Pages: 1 2 3 4 5 6 7 8 9 :: [one page] |
Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.21 15:36:00 -
[1]
Edited by: Akita T on 21/09/2008 15:55:06 ___
...changing the listed "resists" with something easier to comprehend at a glimpse, like "hardening" ? Hardening would simply be 1/(1-resist[%]), so it's not that hard to display, AND makes calculations easier.
For instance, wouldn't it be so much simpler to say "most shields have x2 natural explosive hardening" rather than the current "50% explosive resists" ? Also, calculations are much easier too... x2 natural hardening plus a x2 hardener means x4 final hardening factor (i.e. "50% base and 50% hardener means 75% resists").
I mean, seriously, it's much easier to grasp and compare. What's the reason we don't have it like that anyway ? ___
P.S. The BASE hardening (equivalent to 0% resists) is "x1 hardening".
So, for instance, instead of listing regular shield stats as "resists 0%/50%/40%/20%" you would list them as "hardening x1/x2/x1.66666/x1.25". Adding an Invul Field I (25% to all resists == x1.33333 hardening to all resists) would have previously been listed as "resists are now 25%/62.5%/55%/40%"... afterwards, it would just be listed as "hardening is now x1.33333/x2.66666/x2.22222/x1.66666".
Nothing would change in the amounts of damage dealt or how resists/hardening works, it would only change the way resists are DISPLAYED.
For instance, right now, to determine what amount of damage you take, you calculate: damage = raw damage * (1 - resists[%] ) Which is basically the same as damage = raw damage / hardening factor
_
SHOPS || Mission rewards revamp || better nanofix
|

SharpMango
14th Legion
|
Posted - 2008.09.21 15:39:00 -
[2]
um. times two over what? over zero? huh.....you're confusing me.
|

Arcon Telf
Gallente Dark Tide Rising Rule of Three
|
Posted - 2008.09.21 15:39:00 -
[3]
No.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.21 15:44:00 -
[4]
Originally by: SharpMango um. times two over what? over zero? huh.....you're confusing me.
0% resists comes out as x1 hardening (i.e. "normal damage taken") 1/(1-0)=1... Duuh ?
_
SHOPS || Mission rewards revamp || better nanofix
|

sg3s
Battlestars GoonSwarm
|
Posted - 2008.09.21 15:45:00 -
[5]
This looks like a reasonable idea, lets go with it. /signed
Originally by: Tarminic Because even when EVE sucks, it sucks less than every other MMO out there.
|

Avon
Caldari Black Nova Corp Band of Brothers
|
Posted - 2008.09.21 15:47:00 -
[6]
It isn't exactly complicated math, is it? The bit most people miss is that the %age of a hardner is a reduction of the difference of 100% and the current resistance. Once they get that it is pretty much plain sailing (except, of course, stacking penalites)
Eve-Online: The Text Adventure |

Benco97
Gallente The Star League
|
Posted - 2008.09.21 15:51:00 -
[7]
The current system is much better, sorry.
Originally by: P'uck
You're a DUMBASS - bold italic underline at the VERY LEAST.

|

Tobias Sjodin
Ore Mongers Black Hand.
|
Posted - 2008.09.21 15:51:00 -
[8]
Can't we just let the dumb people get confused and go back to WoW?
Black Hand.
|

Uzume Ame
Gallente Dark Shadow Cartel
|
Posted - 2008.09.21 15:51:00 -
[9]
Don't fix what is not broken maybe? Seriouslly if they don't understand it you explain it, no need to mess with it. Teh failure of a signature. |

An Anarchyyt
Gallente Battlestars GoonSwarm
|
Posted - 2008.09.21 15:52:00 -
[10]
Have you ever had a good idea? Because all I see is awful thread after awful thread.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
|

Leviathan9
Gallente Royal Hiigaran Navy
|
Posted - 2008.09.21 15:54:00 -
[11]
Edited by: Leviathan9 on 21/09/2008 15:55:28
Originally by: Akita T
Originally by: SharpMango um. times two over what? over zero? huh.....you're confusing me.
0% resists comes out as x1 hardening (i.e. "normal damage taken") 1/(1-0)=1... Duuh ?
You're saying natural is 0% and 2x natural = 0 times 2 which = 0. ----------------------------
|

Sokratesz
Rionnag Alba Triumvirate.
|
Posted - 2008.09.21 15:56:00 -
[12]
its fine as it is
Originally by: BiggestT the wyvern is the single hottest cap ship in existence.
|

Jana Clant
New Dawn Corp New Eden Research
|
Posted - 2008.09.21 15:56:00 -
[13]
Originally by: Benco97 The current system is much better, sorry.
This! Your proposal confuses me. When someone says they have 75% explosive resistance I immediately know their tank will absorb 75% of the damage and let 25% through. Now a 4x hardening factor, what the heck is that supposed to mean? (besides the obvious sexual innuendo )
Join New Eden Research today and never worry about queues again!
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.21 15:59:00 -
[14]
Edited by: Akita T on 21/09/2008 16:00:31
Originally by: Benco97 The current system is much better, sorry.
It's the same system, only the way it's displayed is different.
Sure, you can TRY TO mentally calculate that 87.89124% resists means 1/(1-0.8789124) = (aprox) 8.25848394 times more tank than base on that particular now-87.89124%-resist. But wouldn't it be THAT much simpler to just have it DISPLAY as x8.25848 in the showinfo instead ?
I repeat, absolutely nothing changes in the way resists/hardening/damagedealing/whatever works. All that changes is the way resists are displayed.
Originally by: Jana Clant This! Your proposal confuses me. When someone says they have 75% explosive resistance I immediately know their tank will absorb 75% of the damage and let 25% through. Now a 4x hardening factor, what the heck is that supposed to mean? (besides the obvious sexual innuendo )
4 times more tank than base/raw tank on that particular resist, of course. What else ? 
_
SHOPS || Mission rewards revamp || better nanofix
|

Larg Kellein
Caldari Agony Unleashed Agony Empire
|
Posted - 2008.09.21 16:03:00 -
[15]
It's not like there aren't enough broken things in Eve to devote attention to, I really don't see why you had to go and poke at something that actually works...
|

Crumplecorn
Gallente Eve Cluster Explorations
|
Posted - 2008.09.21 16:04:00 -
[16]
Originally by: Akita T would have previously been listed as "resists are now 25%/62.5%/55%/40%"... afterwards, it would just be listed as "hardening is now x1.33333/x2.66666/x2.22222/x1.66666"
Someone says 25% resist, I know 25% of damage dealt is nullified by resists, someone says 1.3333 hardening factor, I say lolwut.
In summary, no. -
DesuSigs |

Jana Clant
New Dawn Corp New Eden Research
|
Posted - 2008.09.21 16:04:00 -
[17]
Originally by: Akita T 4 times more tank than base/raw tank on that particular resist, of course. What else ? 
So I have to go check the base resist, and multiply it by 4, just to know the % of damage I'm tanking? No, thanks!
Join New Eden Research today and never worry about queues again!
|

Saint Lazarus
Spiorad ag fanaiocht
|
Posted - 2008.09.21 16:07:00 -
[18]
I've understood the concept of resis's since the day I joined, its simple as it is and much easier to read. If someone dosent get it chances are they're just thick and no system will be easy for them to grasp
/not signed sorry, but I like how it is -----------------
My EvE Comic
|

