
tasman devil
Pangalactic Punks n' Playboys HUN Reloaded
28
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Posted - 2013.04.15 22:15:00 -
[1] - Quote
CCP Fozzie wrote:IMPORTANT NOTICE: If you feel strongly about this change, either liking or disliking it, you should vote for CSM 8 and tell your representatives how you feel. CSM 8 will be taking office before the launch of Odyssey. Vote from now until April 18th here. Like they will be in shape and on the ready for something heavy topic from the first day...
CCP Fozzie wrote: ...This imbalance was becoming more and more of a problem as we started work on battleships and command ships.
To understand why they are so powerful, we need to start with some quick math. Resistance bonuses are stronger than they first appear for the same reason that rate of fire bonuses are stronger than damage bonuses. This isn't entirely intuitive but it's something that long-time EVE theorycrafters have all gotten used to since it shows up so often in the context of our game.
The key thing to remember is that a 25% bonus that is applied by division (like resistances that divide incoming damage, or RoF which divides the duration between module activations) have a much bigger effect than a 25% bonus that applies by multiplication (like a weapon damage bonus or a bonus to raw hitpoints).
For example a 25% increase in armor hitpoints applies quite intuitively: (Base HP) * 1.25 = a 25% increase in total EHP.
In contrast a resistance bonus actually benefits your ships by decreasing incoming damage. So a ship with 25% resistance bonus takes 25% less damage from hostiles. This ends up applying to their effective hitpoints as: (Base HP) / 0.75 = a 33% increase in total EHP.
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.
Huh? So by being 33% vs 37,5% they are overpowered... (your numbers, leveled by you!) yeah right... Remote reps overshadow locals because you can scale 1:1 with the number of RR teammates/reps, nothing more. This is really just a cop-out for you to reason the change you wanted to make since day 1 I believe.
CCP Fozzie wrote: Remote repair gameplay is some of the most fun gameplay we have (and is my personal favourite activity in 0.0) but is also responsible for discouraging fights and for forcing the rise of alpha-only strategies. Spidertanking strategies like Slowcat carriers are some of the post powerful tactics in the game, and it's no accident that those strategies rely entirely on resist bonused ships.
So let me get this straight: Instead of nerfing the on the fly fitting capabilities of carriers (read: pantheon Archons) you are effectively messing with 44 OTHER ships... Tell me if I missed the content between the lines...
Let me get this off me chest: By nerfing the resist you will encourage MORE alpha-doctrines because they will be even more valuable now than ever before! Spider tanks slowcats and whatnots are a direct outcome - a REACTION - for the alpha fleets, not the action (read: incentive for an alpha fleet). By this you will just make fleets swell even bigger and then the only real method of success (I am not even calling it a tactic any more) will be to press F1 faster then the enemy.
Nice days ahead... :( I don't belive in reincarnation I've never believed in it in my previous lives either... |