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Syr'ia
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Posted - 2006.05.26 07:28:00 -
[1]
I primarily fiddled with this as a missle skill, but it could work as a gunnery skill or just al round weapon skill like Weapon Upgrade.
By substituting a portion of your warhead for ECM/ECCM devices. A greater percantage of your missle damage will get through a target's defenses.
X6 Skill Perception Willpower
Bonus:
At Level 1, this skill reduces your base damage by 20% and negates the targets resistances by 2%.
Each Succesive level reduces the warhead penalty and increases penatration by 2% -----------
I think this works out to be fairly balanced, it requires significant time investment inorder for it to trully shine, infact it is actually detrimental for the first few levels. The penalty doesn't disappear until level 3 and doesn't trully shine until level 5. Making it a skill for the hardcore, wanting every bit of damage. :D
Quick Math example:
(Base Dmg-Dmg reduction)*(1-((Resistances-Resist reduction)/100)
(Obviously this is not taking into account, target movement, size, explosion velocity etc)
Assume Base Damage of 200, and Base Resist of 50
Level 1: 20% Dmg Reduction 2% Resist reduction 93.6 Damage
Level 2: 15% Dmg Reduction 4% Resist reduction 99.9 Damage
Level 3: 10% Dmg Reduction 6% Resist reduction 106.9 Damage
Level 4: 5% Dmg Reduction 8% Resist reduction 107.3 Damage
Level 5: 0% Dmg Reduction 10% Resist reduction 120 Damage
What do you all think?
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K Shara
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Posted - 2006.05.26 07:45:00 -
[2]
right.....
so as a missile specialist I spend around a week training this to level 4 as soon as it comes out.
I then spend a montjh training it to level 5.
My torp raven goes up to 670-700 dps
My rage torp raven to 970-1000 dps......
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Contraband
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RedWolf 359
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Posted - 2006.05.26 07:49:00 -
[3]
I like the idea of "smart" terminal weapons. It'll be a hard sell as "ammo" is not inherently 'smart'. To make it that way will require quite an investement by the "ammo makers" to add terminal quidance/ECCM to the actual device. The math seems sound, but I think you'd have to have separate types of ammo. separate=expensive. Even HEAT rounds are considerably more expensive than the old-fashioned "dumb" 'hunk-o-steel' rounds tanks fired in WWII, and they're not especially "smart". You're moving into a next-generation rocket-propelled laser-guided kinda "ammo". Definately do-able...just more expensive than T2 ammo.
An Alt? What do you mean I'm just an Alt??!! |
Honor Harrygton
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Posted - 2006.05.26 14:54:00 -
[4]
It's small but noticable increase. Shrug. It was just some figures i was tossing around while mining :p. The basic idea was to make a counter against harderners. Seem to be one of the cool things about EVE, everything(well just about everything) has counter measure.
I wanted to make skill that did that without being too powerful and made sure the person had to really invest time in it to make it work...and whent hey did they got good dividends for it. :)
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Goonwave
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Posted - 2006.05.26 15:10:00 -
[5]
i have such a dirty mind... the threads topic is uhh... misleading
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Beletre
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Posted - 2006.05.26 15:12:00 -
[6]
Oh good, I'm not the only pervert around to think that.
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Iron Wraith
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Posted - 2006.05.26 15:22:00 -
[7]
ahHA!! sussed why your numbers looked funny.
20% of 200 is 40, not 20. your lvl1 example is working at a 10% damage reduction. hehe, i had to stare at that for ages before i reaslised why it felt wrong
any way, give your numbers another run though.
Because sometimes you just have to go back to your roots: [2005.02.20 01:08:03] (combat) Your Civilian Light Electron Blaster perfectly strikes Serpentis Smuggler, wrecking for 20.3 damage. |
Nyabinghi
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Posted - 2006.05.26 16:10:00 -
[8]
Originally by: Beletre Oh good, I'm not the only pervert around to think that.
A bottle of 151 proof Rum on a hot Montreal night...ahhh the memories...
I make cool banners for ISK.
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Syr'ia
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Posted - 2006.05.26 20:45:00 -
[9]
Ah your right. My mistake. I was taking the damage reduction directly instead of as a percent. :D Good catch. This is what happens when you do math at 2am, while mining and reading David Weber all at the same time.
Okay. Redoing it this way should be the proper way.
(Base Damage-(Base*Reduction))* (1-(Resist-(Res. Reduction))
(200-(200*20%)) * (1-(50% - 2%)
160*52%
83.2 Damage
---------------
Level 1 83.2 Damage
level 2 91.8
Level 3 100.8
Level 4 110.2
Level 5 120
. I kind of like this idea, as it is a more finese way of increase damage output, instead of the usual brute force approach of just making warheads bigger :D
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cytomatrix
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Posted - 2006.05.26 22:26:00 -
[10]
@ thread title.
LOL!!!!
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Honor Harrygton
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Posted - 2006.05.26 22:40:00 -
[11]
Yall.. are pervoited :p
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Syr'ia
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Posted - 2006.05.31 07:20:00 -
[12]
So aside for pervoited comments, anyone else have thughts or something?
