
Ms Freak
Amarr NCN Corp Chaos Incarnate.
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Posted - 2007.02.14 13:10:00 -
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Edited by: Ms Freak on 14/02/2007 13:09:33 Edited by: Ms Freak on 14/02/2007 13:08:50
Originally by: Tisanta
*Snip*
as people currently tank armour mostly EANM boosts EM resistance through the roof and this makes it harder for our guns to acheive.. but when you look at the actualy figures rather than assuming just because it's base is high that the result will be high its not true in many cases ( other than minmitar... damn those 92.5% resists!).
take for example a domi with 2 eanm II and a dcu II and an explosive hardner.. the EM resistance will only be around 75-79% as will the others.. which begs the question what makes lasers so poor?
*snip*
I am completeley amarr spec'd, im not far from command ships and will continue into carrier/etc. Amarr are a nice race they do well at mission running and the Cruse/Pilgrim/Zealot/Absolution are all very good ships.
There are 2 things to note here tho:
1) Those are all T2 ships requiring some serious training time and SP investiment to make good, having lvl 3 skills just dont stand up to much when you only get 1 bonus on your ships.
2) As you mentioned in your post the EM resists of an EANMII+DCUII ship will be somewhere in the region 79% with lvl 4 compensations. The REASON this is bad is not because it's that high it's because no-other race have 1 dmg type perma-tanked.
Let me explain a bit more:
Lets say for example we take a standard BS resists:
EM/Exp/Kin/Therm 60/10/25/40
Before we have added any modules the amarr are already dealing (on average) 50% less damage between the two types due to natual resists.
Lets take galentte for example, Kin, Therm, They are dealing (assuming blasters/rails) about 32/33% less (average) damage due to natural resists.
You can see where this would go with minmatar or caldari, they can pick and choose and most PVPers i know use Therm/Exp/Kin combinations, some use Exp/Kin, some Kin/Therm. So this would vary from setup to setup but at optimal average it would be about 17/18% natual resist.
Now we add 2 EANMII and a DCU, We can assume lvl 4 compensations for this as any passive PVPer will likley have lvl 3/4 skills.
Our new values look like:
STD: EM/Exp/Kin/Therm 60/10/25/40
EANM II EM/Exp/Kin/Therm 69.6/31.6/43/54.4
2 EANM II EM/Exp/Kin/Therm 76.9/48/56.68/64.86
DCUII + 2 EANM II EM/Exp/Kin/Therm 80.59/56.3/63.61/70.48
From the above it is obvious that you now have a natural resistance to Lasers with 80.5% and 70.5% resistances.
Giving and average 75% resistance to Laser damage, and 65/66% against Galentte damage. Again i won't go into minmatar or caldari as they could be hitting with anything, assuming they hit for the best possible output (Exp/Kin) you have a average resist of 59/60%.
Now its entirely possible that people would fit 1EANM,1Exp,1Kin,1Thermal hardener, bringing your resistances to a more equal level which would obviously benefit the amarr and go against every other race.
The problem with amarr is complex and not just limited to resistances of your target. In short my opinion is a combination of these things results in amarr being the underdog race:
1) Natual EM+Therm resists coupled with the use of EANM+DCU. 2) Average cap size / recharge for such a cap dependant race. 3) Lack of versatility. 4) Huge SP requirements for the PVP capable Amarr Ships. 5) 1 Useless bonus on all (well 95%) of the ships
Amarr down need a major "boost" they just need a bit of "tweaking". Giving amarr ships more cap and replacing the cap bonus with a damage bonus would fit it. So would reducing EM+Therm bounsus on hardners, so would increasing amarr cap size alot, there are multiple solutions it's just a case of which one CCP think is the most appropriate and least disruptive.
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