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Venkul Mul
Gallente
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Posted - 2008.02.01 22:52:00 -
[1]
Originally by: Dirk Magnum The resistance nerf is going to take maybe one or two percentage points off the resists of mission runners who use resistance buffers. Also this hasn't been implemented yet.
For all resistances what count is not the actual % removed, but the percentage increase in damage. And that is +25% damage for Explosives on shields and +25% damage for EM on armor.
As the dev blog example explain well, the percentage change in effective damage is the same independently if you are using hardeners or not.
Quote: The Raven with shield hardeners running would be getting 79.3% Explosive resistances before the change and 74.1% after. That's effectively a 25% increase in Explosive damage taken.
The same Raven without hardeners go from 60% to 50%, with a 25% increase in effective damage taken.
Quote: The Dominix with armor hardeners running would get 80% EM resistances on armor before changes and 75% after them. That's a 25% increase in EM damage taken on armor.
Again, the same Dominix without hardeners go from 60% to 50% with an effective increase in damage taken of 25%.
An increase in 25% damage taken is not a small increase, especially in some mission.
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Venkul Mul
Gallente
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Posted - 2008.02.01 23:39:00 -
[2]
Edited by: Venkul Mul on 01/02/2008 23:44:37
Originally by: Dirk Magnum Something in the way it's worded is stopping me from comprehending something. How is there a 25% difference in damage between 80 and 75% resists?
Other have replied, and with better grace, so edit away
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Venkul Mul
Gallente
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Posted - 2008.02.01 23:48:00 -
[3]
Originally by: Dirk Magnum Edited by: Dirk Magnum on 01/02/2008 23:42:53 No I don't please run that by me again
actually wait let me make this post a bit less snarky. Yes I get there will be a 25% EM increase now assuming those resists. Once you factor in the thermal damage and base damage from lasers (or just base from missiles/EMP) the overall damage increase actually amounts to less than 25% of an increase overall.
Depend on the enemies, but I think about a 10-15% effective increase on the vulnerable tanks for Angels and Blood Raiders.
Would make an Angel Extravaganza (if it is ever re-implemented) harder, and some other mission too.
A lot of NPC drones do em or explosive damage and you get them in batches.
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Venkul Mul
Gallente
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Posted - 2008.02.02 07:51:00 -
[4]
Originally by: Tarron Sarek So basically most if not all of the complaints and flames are due to the shield resistance reduction and mission runners, who can't farm angel missions and alloyed titanium bars as easily as before? Ah well, carebears always used to complain the loudest..
Seriously Zulupark, please ignore them.
Actually I would have said -5% exp on shield might be enough for balance sake. Or maybe just -5% EM on armor, no shield reduction and instead 18% for EANM2. But the self-serving attitude of some players makes me say go through with it.
Wrong, most of the complains are Caldari that want an increase in shield resistance.
The OP is a reasonable question. As NPC normally aren't rebalanced after changes he is asking about the effects.
As almost no one test missions on the test server probably we will see the effect on TQ and if some change is needed it will require a year after it hit TQ.
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