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Thread Statistics | Show CCP posts - 7 post(s) |

X Gallentius
Justified Chaos
1261
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Posted - 2013.04.12 16:26:00 -
[1] - Quote
With the reduction in resist bonus could come an increase in the baseline tanking stats of these ships.
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X Gallentius
Justified Chaos
1262
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Posted - 2013.04.12 16:47:00 -
[2] - Quote
Jonas Sukarala wrote:its progress at least now maybe a brutix can outrep a prophecy.... now for making armour repping competitive please.
Active repping has its space, but with these changes the "space" of ships with active repping bonuses (like the Myrm) won't be invaded by actively repped, resistance bonused ships (like the Prophecy). So +1.
If everybody is worried about the loss of EHP, then just buff the baseline tanking stats of the affected ships.
Edit: Another benefit is that the "space" of T2 ships with resistance bonuses has increased a bit. It will be more beneficial for them to receive remote reps compared to these ships with resistance bonuses. |

X Gallentius
Justified Chaos
1262
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Posted - 2013.04.12 16:51:00 -
[3] - Quote
TrouserDeagle wrote:People are probably worried about the loss of EHP, but that doesn't mean anything should be done about it. As a pilot of ships without this bonus, I agree with you. 
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X Gallentius
Justified Chaos
1263
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Posted - 2013.04.12 20:39:00 -
[4] - Quote
Johnson Oramara wrote: You have your solution here, just nerf the remote reppers ability slightly as they are already pretty much OP. Why couldn't you do this?
Doesn't create enough space between self-repping bonused ships and self-repping resistance bonused ships.
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X Gallentius
Justified Chaos
1264
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Posted - 2013.04.12 20:50:00 -
[5] - Quote
Johnson Oramara wrote:So what is the problem to raise the bonus for them then if it is an issue? Probably nothing except CCP said they didn't want to raise the self repping bonuses. |

X Gallentius
Justified Chaos
1340
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Posted - 2013.04.26 15:53:00 -
[6] - Quote
Gaoman Nosconian wrote: How about dampening the effect of RR's based on the (average) resistances?
That's not the issue they are trying to address.
Issue: Local active repping is almost as good as (or better in some cases when the Amarr/Caldari hull has more low/mid slots than the Gallente/Minmatar hull) on resist bonused ships compared to ships with active repping bonus.
You have three options: 1. Increase local repping bonus: CCP said they aren't going there. 2. Apply local repping bonus to remote reps: Doesn't solve the Issue stated above. 3. Decrease resistance bonus. BINGO!
This is a done deal. Pilots of resistance-bonused hulls should be negotiating for something in return like and in increase in buffer tank to compensate. Your "going in" position should be 130% (instead of 100%) since you will be losing some RR capability. |

X Gallentius
Justified Chaos
1340
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Posted - 2013.04.26 16:26:00 -
[7] - Quote
Apostrof Ahashion wrote: And that still does not make local active repping any more appealing, only makes alpha fleets more powerful. And alpha fleets are used extensively in the game, while local repping is not and will not be for a long time, probably never. And that makes this a stupid change.
It's not about making local repping better, it's about giving local repping bonuses space when compared to resistance bonuses.
Example: (Resistance-bonused) Prophecy is a better local repping ship than the (local repping bonused) Myrmidon.
Your complaint about alpha can be addressed with EHP buff. |

X Gallentius
Justified Chaos
1341
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Posted - 2013.04.26 17:33:00 -
[8] - Quote
Kaarous Aldurald wrote:Not by the math, no. They are about par. Exactly. Local repping bonus does not have and meaningful benefit compared to resistance bonus. (And prophecy can rep more than the myrmidon)
As for the rest, you probably ought to be proposing an EHP buff. |