Ralph Chow
|
Posted - 2008.09.21 16:08:00 -
[19]
Originally by: Akita T
Sure, you can TRY TO mentally calculate that 87.89124% resists means 1/(1-0.8789124) = (aprox) 8.25848394 times more tank than base on that particular now-87.89124%-resist. But wouldn't it be THAT much simpler to just have it DISPLAY as x8.25848 in the showinfo instead ?
Yah, but if it says x2.5 on my show info, I am left wondering "2.5 x what?"
How about we meet halfway, on the ship info you keep the resistances the way they are, ie 55% as it doesn't take a rocket surgeon to figure that you block 55% of that type of damage. Now on the module screen, I would have no problem it saying "x1.3333 bonus to resist". That way, all I would have to do is multiply my ships resist by the mod: 55% x 1.3333
|

ArmyOfMe
Pernicious Creed Vendetta Alliance.
|
Posted - 2008.09.21 16:10:00 -
[20]
bad idea, nothing else to say about it really
Originally by: deadmaus
Because by the time we had calmed Plague down after he heard BoB were back in the vicinity it was too late to do anything
|

Armoured C
Gallente The Aztecs Intrepid Crossing
|
Posted - 2008.09.21 16:11:00 -
[21]
the resist are fine so in short nooooooo
in long nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo remember carebears arnt people they are flying pinyata's
|

Vek NaVek
|
Posted - 2008.09.21 16:16:00 -
[22]
I present Akita-T's new eve fitting screen now with Mr. Clippy
|

Jana Clant
New Dawn Corp New Eden Research
|
Posted - 2008.09.21 16:18:00 -
[23]
Edited by: Jana Clant on 21/09/2008 16:18:11
Originally by: Armoured C the resist are fine so in short nooooooo
in long nooooooooo...[a disturbing amount of O's]
You just watched Zero Punctuation's latest vid, haven't you?
EDIT: Now with less forum-breakageÖ!
Join New Eden Research today and never worry about queues again!
|

Ezekiel Sulastin
Gallente Central Research Nexus
|
Posted - 2008.09.21 16:18:00 -
[24]
Edited by: Ezekiel Sulastin on 21/09/2008 16:24:28
Originally by: Akita T Edited by: Akita T on 21/09/2008 16:00:31 Sure, you can TRY TO mentally calculate that 87.89124% resists means 1/(1-0.8789124) = (aprox) 8.25848394 times more tank than base on that particular now-87.89124%-resist. But wouldn't it be THAT much simpler to just have it DISPLAY as x8.25848 in the showinfo instead ?
Orrrr, you could just mentally calculate 100% - approximately 88% = 12% of your damage gets through, which is orders of magnitude more useful than knowing what multiplier of the base the resist is. If I get a multiplier, I then have to look up/remember the base resist then add a multiplication step just to get the info I could have gotten in a simple subtraction with a % based resistance. Also, wait until you apply the slightly varying base resists and the insane t2 resists; consistency in display is a good thing. I dare say newbies would be MORE confused when they heard of tech 2 ships running around with the same 'tank' as their t1 ships as the multiplier is the same; such ambiguity does not exist with the absolute % system.
The only mildly confusing bit at all about the current system is that the hardener % increase is a % of the difference of 100 - Current, and even that is fixed by a little addition to the description, not going nuts and making an overcomplicated system of weapon-esque multipliers that serve no useful purpose.
Also:
Originally by: Akita T
Sure, you can TRY TO mentally calculate that 87.89124% resists means 1/(1-0.8789124) = (aprox) 8.25848394 times more tank than base on that particular now-87.89124%-resist. But wouldn't it be THAT much simpler to just have it DISPLAY as x8.25848 in the showinfo instead ?
And what exactly does knowing what multiplier more than the base tank tell you? If you're so worried about that, go plug it into Excel - the rest of us will concern ourselves with statistics that impact our combat abilities, such as how much damage actually gets through. ----
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.21 16:20:00 -
[25]
Yeah... like you care a ship has x% resists on this and that ? All you REALLY care about is how much more damage it can tank. You won't hear anybody say "I can tank 95% damage on 50 base repair"... you'll hear "I can tank 1000 DPS". Or, in other words "50 base repair with a x20 hardening factor".
Sheesh, the hostility on ANY display change, even if it's one that simplifies your life 
_
SHOPS || Mission rewards revamp || better nanofix
|

Larg Kellein
Caldari Agony Unleashed Agony Empire
|
Posted - 2008.09.21 16:31:00 -
[26]
Originally by: Akita T
Sheesh, the hostility on ANY display change, even if it's one that simplifies your life 
Yeah, that's assuming it did simplify anything, though. Which it doesn't. Percentage of any given damage resisted is useful, base x8.369765422 is not. And if all you hear is raw dps tanked, you need to stop hanging with the eft warriors.
It's not random hostility that causes everyone in the thread so far to disagree with you, it's that your idea is horrible.
|

Anaalys Fluuterby
Caldari
|
Posted - 2008.09.21 16:37:00 -
[27]
Originally by: Akita T
Sheesh, the hostility on ANY display change, even if it's one that simplifies your life 
Sorry Akita, I don't see how it simplifies anything. The current system is pretty straightforward. -------------------------------------------------
Originally by: CCP Wrangler
Not it isn't, people should be encouraged to get out in low sec space, but never forced to do so.
|

chiisai sakana
|
Posted - 2008.09.21 17:06:00 -
[28]
this topic sounds like someone doesn't want to learn how to play but to force others to move away from the current system that works fine because he is a) stupid  b) lazy  c) both. 
eve isn't an easy game that everyone understands immediately, you'll just have to live with it.
PS. learn some math, it'll do you good.
|

Avon
Caldari Black Nova Corp Band of Brothers
|
Posted - 2008.09.21 17:08:00 -
[29]
If you wanted to simplify it, just get the fitting screen to also show effective HP by damage type.
Eve-Online: The Text Adventure |

GallenteCitizen20080615
Gallente Federation War News
|
Posted - 2008.09.21 17:17:00 -
[30]
he hitting that
dont be starting on meh
-_/-_/-_/-_/- Please return trays to their upright position. Thanks you for riding the forums |

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.21 17:58:00 -
[31]
Akita sorry but you dissapoint this time around...
Pre Order your Sisters of Eve ship today!!! |

Giovanni F
|
Posted - 2008.09.21 18:27:00 -
[32]
Sorry Akita, usually your posts are right on the money, but this one is off. I'm pretty keen on math, but all that shit you just wrote makes it look much more complicated. I don't really think its difficult to understand the fact that you resists rating simply means that you cut down the incoming damage from that type. 50% means that half the incoming damage from say kinetic is mitigated, 0% means you take the full hit. If they didnt get it before, it would likely prolong their learning to have the way its displayed changed, along with having to change how its displayed on the modules. Too much work to fix a problem that doesnt exist.
|

Kurt Ambrose
Caldari Digital assassins
|
Posted - 2008.09.21 18:29:00 -
[33]
I find this more confusing than the current system 
|

SharpMango
14th Legion
|
Posted - 2008.09.21 18:40:00 -
[34]
in conclusion. everyone understands percentages....... well certainly better than 2x0
|

