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Andarias
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Posted - 2005.10.09 01:52:00 -
[1]
The new dev blog says that there will be skills that allows passive hardeners to increase their resists. If it's a flat 3% increase per level of the skill, for the damage type of the skill, does that mean that energized nanos will give like 33% to all?
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Razner Cerizo
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Posted - 2005.10.09 02:03:00 -
[2]
I think it means 3% of the platings resist %.
max, its 15% of the platings 20%... give you a grand total of... 23%.
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j0sephine
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Posted - 2005.10.09 02:26:00 -
[3]
"I think it means 3% of the platings resist %.
max, its 15% of the platings 20%... give you a grand total of... 23%."
From the way blog is worded and from the provided numbers, it seems like this bonus is applied once to active hardeners (and works only while they're turned off o.O) while for passive hardeners it's applied once more on top of that 'active only when in passive mode' bonus, which for passive hardeners is always added because well, they can't be turned on.
So, if this is right, then tech.2 energized plate would result in something like 20% * 1.15 * 1.15 = 26.45% bonus to all resistances with skills maxed out, and tech.1 plate in 15% * 1.15 * 1.15 = ~19.8% to all resistances.
For usual comparison, the tech.1 "invulnerability field" for shield adds 25% to resistances, uses over twice as much cpu to fit, and costs 20 cap/sec to run. Tech.2 field adds 30%, uses also over 2x as much cpu to fit as the tech.2 energized plate, and costs 16 cap/sec to run... ¼¼;;
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Razner Cerizo
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Posted - 2005.10.09 02:27:00 -
[4]
I bow before the reikoku math goddess. D:
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Dark Shikari
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Posted - 2005.10.09 02:30:00 -
[5]
Imagine one of those Centum adaptive nanos with this -- Proud member of the [23].
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Jim Raynor
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Posted - 2005.10.09 02:30:00 -
[6]
Why does CCP refuse to unnerf the Invul Field? :\ signature removed, do not post it again-eris |
j0sephine
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Posted - 2005.10.09 02:34:00 -
[7]
"Imagine one of those Centum adaptive nanos with this "
Or better yet, one of these officer membranes...
30.25 -> 40% to all resistances with max skills, for one slot and something like 30 cpu and no cap to run ;.;
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keepiru
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Posted - 2005.10.09 02:40:00 -
[8]
Edited by: keepiru on 09/10/2005 02:44:31 right but the problem isnt adaptives being too good. its invuls sucking in a major way >.>
i mean, seriously.. i wasnt around to see invinci-scorps, but the same cap draw as an armor repper, thats just silly :s ------------- Fight against the filo-communist t2 monopolies! Down with CCCP's one-week plan! Viva la revoluci¾n! o/
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Jim Raynor
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Posted - 2005.10.09 02:42:00 -
[9]
Originally by: keepiru right but the problem isnt adaptives being too good. its invuls sucking in a major way >.>
Invuls are uber if you got Estamels, and a Dreadnoughts Capacitor!!
Man that module is so broken, so energy inefficient, and so lame compared to how good +all resist armor plating membranes are I seriously can't fathom why CCP has not done something to fix this yet. signature removed, do not post it again-eris |
j0sephine
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Posted - 2005.10.09 02:46:00 -
[10]
Edited by: j0sephine on 09/10/2005 02:46:22
"right but the problem isnt adaptives being too good. its invuls sucking in a major way >.>"
Yup, i don't think the plates should be changed, really. They're just a living proof there's no reason to keep the shield equivalent nerfed to the stone age, when the original reason for this nerf isn't even part of game mechanics anymore...
(although there might be issue with single type resistance plates *and shield amplifiers*... tech.2 passive plates/amplifiers have 37.5% base bonus, which means with the skill boosts it can seemingly get as high as 49.6 ... i.e. pretty much equal to tech.1 active hardener, and just 5% short of the tech.2 active hardener? o.O; ... and they use way less cpu to fit, on top of that...