X Gallentius
Justified Chaos
1342
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Posted - 2013.04.26 18:59:00 -
[9] - Quote
Kaarous Aldurald wrote:No, the Prophecy cannot rep more than the myrm. It can rep about 5% less, all things considered. The extra low slot filled with eanm2 gives the prophecy a leg up on repping power.
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X Gallentius
Justified Chaos
1343
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Posted - 2013.04.27 18:53:00 -
[10] - Quote
Jezza McWaffle wrote:Possibly a way to fix remote repping as I would say its a general consenus that the resistance bonus is not overpowered its remote reps when in large clusters. This does nothing to create space for ships with self repping bonuses vs. ships with resistance bonuses. The key feature here is that a ship with a self repping bonus should SELF rep a lot more than a ship with a resistance bonus. |
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X Gallentius
Justified Chaos
1343
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Posted - 2013.04.27 22:41:00 -
[11] - Quote
Kaarous Aldurald wrote:
Self rep ships don't need space cleared for them vs resist bonuses. They need to be cleared out of the way (read: deleted) so that game balance can actually be achieved.
That kind of crudworthy pve bonus doesn't belong in a discussion of pvp balance, pure and simple.
Maybe you should consider the fact that they're not getting rid of the self repping bonus, that they think self repping is viable in pvp (it is, but not so much in fleets), and instead come up with a solution to your "alpha" problem when the resists are reduced (which is going to happen)... such as increasing the EHP of the ships affected by 7% (after mods). - since the affected ships are going to lose less than 7% EHP overall. "alpha problem" solved. |

X Gallentius
Justified Chaos
1359
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Posted - 2013.05.02 16:30:00 -
[12] - Quote
John 1135 wrote:What is a solid counter-argument to R? The solid counter argument to R:
R(resistance bonuses) crowd too much into SR(self-repping bonuses)'s space.
Proof: R is nearly as good as SR bonuses at self repping. If the R ship has even one more tanking slot than the SR ship, then it will be more effective at self repping. |

X Gallentius
Justified Chaos
1361
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Posted - 2013.05.03 07:38:00 -
[13] - Quote
Kaarous Aldurald wrote: That would be at all appropriate, were it not for the overwhelming evidence that SR is a waste of a bonus FOR A FLEET SHIP
Fixed. It's a good bonus for solo ships.
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X Gallentius
Justified Chaos
1392
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Posted - 2013.05.08 20:15:00 -
[14] - Quote
John 1135 wrote:Cygnet Lythanea wrote:The sad part is as I work it out, this reduces my resistance tank by less than 1% once mods and skills are factored in. So what is the point of this again, exactly? Current Abaddon for BS IV char hits something like EM 79% TH 73% KN 69% EX 83% That is 2xEANM IIs, 1xDC II, 1x EX Hardener II. There are other ways to tank, but this yields over 160k EHP. My understanding is that ship bonuses don't go into the stacking formula. So losing 4% (1% / level) for the example char means taking roughly 19% more damage from EM 15% more damage from TH 13% more damage from KN 24% more damage from EX So on average nearly 18% more damage taken per second. Due to dynamic factors in how resists interact with repping, were base armour HP on Abaddon to be buffed to compensate CCP would need to increase it by something like a third to be as resilient under fire. If the nerf really did equate to 1% CCP wouldn't bother making it. Would you like to reconsider the math here? 25% increase IN REMAINING RESISTS.
Example with current resists (check EFT): L0 Moa - 0/20/40/50, L5 Moa 25/40/55/62.5. Proposed Resists: L5 Moa 20/36/52/60
Lets assume raw dps is 1, then effective dps is:
L0 Moa - 1/.8/.6/.5 L5 Moa - .75/.6/.45/.375 (original) L5 Moa - .8/.64/.48/.4 (proposed)
Ratio Proposed/Original - 1.067 for ALL. Not 18% |