Dantes Revenge
Caldari
|
Posted - 2008.09.21 18:47:00 -
[35]
So let's see. Base resist of 30%, add a x2 hardener makes it 60% so now I've lost 5% over the existing fit. That's how a noob would see it, even more confusing than telling them it's 50% of (100 - base). Stacking penalties would make the math even more confusing.
If it's not broken, don't try to fix it. The current system doesn't take long to pick up, even my 8 year old son managed to figure it out after being told only once. Most of my corp picked it up almost immediately. It's far easier than the OP's idea.
-- There's a simple difference between kinky and perverted. Kinky is using a feather to get her in the mood. Perverted is using the whole chicken. |

Eternal Error
Exitus Acta Probant
|
Posted - 2008.09.21 18:48:00 -
[36]
No.
|

Tippia
Caldari School of Applied Knowledge
|
Posted - 2008.09.21 18:58:00 -
[37]
Originally by: Dantes Revenge So let's see. Base resist of 30%, add a x2 hardener makes it 60% so now I've lost 5% over the existing fit.
No. Base resist of 30% gets converted to x1.42 damage capacity. Add a x2 Hardener (i.e. a 50% one), and you now have a total x2.84 damage capacity (i.e. a resist of 65%).
Quote: Now try the OP's idea with 21% or even 37% amplifiers.
What about them? Turns into x1.266 and x1.587, respectively. Yes, there will be decimals all over the place, but the current system creates that as well.
|

Hegbard
|
Posted - 2008.09.21 19:21:00 -
[38]
I think most of us went to school and have a basic understanding of math. I'm saying basic, because that's all it takes to understand resists.
|

Suboran
Gallente Victory Not Vengeance SOLAR WING
|
Posted - 2008.09.21 19:39:00 -
[39]
whats to hard to understand about a straight up percentage?
|

Tippia
Caldari School of Applied Knowledge
|
Posted - 2008.09.21 19:53:00 -
[40]
Originally by: Suboran whats to hard to understand about a straight up percentage?
Nothing. As I understand it, it's more about the combination calculations:
What do you get if you combine a 50%, a 33%, a 40% and a 17% resist? What do you get if you combine a x2, a x1.5, a x1.66 and a x1.2 capacity mod?
In both cases, you get the same result. What Akita is asking is which of the two ways is easier to calculate and/or visualise.
|

Mika Meroko
Minmatar Crayon Posting Inc
|
Posted - 2008.09.21 20:06:00 -
[41]
I am confused by this Akita.... *points to giant question mark on top of her head*
what about T2 hardeners and the like?... those that got more than 50% resist?
or the passive amplifiers that got less than 50?
would those be 1.1 hardening...???
sorry.. but ... I find the current system ... errrm, yeah...
Originally by: CCP Atropos I pod people because there's money to be made in selling tears.
|

Suboran
Gallente Victory Not Vengeance SOLAR WING
|
Posted - 2008.09.21 20:19:00 -
[42]
Originally by: Tippia
Originally by: Suboran whats to hard to understand about a straight up percentage?
Nothing. As I understand it, it's more about the combination calculations:
What do you get if you combine a 50%, a 33%, a 40% and a 17% resist? What do you get if you combine a x2, a x1.5, a x1.66 and a x1.2 capacity mod?
In both cases, you get the same result. What Akita is asking is which of the two ways is easier to calculate and/or visualise.
ohh, ive always just guestimated 
|

Eternal Fury
It's A Trap
|
Posted - 2008.09.21 20:43:00 -
[43]
Edited by: Eternal Fury on 21/09/2008 20:43:33 OR......
The OP could just download EFT and drop in the mods he wants to use and see the actual resists.
Less math = Good.
What's 50% of 100? 50% Resists.
What's 50 % of the remainder.. 75% Resists.
What's 50 % of the remainder.. = 87.5% Resists.
Why is this so hard.. No brackets, no overs/unders, no fractions, just simple math.
And if you can't do the math, theres EFT.
|

Unfunny Alt
Anonymous Forumposters
|
Posted - 2008.09.21 21:00:00 -
[44]
Originally by: Suboran whats to hard to understand about a straight up percentage?
because it s not straight up percentage. half an apple and another half an apple (50% and 50%) makes a whole apple not three quarter of an apple.
logically what akita proposed is far easier, myself i d like to keep the % at least somewhere because saying over 90 % resists is sooo cool
Poster and Hauling Alt of Policy Handicapped Main |

soldieroffortune 258
Gallente Trinity Council
|
Posted - 2008.09.21 21:04:00 -
[45]
**soldieroffortune walks into thread, see's math in the first post, and walks out***
Originally by: soldieroffortune 258
"Eve is about making yourself richer while making the other guy poorer"
|

Saint Lazarus
Spiorad ag fanaiocht
|
Posted - 2008.09.21 21:13:00 -
[46]
Originally by: soldieroffortune 258 **soldieroffortune walks into thread, see's math in the first post, and walks out***
No no it simplifies everything.....or so we're told, and here I was not even realising the current system was confusing people  -----------------
My EvE Comic
|

Eskalin
Minmatar Evolution Band of Brothers
|
Posted - 2008.09.21 21:17:00 -
[47]
if you don't get it GTFO for you to suggest that the devs dumb down the game any more for those who just don't "get" it makes me frigin livid there was a learning curve on the game what you are suggesting leads to hand holding and that's like balls touching gay
If babies weren't to be eaten they wouldn't be hibachi sized
|

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
|
Posted - 2008.09.21 21:31:00 -
[48]
Originally by: Eskalin if you don't get it GTFO for you to suggest that the devs dumb down the game any more for those who just don't "get" it makes me frigin livid there was a learning curve on the game what you are suggesting leads to hand holding and that's like balls touching gay
there is already a lot of hand holding, anything more would be like unzip and point me at the toilet, and that is like balls touching balls gay.
|

Unfunny Alt
Anonymous Forumposters
|
Posted - 2008.09.21 21:33:00 -
[49]
Edited by: Unfunny Alt on 21/09/2008 21:34:34
Originally by: Saint Lazarus No no it simplifies everything.....or so we're told, and here I was not even realising the current system was confusing people 
no, having a resist of 80% is pretty easy and straight forward. but putting in another resist of 50% screws it up a bit. so for maths: at the moment: x1*(100)+x2*(100-x1*(100))+x3*(100-x2*(100-x1*(100)))
x1 to x3 are the hardeners you use, each one adds their % to the rest to 100. oh and i will keep stacking penality out of this, because i never understood it byond "don t put more than three mods with the same in your ships except guns".
akita: 100 / (1*x1*x2*x3)
edit: oh x1 to x3 are now numbers bigger than 1, but else should be pretty much the same... or i am too tired for it now if you want it with todays numbers: 100 / (1 * (1/x1) * (1/x2) * (1/x3)
Poster and Hauling Alt of Policy Handicapped Main |

Seishomaru
|
Posted - 2008.09.21 21:34:00 -
[50]
If you cannot understand such simple concept as resistances, then eve very likely is not the place for that person. Almost everything in game is far more complicated than that. In fact almost anything after elementary school in life is way more complicated than that.
|

Fifi LeFume
Infestation. The Church.
|
Posted - 2008.09.21 21:42:00 -
[51]
I am hardening
|