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keepiru
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Posted - 2005.10.09 02:49:00 -
[11]
Edited by: keepiru on 09/10/2005 02:49:41 same for t2 shield resistance amplifiers, lets not talk about those extremely popular 40% ones. those give 52.9% is the 1.15 double bonus is correct. ------------- Fight against the filo-communist t2 monopolies! Down with CCCP's one-week plan! Viva la revoluci¾n! o/
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keepiru
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Posted - 2005.10.09 02:53:00 -
[12]
which i suspect isnt correct. reading the blog again, it appears there is only 1 skill.
It gives 3% bonus to a passive hardener, or to an active hardener thats turned off. ------------- Fight against the filo-communist t2 monopolies! Down with CCCP's one-week plan! Viva la revoluci¾n! o/
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j0sephine
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Posted - 2005.10.09 03:04:00 -
[13]
"which i suspect isnt correct. reading the blog again, it appears there is only 1 skill.
It gives 3% bonus to a passive hardener, or to an active hardener thats turned off."
It sounds to me like this is single skill yes, but it has two functions -- it increases base resistance bonus of passive hardener, and then adds extra resistance to any hardener which is not activated. Meaning, passive hardeners actually benefit from it twice:
"The same 8 skills mentioned above increase resistances on Passive Hardeners by 3% per level, increasing the total resist to 32,5% maxing out at 42,625% at level 5."
1.15 * 1.15 (maxed out bonus applied twice) results in 32.25% bonus. This applied to tech.1 passive hardener (32.5% base resistance) results in 42.98% resistance at level 5.... these numbers are very close to the ones from the dev blog, meaning this might be the way it's indeed intended to work ^^;;;
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Sadist
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Posted - 2005.10.09 03:30:00 -
[14]
J0, sry, but I still dont get it, could you go through the steps with numbers again and say where you got them from? --------------- VIP member of the [23] Sadist - harsh to the idiots, kind to the smart |
j0sephine
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Posted - 2005.10.09 03:40:00 -
[15]
"J0, sry, but I still dont get it, could you go through the steps with numbers again and say where you got them from?"
Resistance stacking calculator
enter the base value of the hardener into the 'base' field and the bonus as the 'hardener 1' and press the button. ^^
e.g. 32.5% base and 15% bonus give 42.625% end result... i think the actual formula for calculating this is in one of the forum stickies ^^;;;
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keepiru
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Posted - 2005.10.09 03:44:00 -
[16]
Hrm... pretty high values.
Still, thats a *LOT* of sp to have that accross the board. I guess, the idea is that you specialise in the area where your T2 resists are weak.
Still, i cant help but think that a similar skill is needed for active hardeners?
Either that, or the bouns of this one goes to 2%? ------------- Fight against the filo-communist t2 monopolies! Down with CCCP's one-week plan! Viva la revoluci¾n! o/
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Sorja
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Posted - 2005.10.09 03:51:00 -
[17]
Originally by: Jim Raynor Why does CCP refuse to unnerf the Invul Field? :\
Yes, why?
Kill mails |
keepiru
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Posted - 2005.10.09 03:53:00 -
[18]
Originally by: Sorja
Originally by: Jim Raynor Why does CCP refuse to unnerf the Invul Field? :\
Yes, why?
maybe theyre fixing security status increases? :)) ------------- Fight against the filo-communist t2 monopolies! Down with CCCP's one-week plan! Viva la revoluci¾n! o/
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j0sephine
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Posted - 2005.10.09 03:59:00 -
[19]
Edited by: j0sephine on 09/10/2005 04:01:17
"edit:scratch that, 42% is a little high, but acceptable. The problem of invuls remains."
Not sure about it all to be honest, if this 'extra hardener' formula is actually correct... i mean, this results in the energized nano (stock tech.2 one) that adds 29.6% to resistances across the board, with 4 skills at lvl.4 which isn't really hard to get at all. (they're either rank 2 or rank 4 if the item database can be believed)
30% to all resistances with single module that takes f.ck all to fit, really... this mean typical armour tank can have: 77.8 / 62.6 / 47.2 / 54.2 resistances, with just two of these nanos and skills at lvl.4 ... now use two other slots for armour repairers, and 4 remaining slots for the damage mods... ouch.