X Gallentius
Justified Chaos
1400
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Posted - 2013.05.09 09:22:00 -
[15] - Quote
Moa: Damage Control II, Invuln II, L5 - 54.1/63.2/72.4/77 Moa: Damage Control II Invuln II, L0 - 38.7/51/63.3/69.4
Incoming DPS L5:45.9/36.8/27.6/23 L0: 61.3/49/36.7/30.6
Current: L0*(1-.25) = L5 for each case Proposed: L0*(1-.2)= 0.4904/0.392/0.2936/0.2448
Proposed/Current = 1.067. Same in all cases.
----- Onyx: This was a pain since baseline numbers in EFT don't let you change Caldari Cruiser (always assumed to be Level 5), BUT you can get them from Cerberus Caldari Cruiser Bonus (25% increase in resistance at L5): 25/85/77.5/62.5 No Resistance Bonus (Cerberus): 0/80/70/50
Same math, same ratio: 1.067.
Bottom line is that the 20% or 25% bonus is applied to remaining resists after everything is applied, and the final ratio is always 1.067.
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X Gallentius
Justified Chaos
1400
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Posted - 2013.05.09 10:16:00 -
[16] - Quote
L0 Resist: 66.7/44/58/65 L0 dps: .33/.56/.42/.35 L5 dps Current: .25/.42/.315/.2625 (=L0* (1-0.25)) - Matches EFT L5 dps Proposed: .2664/.448/.336/.28 (=L0*(1-0.2))
Ratio: 1.067 How are you calculating L5 dps - current and proposed?
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X Gallentius
Justified Chaos
1403
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Posted - 2013.05.09 14:01:00 -
[17] - Quote
Deerin wrote:You can check it in game or just EFT it. On EFT make a moa, select all V char and drop cal cruiser level to 4. You'll have the new moa. Damnit, my way of doing it was more time consuming and a pita, and therefore better! 
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X Gallentius
Justified Chaos
1425
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Posted - 2013.05.23 19:18:00 -
[18] - Quote
TrouserDeagle wrote:You're seriously nerfing my eagle and ferox. Why would you do that? They're already awful. Could you perhaps not do the change on ships that are currently terrible, then do it when you get around to making them good? So if they are already awful then why are you flying them? If it's for the challenge then you should be happy because these ships will now be much more challenging to fly. (sorry, couldn't resist, back to our scheduled programming) |

X Gallentius
Justified Chaos
1425
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Posted - 2013.05.23 22:43:00 -
[19] - Quote
Or perhaps it was because the proposal called for the resistance bonus to be removed entirely and replaced with a HP bonus. Fozzie is going easy with the nerfbat and this is the thanks he gets?  |

X Gallentius
Justified Chaos
1426
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Posted - 2013.05.24 19:01:00 -
[20] - Quote
Ocih wrote:The question is, what are we trying to solve? what problem comes up that is the result of a resist bonus on these ships?
To answer this question, let's go back to the original post in this thread:
CCP Fozzie wrote: So while a 37.5% rep bonus increases effective repping by 37.5%, and a 50% armor hp bonus increases effective hitpoints by 50%, a 25% resistance bonus actually increases both by 33% (not the 25% that might be assumed at first glance). In practice that means that for pure amount repped over time, a 25% resistance bonus is only 3% less powerful than a 37.5% rep bonus. This is one of the main reasons that resistance bonuses completely overshadow local repair bonuses.
For example: The difference between an active tanking Prophecy and Myrmidon - at active tanking - is minimal. The difference between a buffer tanking Prophecy and Myrmidon is disproportionately large. |
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X Gallentius
Justified Chaos
1428
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Posted - 2013.05.25 14:17:00 -
[21] - Quote
Dersen Lowery wrote:Sure, the Myrm has other advantages. Speaking as someone who's been known to tool around in a space chicken, one of them is that the Myrm doesn't fly like a damn battleship. Myrm: Speed - 145, Align - 12.8, Mass - 13,100,000 Proph: Speed - 150, Align - 12.6, Mass - 12,900,000
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X Gallentius
Justified Chaos
1432
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Posted - 2013.05.30 05:05:00 -
[22] - Quote
Cyrus wrote:So your arguement is that a prophecy with a resist bonus tanks almost as much as a myrmidon. Alot of people say the same thing but you forgot to mention that the myrm does 3 times the dps while tanking. Not true. Armageddon tanks MORE and has reasonable dps compared to Myrm. |

X Gallentius
Justified Chaos
1433
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Posted - 2013.05.31 18:44:00 -
[23] - Quote
Samas Sarum wrote: Nice troll attempt. Their tank is roughly the same and the dps isn't even close.
Give me a Myrm fit, and I'll give you a corresponding Prophecy fit (you can do it yourself: put an extra eanmII or drone damage amplifier in the low slot). You'll also note that the Prophecy has 30% more EHP. |

X Gallentius
Justified Chaos
1433
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Posted - 2013.06.03 17:03:00 -
[24] - Quote
Tyberius Franklin wrote: Also aren't Rokh's seeing widespread usage in fleets right now? - How does this not conflict with the idea that arty alpha is > all?
I assume in massive numbers Hybrid alpha works. Once you get enough people to alpha through your opponents, then rate of fire becomes more important. |
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