Faife
Minmatar Kinda'Shujaa
|
Posted - 2008.09.21 21:58:00 -
[52]
bring back THAC(0) tbh... - - - i am a humble and inefficent ammo to dps converter |

Vabjekf
|
Posted - 2008.09.21 21:58:00 -
[53]
I understood resists easily. The system is fairly simple and easy to understand. The only thing is you want to make sure people realize that resists are always modified based on the percent left, not the total. So if you have 50%, +50% would only give you 75%, because that's half of what was left.
The thing you are proposing seems much more confusing to me. Its much easier to think of resists as a percent than as x1.8675309
|

Druadan
Aristotle Enterprises Chances of Misfortune
|
Posted - 2008.09.21 22:37:00 -
[54]
Edited by: Druadan on 21/09/2008 22:36:47 Ideas worse than this:
- The pet rock
- Jump To Conclusions board
That's it... that's all I've got.
Sig removed, inappropriate content. If you would like further details please mail [email protected] ~Saint |

Mag's
MASS
|
Posted - 2008.09.21 22:47:00 -
[55]
I understand, that you think you are trying to simplify the game, but tbh your idea doesn't do that.
The system as it stands is fine, as has been said by many in this thread.
Mag's
Originally by: Avernus One of these days, the realization that MASS is no longer significant will catch up with you.
|

Sturmwolke
School of Applied Knowledge
|
Posted - 2008.09.21 22:58:00 -
[56]
Quote:
"resists 0%/50%/40%/20%" you would list them as "hardening x1/x2/x1.66666/x1.25".
Adding an Invul Field I (25% to all resists == x1.33333 hardening to all resists)
"resists are now 25%/62.5%/55%/40%" it would just be listed as "hardening is now x1.33333/x2.66666/x2.22222/x1.66666".
Well, the idea has its own merit, being that it's easier to convert shield/amor rep rate which then can be directly translated to the amount of raw DPS the tank can sustain. The conversion involved when adding an Invul Field still needs a formula, so really, it's not a significant improvement over the percentage method.
That said, having % listed as resistance is more intuitive than having a numerical factor. Plenty of games utilize percentages and people deal with percentages everyday in RL. I don't see a strong need for adding the extra "translation".
Changing how you display one aspect of EVE math without a holistic approach is like patching a plane with duct tapes. Personally, I'd rather have the developer resources be put into something much more critical.
|

Strill
|
Posted - 2008.09.21 23:00:00 -
[57]
Edited by: Strill on 21/09/2008 23:03:00
Originally by: Ezekiel Sulastin And what exactly does knowing what multiplier more than the base tank tell you? If you're so worried about that, go plug it into Excel - the rest of us will concern ourselves with statistics that impact our combat abilities, such as how much damage actually gets through.
It tells you how much EHP you actually have. Currently a resist percentage tells you nothing and is extremely unintuitive. For example, let's say I have the choice between 80% resists and 82% resists. I'm inclined to think that it's just a puny 2% resists and ignore it when reality it's an improvement of 11%!! If we were to use the multiplier display it would be very clear that the 80% resists give you 5x hardening, while the 82% resists give you 5.55x hardening.
|

Strill
|
Posted - 2008.09.21 23:10:00 -
[58]
Edited by: Strill on 21/09/2008 23:13:30
Originally by: Eternal Fury Edited by: Eternal Fury on 21/09/2008 20:43:33 OR......
The OP could just download EFT and drop in the mods he wants to use and see the actual resists.
Less math = Good.
What's 50% of 100? 50% Resists.
What's 50 % of the remainder.. 75% Resists.
What's 50 % of the remainder.. = 87.5% Resists.
Why is this so hard.. No brackets, no overs/unders, no fractions, just simple math.
And if you can't do the math, theres EFT.
Exactly! Akita's setup would make it simpler.
Instead of having to do all those remainders and come up with 87.5% resists, then have no idea how much survivability 87.5% resists actually gives, you could just do:
What's 2 times 1? 2 What's 2 times 2? 4 What's 2 times 4? 8
There, not only can you tell that your tank will be 8 times as effective, but you don't have to keep subtracting your current resists from 100 to get remainders. You just multiply everything out.
|

Strill
|
Posted - 2008.09.21 23:18:00 -
[59]
Edited by: Strill on 21/09/2008 23:20:21
Originally by: Saint Lazarus
Originally by: soldieroffortune 258 **soldieroffortune walks into thread, see's math in the first post, and walks out***
No no it simplifies everything.....or so we're told, and here I was not even realising the current system was confusing people 
Alright, if it's not confusing, tell me, how much better is 93% resists than 86%?
|

Dr Wellesley
Burden of Mars
|
Posted - 2008.09.21 23:26:00 -
[60]
Originally by: Strill Edited by: Strill on 21/09/2008 23:20:21
Originally by: Saint Lazarus
Originally by: soldieroffortune 258 **soldieroffortune walks into thread, see's math in the first post, and walks out***
No no it simplifies everything.....or so we're told, and here I was not even realising the current system was confusing people 
Alright, if it's not confusing, tell me, how much better is 93% resists than 86%?
Twice as good, as 7 (100-93) is half of 14 (100-86).
//--< We like trees. We like trees. They're so green and ... BRANCHY! |

Vabjekf
|
Posted - 2008.09.21 23:29:00 -
[61]
Edited by: Vabjekf on 21/09/2008 23:31:04
Originally by: Strill Edited by: Strill on 21/09/2008 23:03:00
Originally by: Ezekiel Sulastin And what exactly does knowing what multiplier more than the base tank tell you? If you're so worried about that, go plug it into Excel - the rest of us will concern ourselves with statistics that impact our combat abilities, such as how much damage actually gets through.
It tells you how much EHP you actually have. Currently a resist percentage tells you nothing and is extremely unintuitive. For example, let's say I have the choice between 80% resists and 82% resists. I'm inclined to think that it's just a puny 2% resists and ignore it when reality it's an improvement of 11%!!
If we were to use the multiplier display it would be very clear that the 80% resists give you 5x hardening, while the 82% resists give you 5.55x hardening.
So you are saying that +.55 will seem bigger than +2% to a person who is unable to comprehend numbers? And that's why we should switch it?
The current way you calculate resists is easy, you just take the +% off of the remaining %. Its simple. if i have 48% resist, then i have 52% 'not resist', i then add a +30% resist module, and 30% of 52 is 15.6, so i add that to my resist, 63.6% now~ hurray!
That seems much easier than calculating it your way, but maybe im just stupid and cant do it your way as easily.
|