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Drizit
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Posted - 2006.05.31 13:16:00 -
[13]
Originally by: Honor Harrygton Yall.. are pervoited :p
Good to know that everyone thinks alike then. I had a little chuckle at the title as well.
Nice idea but I feel that it may give cause for more missile nerf threads. Most missile users would train this immediately and it ould only serve to undo the nerf that was imposed on missiles a while back. It would lead to a lot of justified anti-missile campaigners looking for another nerf which would just make this skill a waste of time. Another nerf after the skill would bring it back to what it is now so the training time would be wasted really.
The weapons are currently balanced, let's not unbalance them and make waves any more than there are now. People are saying that PVP battles are too short as it is because weapons already put out so much damage that the battle is over before it even gets interesting and I tend to agree. In the seconds it takes to work out a strategy to escape or minimise damage, it's all over.
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Syr'ia
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Posted - 2006.05.31 15:51:00 -
[14]
hm. Being as I am reasonably new, Could you tell me what this missle nerf is?
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Denrace
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Posted - 2006.05.31 23:14:00 -
[15]
Penetration Aid?
You would have no problems selling this skill to Elton John.
Den ________________________________________
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St Dragon
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Posted - 2006.06.01 00:21:00 -
[16]
Err pls change the title
It made me thinkof 2 things.
Some sort of Reproductive aid
A Drink
As to the idea itself its an interesting idea but its far from a finished concept. Its got too much going for it any missile user will train this to 5 straight away for good reason.
Im too tired to think of ways to improve it but id does need toning down a bit. Perhaps have 4 different missie types each capabe of effecting ONE damage type and leaving the rest. This would at least keep the basic core idea yet give it a trade off. -----------------------------------------------
"Kill one man, and you are a murderer. Kill millions of men, and you are a conqueror. Kill them all, and you are a god." -- Jean Rostand |
Lygos
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Posted - 2006.06.01 00:54:00 -
[17]
I like the idea of semi-static effects being attached to ship hulls.
Your resistances mod is an example. A logistics ship buff would be another. I imagine it would just be twinked though.
I also like the idea of resistance changing mods. For the defender, lowering a resistance in order to change another through mod selection. This should be what npc twinking should be about: picking your vulnerabilities. Better mods just mean more precise vulnerabilities.
For offence, I'd love a mod that would let me reconfigure an enemies shields to drop their EM resistance but buff all non-em resists. High CPU obviously.
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Syr'ia
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Posted - 2006.06.03 14:32:00 -
[18]
Taht does sound pretty cool, it would be nice to have a more custommisable fighting experience.
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Medici
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Posted - 2006.06.03 16:19:00 -
[19]
This is already in the Eve Skill Lists although not implemented as yet its called Armour Breaching,(although from what I can see its for gunnery,as is Shield Piercing,and reads:- Cost: ISK 320,000 Rank: 3 Primary: Perception Secondary: Willpower Prereq Skill 1: Gunnery [3]
Improved understanding of armor weaknesses. Grants a 5% Bonus to armor breacher duration.
I'm wondering if these things will come to pass and be put into Eve as Hypereuclidean Navigation is one that I want, Cost: ISK 0 Rank: 6 Primary: Intelligence Secondary: Memory Prereq Skill 1: Navigation [5] Prereq Skill 2: Cloaking [3]
Skill at navigating while cloaked. 20% per level bonus to cloaked velocity
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Syr'ia
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Posted - 2006.06.04 23:46:00 -
[20]
Those do sound pretty cool. :)
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Julias Kye
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Posted - 2006.06.05 19:54:00 -
[21]
Edited by: Julias Kye on 05/06/2006 19:54:12 New Skill penetration aid ...
ViagraÖ
-------------- "Hand , Head , Heart" --------------------------------- Click me for corp
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Drizit
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Posted - 2006.06.06 06:32:00 -
[22]
Originally by: Syr'ia hm. Being as I am reasonably new, Could you tell me what this missle nerf is?
Missiles were overpowered compared to other weapons and were reduced in damage by using the sig radius and speed of the target as a factor in damage dealt. As a result, a couple of missiles from a Raven can no longer instapop a moving frigate.
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Skykitten
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Posted - 2006.06.19 06:15:00 -
[23]
Ah. Makes sense...I suppose
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Haas Tabris
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Posted - 2006.06.25 21:50:00 -
[24]
lol, i thought this was going to be a joke thread about lube....
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Rhamnousia
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Posted - 2006.06.25 21:56:00 -
[25]
the idea now is to prolong the battle, not end it faster, hun....
more dmg modifying idea? puhlease.....
im flying and hating a raven. (call me whatever - been there, done that many times) --------------------------------------- - yes, im a noob - yes, im a nut job - no, i dont give a .... about what u think of my noobness - now, tell me sumtime i dont know |
Audri Fisher
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Posted - 2006.06.25 23:14:00 -
[26]
Must....Get....Mind.....Out......Of.....Gutter....
seriously missles are already balanced with turrets in the fact that they always hit, but do overall less dps...
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