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Jason Maylark
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Posted - 2008.09.04 19:13:00 -
[1]
when you train up a gun skill (for the sake of argument lets say med rail 1) it states you get a 5% bonus to that particular weapon. My question is that after lvl 1 or at lvl 1. It kinda makes no sense to include it in the original training as you cannot use a gun until you train it, and getting 5% upon training is really useless as everyone gets it at lvl 1.
My point is at any gun training skill bonus at lvl 1 is moot as you cant use that gun beforehand and therefore a bonus of 5% equals standard operations.
I hope this kinda makes sense.
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TigerXtrm
BIG Libertas Fidelitas
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Posted - 2008.09.04 19:35:00 -
[2]
It makes sense and true but what is your point? You're stating something obvious...
www.BIG-EVE.com | BIG is Recruiting!
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Jason Maylark
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Posted - 2008.09.04 21:59:00 -
[3]
I guess i'm saying that they should change the text to read "+5% per lvl after lvl 1"
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Orion GUardian
Caldari
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Posted - 2008.09.04 22:15:00 -
[4]
but you get +5% even for the first level, as far as I know
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Matalino
Gallente Ki Tech Industries
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Posted - 2008.09.04 22:47:00 -
[5]
Edited by: Matalino on 04/09/2008 22:49:19
Originally by: Orion GUardian but you get +5% even for the first level, as far as I know
This!
They could increase the base attributes by X% then rewrite all of the descriptions for every skill that does anything to state that level 1 doesn't do anything anymore.
Or they could leave it how it is and expect that the intelligent player base will release that most attributes are improved by skills.
Edit - BTW level 3 or 4 is concidered standard operating level, level 1 or 2 is sub-standard.
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Orion GUardian
Caldari
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Posted - 2008.09.05 11:09:00 -
[6]
I think changing it would make it even more complicated
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Krissam
Nomads Veritas Immortalis
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Posted - 2008.09.05 16:39:00 -
[7]
Originally by: Orion GUardian I think changing it would make it even more complicated
Agreed, right now (the simplest skills atleast)
It's nDamage * (1 + (nSkillLevel * 0,05))
chaning it so lvl 1 didn't affect it would make
nDamage * (1 + ((nSkillLevel - 1) * 0,05))
and first of all, that would require altering stats on every single fitting and skills effecting them ingame secondly it would increase the overall damage since: x * 1.05 * 1.20 > x * 1.25.
It would ofcourse increase the effect training skills to level V does, even if they did somehow manage to perfectly balance it otherwise. -------- LOL I have no sig! |

Jason Maylark
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Posted - 2008.09.05 21:35:00 -
[8]
I dont think it would be all that complicated, and besides we're talking about simple text change that would probably take 5 minutes. The progam would remain the same and still include the "pointless" 5%, only the definition of the skill would change to reflect how the skill actually progresses.
(and yes I say pointless because its added to the base right from the completion of training)
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Matalino
Gallente Ki Tech Industries
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Posted - 2008.09.05 21:47:00 -
[9]
Originally by: Jason Maylark The progam would remain the same and still include the "pointless" 5%, only the definition of the skill would change to reflect how the skill actually progresses.
Did you not read what we have already told you?
The bonus is not currently included when the skill is trained.
It is applied when the module is fitted.
So while everyone who uses the module has atleast some bonus, that bonus is not included in the base attributes of the item.
Changing that would require an extensive rewriting of the code that handles those skills and modules, not just changing the description.
To top it off you are then left with the horrible inconsitancy of having T2 weapons needing to have 5 levels of bonus integrated into their description and base attributes, while T1 only have the first level.
That is just the weapons. Ship bonuses would be even worse, could you imagine trying to explain how each ship has a different requirement for the racial ship skill and spaceship command skill, and how the first X levels of those skills provide a fixed bonus while training it beyond that required level provides some added bonus.
No! Sorry, but your suggestion is anything but small, simple or helpful.
Much simpler to state the bonus, and let people figure out that they are obviously going to have a minimum bonus added to the base attributes once they fit the item.
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Kazuma Saruwatari
Caldari
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Posted - 2008.09.06 22:38:00 -
[10]
sheesh, all this over semantics... -
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Creche
Gallente
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Posted - 2008.09.07 01:14:00 -
[11]
Originally by: Jason Maylark I dont think it would be all that complicated, and besides we're talking about simple text change that would probably take 5 minutes. The progam would remain the same and still include the "pointless" 5%, only the definition of the skill would change to reflect how the skill actually progresses.
(and yes I say pointless because its added to the base right from the completion of training)
You have way too much spare time on your hands.
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Arkadrel
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Posted - 2008.09.07 05:07:00 -
[12]
Edited by: Arkadrel on 07/09/2008 05:08:55
Originally by: Orion GUardian but you get +5% even for the first level, as far as I know
the above is the only thing that makes sense. in this case it would be like:
level 0 = 0% level 1 = 5% level 2 = 10% ect.
Originally by: Kazuma Saruwatari sheesh, all this over semantics...
my thoughts too.
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