Eternal Fury
It's A Trap
|
Posted - 2008.09.21 23:30:00 -
[62]
Edited by: Eternal Fury on 21/09/2008 23:32:22
Originally by: Strill Edited by: Strill on 21/09/2008 23:13:30
Originally by: Eternal Fury Edited by: Eternal Fury on 21/09/2008 20:43:33 OR......
The OP could just download EFT and drop in the mods he wants to use and see the actual resists.
Less math = Good.
What's 50% of 100? 50% Resists.
What's 50 % of the remainder.. 75% Resists.
What's 50 % of the remainder.. = 87.5% Resists.
Why is this so hard.. No brackets, no overs/unders, no fractions, just simple math.
And if you can't do the math, theres EFT.
Exactly! Akita's setup would make it simpler.
Instead of having to do all those remainders and come up with 87.5% resists, then have no idea how much survivability 87.5% resists actually gives, you could just do:
What's 2 times 1? 2 What's 2 times 2? 4 What's 2 times 4? 8
There, not only can you tell that your tank will be 8 times as effective, but you don't have to keep subtracting your current resists from 100 to get remainders. You just multiply everything out.
So. You want a numeric system where 0 is the unresisted part, and an arbitrary number is the maximum ammount.
What's a resist of 12? What's a Resist of 20? What's a resist of 44.5? See? With the system that was proposed, we have to apply those numbers to a simple resistance path to see how much you can actually tank.
saying that I have 745DPS comeing in, and have a resistance of 87.87% tells me that I have 90DPS comeing in after resists(That's 87.87% of 745= 90.37dps?
How would I do this in the system the OP proposes? I'd take my resists factor of 8, and figure out what % of the damage comeing in is mitigated, then I'd apply that to the damage I'm recieving, and then I'd get the dps I was takeing after resists?
That's MORE steps then just figureing out 87.87% of the damage comeing in.
KISS Keep It Simple Sam.
people understand that 0 is no damage mitigation, 100 is maximum damage mitigation.
pick numbers along that line of digits, and you can figure out easily and on the fly how much damage you will actually recieve after resists.
What people have trouble understanding is "Stacking".
Which means that the 2nd % is based on the Remainder, not the principle.
in almost every case where people "Don't understand resists and stacking" they just need it explained a different way. That's it. Let them know it has to do with the Remainder and they're fine.
|

Strill
|
Posted - 2008.09.21 23:30:00 -
[63]
Originally by: Dr Wellesley
Originally by: Strill Edited by: Strill on 21/09/2008 23:20:21
Originally by: Saint Lazarus
Originally by: soldieroffortune 258 **soldieroffortune walks into thread, see's math in the first post, and walks out***
No no it simplifies everything.....or so we're told, and here I was not even realising the current system was confusing people 
Alright, if it's not confusing, tell me, how much better is 93% resists than 86%?
Twice as good, as 7 (100-93) is half of 14 (100-86).
But you had to do 4 operations to get that. Under Akita's system, instead of 93% you would see 14x hardening, and instead of 86% you would see 7x hardening. It would be clear from a glance that one is twice as good as another, and you wouldn't have to go through all that math.
|

Vabjekf
|
Posted - 2008.09.21 23:34:00 -
[64]
Lets say my enemy did 487.9DPS against 0 resist.
I have a 10.321 in this new system.
How do i determine what the effective dps against me is? Just divide the dps by that number? 0_o
|

Eternal Fury
It's A Trap
|
Posted - 2008.09.21 23:35:00 -
[65]
Originally by: Strill
Originally by: Dr Wellesley
Originally by: Strill Edited by: Strill on 21/09/2008 23:20:21
Originally by: Saint Lazarus
Originally by: soldieroffortune 258 **soldieroffortune walks into thread, see's math in the first post, and walks out***
No no it simplifies everything.....or so we're told, and here I was not even realising the current system was confusing people 
Alright, if it's not confusing, tell me, how much better is 93% resists than 86%?
Twice as good, as 7 (100-93) is half of 14 (100-86).
But you had to do 4 operations to get that. Under Akita's system, instead of 93% you would see 14x hardening, and instead of 86% you would see 7x hardening. It would be clear from a glance that one is twice as good as another, and you wouldn't have to go through all that math.
What math is there to go through?
Is not 93% Resists higher then 86% resists?
Yes 14 is higher then 7, but haveing to back track to find the % so we can figure out what the actual damage resistance IS, is the reason why this setup won't be adopted.
People want the exact %, not a scale. Scales are fine. But exact numbers are better. simpler. Easier.
|

Vaal Erit
Science and Trade Institute
|
Posted - 2008.09.21 23:47:00 -
[66]
I don't see how replacing one weird number with another weird number makes anything simpler. --
http://desusig.crumplecorn.com/sigs.html
|

Strill
|
Posted - 2008.09.21 23:48:00 -
[67]
Edited by: Strill on 21/09/2008 23:48:57
Originally by: Eternal Fury
Originally by: Strill
Originally by: Dr Wellesley
Originally by: Strill Edited by: Strill on 21/09/2008 23:20:21
Originally by: Saint Lazarus
Originally by: soldieroffortune 258 **soldieroffortune walks into thread, see's math in the first post, and walks out***
No no it simplifies everything.....or so we're told, and here I was not even realising the current system was confusing people 
Alright, if it's not confusing, tell me, how much better is 93% resists than 86%?
Twice as good, as 7 (100-93) is half of 14 (100-86).
But you had to do 4 operations to get that. Under Akita's system, instead of 93% you would see 14x hardening, and instead of 86% you would see 7x hardening. It would be clear from a glance that one is twice as good as another, and you wouldn't have to go through all that math.
What math is there to go through?
Is not 93% Resists higher then 86% resists?
Yes, it is higher, but you have to go through four processes to see how much higher it is, which is what you want to know.
Quote: Yes 14 is higher then 7, but haveing to back track to find the % so we can figure out what the actual damage resistance IS, is the reason why this setup won't be adopted.
People want the exact %, not a scale. Scales are fine. But exact numbers are better. simpler. Easier.
Ironically, people wanting exact values and not a scale, and not wanting to have to backtrack is exactly the reason I'm making this argument.
Under the current system, I'm trying to compare two resists. What can I do with just the resists? I can tell how much damage I'll take from a single hit of a certain damage and damage type, but that cant' be applied to any useful purpose. What I want is to know how much damage I can actually tank. So I have to go through and convert all those percentages to multipliers so I can see how much relative hp I have for each resist.
On top of that, I having to compare things with an exponential scale rather than a linear one means I have to do a bunch of conversions to see their relative values instead of being able to see how much better they are at a glance.
|

Strill
|
Posted - 2008.09.21 23:50:00 -
[68]
Originally by: Vabjekf
Originally by: Strill Edited by: Strill on 21/09/2008 23:03:00
Originally by: Ezekiel Sulastin And what exactly does knowing what multiplier more than the base tank tell you? If you're so worried about that, go plug it into Excel - the rest of us will concern ourselves with statistics that impact our combat abilities, such as how much damage actually gets through.
It tells you how much EHP you actually have. Currently a resist percentage tells you nothing and is extremely unintuitive. For example, let's say I have the choice between 80% resists and 82% resists. I'm inclined to think that it's just a puny 2% resists and ignore it when reality it's an improvement of 11%!!
If we were to use the multiplier display it would be very clear that the 80% resists give you 5x hardening, while the 82% resists give you 5.55x hardening.
So you are saying that +.55 will seem bigger than +2% to a person who is unable to comprehend numbers?
The current way you calculate resists is easy, you just take the +% off of the remaining %. Its simple. if i have 48% resist, then i have 52% 'not resist', i then add a +30% resist module, and 30% of 52 is 15.6, so i add that to my resist, 63.6% now~ hurray!
That seems much easier than calculating it your way, but maybe im just stupid and cant do it your way as easily.
You really think it's simpler to think about "not resists", and go through all that rigmarole multiplying percentages by their not resists, then adding them all together when you could just do one multiplication?
So for your example, Under Akita's system it would work like this:
You have 1.92x hardening, and you add a 1.429x hardener. You now have 2.74x hardening.
One multiplication problem, and on top of that, it's clear from a glance how much of a benefit you got from the hardener. Is it really worth it having to do all that math to compare two resists when you could be doing it without even having to think about it?
|

