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Thread Statistics | Show CCP posts - 16 post(s) |
ExcellciuM
Exair Holding Corporation
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Posted - 2008.01.30 17:16:00 -
[1]
Nerf amarr, boost caldari
I guess this is good news for all those amarr players out there.
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ExcellciuM
Exair Holding Corporation
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Posted - 2008.01.30 17:22:00 -
[2]
Originally by: CCP Zulupark
Originally by: Caligulus Raven base resistances
- Before changes
Shields EM - 0%, Exp - 60%, Kin - 40%, Therm - 20% Armor EM - 60%, Exp - 10%, Kin - 25%, Therm - 45%
- After changes
Shields EM - 0%, Exp - 50%, Kin - 40%, Therm - 20% Armor EM - 50%, Exp - 10%, Kin - 25%, Therm - 45%
I fail to see how modifying the explosive damage resistance on the raven increases Amarr damage.
We have to maintain a balance between shield tanking and armor tanking. Only taking away resistances from the armor would tip the scale quite a bit and removing 10% from Explosive resistance on shields seems the logical thing to do.
Maybe whilst your messing with caldari shield tanks you could modify the Nighthawks weird armour resistances and move them to shields.
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ExcellciuM
Exair Holding Corporation
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Posted - 2008.01.30 17:32:00 -
[3]
I think i prefered the blog about the roids tbh.
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ExcellciuM
Exair Holding Corporation
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Posted - 2008.01.30 18:20:00 -
[4]
Originally by: Elmicker
Originally by: CCP Zulupark As to the other things you said: we're changing one thing at a time here, so I won't rule anything out.
You said this last time with the carrier blog. Why do you do this - Post half-finished solutions when you (should) know they're just going to be lambasted for being half-finished.
This is to cover their arse when they make crap decisions. Don't think this is the last time it will come up. With that sentence they can eventually say we were just putting forward ideas and none of it was set in stone.
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ExcellciuM
Exair Holding Corporation
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Posted - 2008.01.31 09:12:00 -
[5]
Can we request to change the title to:
Zulupark Fails Again and similar words.
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ExcellciuM
Exair Holding Corporation
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Posted - 2008.01.31 09:15:00 -
[6]
Originally by: Lucius Flaccus
Originally by: Minerva Vulcan Edited by: Minerva Vulcan on 31/01/2008 08:56:57 Remind me how removing shield explosive resists is helping Amarr?
Its helping Amarr because it allows for the EM damage to come down. The devs have obviously decided a certain ratio between the strengths of armor/shield tanking have to be maintained. I'd like to point out here the sheer obviousness that changing an aspect of one form of tanking will affect the viability of the other form of tanking.
Furthermore, the explosive resists have not been removed per se. I'd offer up the term 'reduced'.
Sheilds already have 10 points less resistances than armour so it damages shield tanks even more.
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ExcellciuM
Exair Holding Corporation
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Posted - 2008.01.31 09:54:00 -
[7]
Originally by: CCP Zulupark Ok, back up. Now to answer some questions:
Quote:
Here's something I've never understood. Why does armor have 20% extra resists on baseline T1 compared to shields?
Shields compensate for armor extra resistances by always having a natural recharge rate.
What about in the situations when the shield recharge is so negligable a 10% extra resist would be better? The abilty to choose whether you would like either the resistances or the recharge might be something to think about. Im sure a story can be through up and it could be added.
Just as an example, imagine an active shield tank, or the tank of a carrier/dread, they have such a large amount of sheilds and low recharge rate, wouldn't the abilty to have an extra 10% resisatnaces benifit them more than say, 2 shield points per second?
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