Though i guess as long as i can get equivalent passive amplifier for the shield resistances, i could be convinced this is really all for the better game experience... ;s
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Gierling
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Posted - 2005.10.09 04:41:00 -
[20]
Uh can we not discuss balance using officer mods.
Bastards we are lest Bastards we become. |
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j0sephine
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Posted - 2005.10.09 04:46:00 -
[21]
"Uh can we not discuss balance using officer mods."
Uhmm, i was using regular tech.1 and tech.2 gear in most of calculations... officer mods were some kind of curiosity thrown in there once, just for the heck of it o.O;
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Pottsey
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Posted - 2005.10.09 10:10:00 -
[22]
DonĘt forget the stacking penalty is being changed so 3 adaptive hardeners are going to give a lot more resistance with the new changes then what we get now. ThatĘs without the new skills. _________________________________________________ Nominate famous people in Eve who had an impact on you. |
Gunstar Zero
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Posted - 2005.10.09 10:32:00 -
[23]
Originally by: Razner Cerizo I bow before the reikoku math goddess. D:
haha, new in game title coming up
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Nafri
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Posted - 2005.10.09 10:52:00 -
[24]
Originally by: keepiru Edited by: keepiru on 09/10/2005 03:45:45 Hrm... pretty high values.
Still, thats a *LOT* of sp to have that accross the board. I guess, the idea is that you specialise in the area where your T2 resists are weak.
Still, i cant help but think that a similar skill is needed for active hardeners?
Either that, or the bouns of this one goes to 2%?
edit:scratch that, 42% is a little high, but acceptable. The problem of invuls remains.
When thy are just lvl2 like the armor skills, thats done in a few weeks --------------------------------------------------------------------------------
Put your panties on your head! |
Bruchpilot
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Posted - 2005.10.09 11:49:00 -
[25]
So 3 nanos will give more res than 3 50% hardener for a lot less cpu? Is that right?
What about shieldtankers? Invulnerability field should be passive and get this bonus as well and use a bit less CPU (like 50tf).
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Gunstar Zero
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Posted - 2005.10.09 11:51:00 -
[26]
Originally by: Jim Raynor
Originally by: keepiru right but the problem isnt adaptives being too good. its invuls sucking in a major way >.>
Invuls are uber if you got Estamels, and a Dreadnoughts Capacitor!!
Man that module is so broken, so energy inefficient, and so lame compared to how good +all resist armor plating membranes are I seriously can't fathom why CCP has not done something to fix this yet.
It's not broken, it's a Caldari module.
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Bruchpilot
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Posted - 2005.10.09 11:58:00 -
[27]
So Minmatar aren't allowed to use it?
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Gunstar Zero
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Posted - 2005.10.09 11:59:00 -
[28]
Originally by: Bruchpilot So Minmatar aren't allowed to use it?
yes, if they wish to suck as bad as a caldari ship.
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Sangxianc
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Posted - 2005.10.09 12:02:00 -
[29]
Originally by: Gunstar Zero
Originally by: Bruchpilot So Minmatar aren't allowed to use it?
yes, if they wish to suck as bad as a caldari ship.
Lolz.
- Do not deny yourself experience of that which lies beyond, behind the sun, in the world they call unpeopled. |
Zyrla Bladestorm
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Posted - 2005.10.09 12:02:00 -
[30]
Originally by: Bruchpilot So 3 nanos will give more res than 3 50% hardener for a lot less cpu? Is that right?
What about shieldtankers? Invulnerability field should be passive and get this bonus as well and use a bit less CPU (like 50tf).
I was wondering that, will these changes mean the invuln fields give 12-15% resist across the board when turned off ?
While still pretty poor, they might not be totally useless like that
(And if they don't get the effects when turned off, someone needs shooting ) . ----- Apologies for any rambling that may have just occurred.
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