Vabjekf
|
Posted - 2008.09.22 01:48:00 -
[69]
Originally by: Strill
Originally by: Vabjekf
Originally by: Strill Edited by: Strill on 21/09/2008 23:03:00
Originally by: Ezekiel Sulastin And what exactly does knowing what multiplier more than the base tank tell you? If you're so worried about that, go plug it into Excel - the rest of us will concern ourselves with statistics that impact our combat abilities, such as how much damage actually gets through.
It tells you how much EHP you actually have. Currently a resist percentage tells you nothing and is extremely unintuitive. For example, let's say I have the choice between 80% resists and 82% resists. I'm inclined to think that it's just a puny 2% resists and ignore it when reality it's an improvement of 11%!!
If we were to use the multiplier display it would be very clear that the 80% resists give you 5x hardening, while the 82% resists give you 5.55x hardening.
So you are saying that +.55 will seem bigger than +2% to a person who is unable to comprehend numbers?
The current way you calculate resists is easy, you just take the +% off of the remaining %. Its simple. if i have 48% resist, then i have 52% 'not resist', i then add a +30% resist module, and 30% of 52 is 15.6, so i add that to my resist, 63.6% now~ hurray!
That seems much easier than calculating it your way, but maybe im just stupid and cant do it your way as easily.
You really think it's simpler to think about "not resists", and go through all that rigmarole multiplying percentages by their not resists, then adding them all together when you could just do one multiplication?
So for your example, Under Akita's system it would work like this:
You have 1.92x hardening, and you add a 1.429x hardener. You now have 2.74x hardening.
One multiplication problem, and on top of that, it's clear from a glance how much of a benefit you got from the hardener. Is it really worth it having to do all that math to compare two resists when you could be doing it without even having to think about it?
I dont think its really that much math.
Also under your system you have to do more thinking to get practical estimates. If im getting hit for X damage fighting a certain enemy, and i equip modules that cuts its damage types down by 30%, i know for sure i am getting hit for 30% less damage than i was just before i equipped the module.
The only time you would need to get a calculator out is to try and get an exact number on the damage mitigation you are getting relative to 0% resists. In that case you will probably be using a fitting tool or have a calculator out anyway to calculate things like cap and everything else.
So, to summarize, percents are easier to understand when you are just fitting a few modules in station. And percents are best to get exact measurements when you are working with a fitting tool and a calculator and running simulations of things.
|

Saint Lazarus
Spiorad ag fanaiocht
|
Posted - 2008.09.22 01:56:00 -
[70]
Originally by: Strill Edited by: Strill on 21/09/2008 23:20:21
Originally by: Saint Lazarus
Originally by: soldieroffortune 258 **soldieroffortune walks into thread, see's math in the first post, and walks out***
No no it simplifies everything.....or so we're told, and here I was not even realising the current system was confusing people 
Alright, if it's not confusing, tell me, how much better is 93% resists than 86%?
Why the hell would I want to?
Answer that and I'll sign this loco idea -----------------
My EvE Comic
|

Lance Fighter
Amarr
|
Posted - 2008.09.22 02:11:00 -
[71]
Originally by: Saint Lazarus
Originally by: Strill Edited by: Strill on 21/09/2008 23:20:21
Originally by: Saint Lazarus
Originally by: soldieroffortune 258 **soldieroffortune walks into thread, see's math in the first post, and walks out***
No no it simplifies everything.....or so we're told, and here I was not even realising the current system was confusing people 
Alright, if it's not confusing, tell me, how much better is 93% resists than 86%?
Why the hell would I want to?
Answer that and I'll sign this loco idea
About twice...
The current system is fine, it works, and it MAKES SENSE. Thowing random multipliers around is not gonna make any sense at all...Percents are perfectly fine.
Originally by: Dheorl
Originally by: Akita T yawn
I never knew it was possible to stretch your ego THAT much in 1 post
|

Strill
|
Posted - 2008.09.22 02:12:00 -
[72]
Originally by: Vabjekf
Originally by: Strill
Originally by: Vabjekf
Originally by: Strill Edited by: Strill on 21/09/2008 23:03:00
Originally by: Ezekiel Sulastin And what exactly does knowing what multiplier more than the base tank tell you? If you're so worried about that, go plug it into Excel - the rest of us will concern ourselves with statistics that impact our combat abilities, such as how much damage actually gets through.
It tells you how much EHP you actually have. Currently a resist percentage tells you nothing and is extremely unintuitive. For example, let's say I have the choice between 80% resists and 82% resists. I'm inclined to think that it's just a puny 2% resists and ignore it when reality it's an improvement of 11%!!
If we were to use the multiplier display it would be very clear that the 80% resists give you 5x hardening, while the 82% resists give you 5.55x hardening.
So you are saying that +.55 will seem bigger than +2% to a person who is unable to comprehend numbers?
The current way you calculate resists is easy, you just take the +% off of the remaining %. Its simple. if i have 48% resist, then i have 52% 'not resist', i then add a +30% resist module, and 30% of 52 is 15.6, so i add that to my resist, 63.6% now~ hurray!
That seems much easier than calculating it your way, but maybe im just stupid and cant do it your way as easily.
You really think it's simpler to think about "not resists", and go through all that rigmarole multiplying percentages by their not resists, then adding them all together when you could just do one multiplication?
So for your example, Under Akita's system it would work like this:
You have 1.92x hardening, and you add a 1.429x hardener. You now have 2.74x hardening.
One multiplication problem, and on top of that, it's clear from a glance how much of a benefit you got from the hardener. Is it really worth it having to do all that math to compare two resists when you could be doing it without even having to think about it?
I dont think its really that much math.
Also under your system you have to do more thinking to get practical estimates. If im getting hit for X damage fighting a certain enemy, and i equip modules that cuts its damage types down by 30%, i know for sure i am getting hit for 30% less damage than i was just before i equipped the module.
The only time you would need to get a calculator out is to try and get an exact number on the damage mitigation you are getting relative to 0% resists. In that case you will probably be using a fitting tool or have a calculator out anyway to calculate things like cap and everything else.
So, to summarize, percents are easier to understand when you are just fitting a few modules in station. And percents are best to get exact measurements when you are working with a fitting tool and a calculator and running simulations of things.
Ok first off neither of these methods change the accuracy of the numbers. Both of them communicate the same idea with no loss in accuracy.
Second off, I still don't understand why you need to know what the percentage is in the first place. Half these posts have been about having to convert things back to percentages. Why do you need to do that? What do you use it for? For example, you can't make any comparisons with percentages.
i.e., let's say you wanted to know which is better: 750 hp and 30% resistances, or 1000 hp and 0% resistances?
With this situation you know the damage mitigation percentage for both of them...but what good does it do for you? You'd have to convert the percentages into multipliers to find out which one is better...which means that the percentage was ultimately a useless complication. In what situation does knowing the percentage allow you make decisions or comparisons faster and more efficiently than multipliers?
|

