be like this: 100% damage taken * 0.9 from the skill = 90% damage taken. 90% damage taken * 0.75 from the module = 67.5% damage taken. So the module would only add an extra 22.5% resistance even though it was a 25% module. This has nothing to with stacking penalties. Ah yes you are right, sorry I forgot the calculation for resistance modules, haven't been tanking after the respec, thank you very much. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5105
|
Posted - 2013.07.23 15:50:00 -
[14] - Quote
Nitrobeacon wrote:Booby Tuesdays wrote:DUST Fiend wrote:Damage mods are the source of like....any form of weapon imbalance.
But they're here to stay I'm sure
I wish on the kill screen it listed how many damage modules, etc, were being used. A lot of the QQ about this weapon and that weapon are OP would be solved by providing more information. Your standard issue AR glass cannon build will be doing over 50 DMG per bullet with Prof 5 and 3 Complex damage mods. Revealing full stats of players would destroy diversity and encourage stealing of builds, some people don't want that. I think it would lead to constant shifting and evolution of fits. There may be one dominant fit for a while, but new fits would be developed as a counter, and then counters would be develope for those fits, etc. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5414
|
Posted - 2013.07.23 15:57:00 -
[15] - Quote
KAGEHOSHI Horned Wolf wrote:I think it would lead to constant shifting and evolution of fits. There may be one dominant fit for a while, but new fits would be developed as a counter, and then counters would be develope for those fits, etc. That's assuming we reach a point where fit diversity really means anything.
While there is technically diversity, the lack of module slots on Heavies and Scouts, along with the lack of module diversity in general, leads to a fairly stale environment where it's pretty easy to guess what the other guy is running. Plus, if you don't fit for full tank or damage, you're gimping yourself in combat unless you're built for speed and are either really good or really lucky.
Basically it feels like fit diversity is a joke right now, and that most fits are the same or all too similar because of the limited options available. |
|
|
|
Pages: 1 :: [one page] |