Strill
|
Posted - 2008.09.22 02:13:00 -
[73]
Originally by: Saint Lazarus
Originally by: Strill Edited by: Strill on 21/09/2008 23:20:21
Originally by: Saint Lazarus
Originally by: soldieroffortune 258 **soldieroffortune walks into thread, see's math in the first post, and walks out***
No no it simplifies everything.....or so we're told, and here I was not even realising the current system was confusing people 
Alright, if it's not confusing, tell me, how much better is 93% resists than 86%?
Why the hell would I want to?
Answer that and I'll sign this loco idea
So you can tell what the hell your stats are giving you! If you don't know what any of your items do, how the heck can you play the game?
|

Tortun Nahme
Minmatar Umbra Synergy
|
Posted - 2008.09.22 02:16:00 -
[74]
I demand resists be displayed in Binary for ultimate simplicity!
Applebabe ate my signature :( but the fish hat forgives! Nemotology is the EvE religion of choice! |

Saint Lazarus
Spiorad ag fanaiocht
|
Posted - 2008.09.22 02:23:00 -
[75]
Originally by: Strill
Originally by: Saint Lazarus
Originally by: Strill Edited by: Strill on 21/09/2008 23:20:21
Originally by: Saint Lazarus
Originally by: soldieroffortune 258 **soldieroffortune walks into thread, see's math in the first post, and walks out***
No no it simplifies everything.....or so we're told, and here I was not even realising the current system was confusing people 
Alright, if it's not confusing, tell me, how much better is 93% resists than 86%?
Why the hell would I want to?
Answer that and I'll sign this loco idea
So you can tell what the hell your stats are giving you! If you don't know what any of your items do, how the heck can you play the game?
I know what 90% resis is, I know what 80% resis is, the exact % difference between them interests me as much as quantum physics, whats so hard about that to grasp? you can work out complex math equations yet cant seem to understand that most people dont give a shit?
90 is a bigger number than 80, and at a glance I can guesstimate how much more effective it is, easy, simple, no BS, lovely job
-----------------
My EvE Comic
|

Strill
|
Posted - 2008.09.22 02:24:00 -
[76]
Originally by: Tortun Nahme I demand resists be displayed in Binary for ultimate simplicity!
It's a troll, but whatever.
I'd really like to know why you think percentages are simpler. Certainly it's a simple idea that they reduce your damage by that amount...but that's ultimately a trivial detail with no practical application. If you try to actually find out how much tank you have, you have to do a bunch of unnecessary conversions.
Can you look at them and tell at a glance how much better one percentage is than another? Can you compare two different hp/resist pairs and tell which one will survive longer without having to do a bunch of math? With this proposition, you'd be able to say, without doing any math, "this tank is better than that tank".
|

Tortun Nahme
Minmatar Umbra Synergy
|
Posted - 2008.09.22 02:26:00 -
[77]
actually I can, but I'm a nerd 
and it WAS a troll  Applebabe ate my signature :( but the fish hat forgives! Nemotology is the EvE religion of choice! |

Strill
|
Posted - 2008.09.22 02:30:00 -
[78]
Edited by: Strill on 22/09/2008 02:35:17
Originally by: Saint Lazarus 90 is a bigger number than 80, and at a glance I can guesstimate how much more effective it is, easy, simple, no BS, lovely job
See that's the thing. You CAN'T guesstimate how much more effective they are without doing a bunch of math.
For example,
50% is twice as good as 0% 90% is twice as good as 80% 100% is infinitely many times better than 99%
The value of a percent is different depending on how many percentage points you already have. It's this exponentially increasing value that's an unnecessary complication.
The idea proposed here is to the measure resists such that each point of resist is worth the same amount SO YOU CAN GUESSTIMATE WITHOUT HAVING TO DO MATH!
Quote: I know what 90% resis is, I know what 80% resis is, the exact % difference between them interests me as much as quantum physics, whats so hard about that to grasp? you can work out complex math equations yet cant seem to understand that most people dont give a shit?
The "exact difference" between two percentages can be huge. You're saying don't care whether your battleship has 5 hp or 5,000 hp? If that's the case then prepare to get slaughtered in pvp.
|

Saint Lazarus
Spiorad ag fanaiocht
|
Posted - 2008.09.22 02:40:00 -
[79]
Originally by: Strill
Stuff
Yes you CAN guesstimate its easy! its a concept most people grasp instantly, they may not be able to do the math on it but they know that the higher the % the bigger the difference the % difference makes.
Originally by: Strill
The "exact difference" between two percentages can be huge. You're saying don't care whether your battleship has 5 hp or 5,000 hp?
......just , make some more wild exaggerataions why dont you
Originally by: Strill
If that's the case then prepare to get slaughtered in pvp.
And interesting you should say that cause up till now I've done fine , so has everyone else...which kinda proves no ones confused by the current system, I've never even heard anyone complain about it before
-----------------
My EvE Comic
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 02:40:00 -
[80]
Originally by: Saint Lazarus I know what 90% resis is, I know what 80% resis is, the exact % difference between them interests me as much as quantum physics, whats so hard about that to grasp? you can work out complex math equations yet cant seem to understand that most people dont give a shit? 90 is a bigger number than 80, and at a glance I can guesstimate how much more effective it is, easy, simple, no BS, lovely job
Oh yeah ? Can you me tell me then, "at a glance", just how much better 83.29% resists is than 79.65% resists ? What about 93.77% vs 91.21% ?
Wouldn't it be THAT much easier to have them displayed as "x5.984 -vs- x4.914" or "x16.051 -vs- x11.376" ? For the resists, you actually have to do a substraction and a division just to see how much better is is. For the "hardening multiplier", you REALLY CAN see at a glance just how much better it is.
_
SHOPS || Mission rewards revamp || better nanofix
|

Strill
|
Posted - 2008.09.22 02:42:00 -
[81]
Originally by: Saint Lazarus
Originally by: Strill
The "exact difference" between two percentages can be huge. You're saying don't care whether your battleship has 5 hp or 5,000 hp?
......just , make some more wild exaggerataions why dont you
I already explained the difference between one percent can be anywhere from a 1% hp bonus, to an infinite hp bonus. It's not an exaggeration at all.
|

Ris Dnalor
Minmatar Ex Cruoris Libertas
|
Posted - 2008.09.22 02:43:00 -
[82]
*sigh*
This isn't complex.
go learn about tracking and optimal/falloff ranges and how they affect your hit ratio... then again, if you have problems with the simple resists, that would likely make your head explode and you should probably stick to missiles ;)
this is Eve, not wow.
enjoy the ride.
|

Strill
|
Posted - 2008.09.22 02:46:00 -
[83]
Originally by: Ris Dnalor *sigh*
This isn't complex.
go learn about tracking and optimal/falloff ranges and how they affect your hit ratio... then again, if you have problems with the simple resists, that would likely make your head explode and you should probably stick to missiles ;)
this is Eve, not wow.
enjoy the ride.
Please understand that none of the people supporting this have any trouble understanding the concepts it's based on. All this will do is display the same information in a more easily comparable form.
|

Strill
|
Posted - 2008.09.22 02:48:00 -
[84]
Edited by: Strill on 22/09/2008 02:50:16
Originally by: Saint Lazarus
Originally by: Strill
Stuff
Yes you CAN guesstimate its easy! its a concept most people grasp instantly, they may not be able to do the math on it but they know that the higher the % the bigger the difference the % difference makes.
Unfortunately hp in EVE is based around four percentages, and an hp value, and it's not really possible to guesstimate them just by saying one is higher in certain areas. (i.e. is it better to have more resists and less hp? Or vice versa?) Even if one setup is superior in every way, the only way to find that out would be to do a bunch of math. That's the reason this post is here.
|

Saint Lazarus
Spiorad ag fanaiocht
|
Posted - 2008.09.22 02:51:00 -
[85]
Originally by: Akita T
Wouldn't it be THAT much easier to have them displayed as "x5.984 -vs- x4.914" or "x16.051 -vs- x11.376" ?
For the resists, you actually have to do a substraction and a division just to see how much better is is.
Honestly...just no, a straight up % is just easier to read and understand at a glance
Look at it this way if you dont like peoples response to the idea, they dislike your system as much as you seemingly dislike the current one :P, its just not easy for them to read
Really seems like your idea is nothing more than personal preference -----------------
My EvE Comic
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 02:51:00 -
[86]
Originally by: Ris Dnalor *sigh* This isn't complex. go learn about tracking and optimal/falloff ranges and how they affect your hit ratio... then again, if you have problems with the simple resists, that would likely make your head explode and you should probably stick to missiles ;) this is Eve, not wow. enjoy the ride.
Did you just wisecrack at me or at new players in general ? I'll let you know that I AM one of the two people who actually tested the damage multiplier part of the turret tracking formula. AND I STILL FIND IT UGLY to have to do these very same calculations in my head, on paper, on the in-game calculator just to see EXACTLY how much better I can tank on a particular resist, when there's absolutely NO NEED to have this specific, hard-to-picture display type when replacing it with a much more intuitive one wouldn't do anything except remove the need to do some superfluous math.
That, and TRY to explain to the several people a day just exactly how resists work. You know, all those people who go "50% base plus 50% hardener, I should get 100% resists, why don't I?". If the numbers listed would be "x2 base and x2 hardener", they'd have to be pretty stupid NOT to assume the obvious result would be "x4".
_
SHOPS || Mission rewards revamp || better nanofix
|

Ris Dnalor
Minmatar Ex Cruoris Libertas
|
Posted - 2008.09.22 02:53:00 -
[87]
Edited by: Ris Dnalor on 22/09/2008 02:55:14 Personally I like the current method. It gives people who can do a little basic math in their head an advantage over those who cannot ( or more likely those who do not want to) . It rewards people for practicing and becoming better with math. Methinks that's a good thing. Especially for kids that play the game. I suppose it's just a different way of thinking about it. A games level of required thought is not and should not be inversely proportional to it's level of rewarded fun. I do understand where you are coming from, but I disagree with it as I believe it encourages and rewards mental laziness. There's enough in the world today encouraging that already.
tralala Ris Dnalor
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 02:55:00 -
[88]
Originally by: Saint Lazarus
Originally by: Akita T Wouldn't it be THAT much easier to have them displayed as "x5.984 -vs- x4.914" or "x16.051 -vs- x11.376" ?
Honestly...just no, a straight up % is just easier to read and understand at a glance
So you're HONESTLY telling me that 93.77% vs 91.21% is EASIER TO "SEE" than x16.051 vs x11.376 ?!? Come on... seriously ? You can't really be serious about that, can you ?
Originally by: Saint Lazarus they dislike your system as much as you seemingly dislike the current one
That's just the "I'm used to it this way and I hate any changes" crowd. They're... ignoreable. Unless they come up with a better explanation of EXACTLY WHY they "hate" it. And they should be really hard-pressed to come with one that's not "because that's how it is".
_
SHOPS || Mission rewards revamp || better nanofix
|

Strill
|
Posted - 2008.09.22 02:59:00 -
[89]
Originally by: Ris Dnalor Edited by: Ris Dnalor on 22/09/2008 02:55:14 Personally I like the current method. It gives people who can do a little basic math in their head an advantage over those who cannot ( or more likely those who do not want to) . It rewards people for practicing and becoming better with math. Methinks that's a good thing. Especially for kids that play the game. I suppose it's just a different way of thinking about it. A games level of required thought is not and should not be inversely proportional to it's level of rewarded fun. I do understand where you are coming from, but I disagree with it as I believe it encourages and rewards mental laziness. There's enough in the world today encouraging that already.
tralala Ris Dnalor
So why don't we put all the numbers in binary so everyone has to convert between binary and decimal whenever they try to do anything? That way the people who are willing to think will be rewarded.
|

Ris Dnalor
Minmatar Ex Cruoris Libertas
|
Posted - 2008.09.22 03:01:00 -
[90]
Originally by: Strill Edited by: Strill on 22/09/2008 02:57:08 This is not a subjective preference. The only way to compare two hp/resist pairs is to do a bunch of stupid math. I'm figuring the people who oppose this don't even know about the stupid math and have been going on wrong ideas the whole time. So ironically the very people this idea would help the most are the ones who oppose it.
well it's not really a bunch of math. You just have to get your head wrapped around it and grok fully, then it becomes rather an automatic process in your brain.
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.22 03:03:00 -
[91]
Originally by: Akita T
Originally by: Ris Dnalor *sigh* This isn't complex. go learn about tracking and optimal/falloff ranges and how they affect your hit ratio... then again, if you have problems with the simple resists, that would likely make your head explode and you should probably stick to missiles ;) this is Eve, not wow. enjoy the ride.
Did you just wisecrack at me or at new players in general ? I'll let you know that I AM one of the two people who actually tested the damage multiplier part of the turret tracking formula. AND I STILL FIND IT UGLY to have to do these very same calculations in my head, on paper, on the in-game calculator just to see EXACTLY how much better I can tank on a particular resist, when there's absolutely NO NEED to have this specific, hard-to-picture display type when replacing it with a much more intuitive one wouldn't do anything except remove the need to do some superfluous math.
That, and TRY to explain to the several people a day just exactly how resists work. You know, all those people who go "50% base plus 50% hardener, I should get 100% resists, why don't I?". If the numbers listed would be "x2 base and x2 hardener", they'd have to be pretty stupid NOT to assume the obvious result would be "x4".
what you suggested wouldnt make much more sense either, you could have it broken down as a tooltip or something but noo your going out of your way to make us learn things your way.
Pre Order your Sisters of Eve ship today!!! |

Strill
|
Posted - 2008.09.22 03:05:00 -
[92]
Originally by: Ris Dnalor
Originally by: Strill Edited by: Strill on 22/09/2008 02:57:08 This is not a subjective preference. The only way to compare two hp/resist pairs is to do a bunch of stupid math. I'm figuring the people who oppose this don't even know about the stupid math and have been going on wrong ideas the whole time. So ironically the very people this idea would help the most are the ones who oppose it.
well it's not really a bunch of math. You just have to get your head wrapped around it and grok fully, then it becomes rather an automatic process in your brain.
Oh I see, so you can do the following math problem in your head:
HP: 750 Resists: 55/55/55/55
HP: 1000 Resists: 40/40/40/40
750 * 1/ (1 - 0.55) = 1666.67 1000* 1/ (1 - 0.40) = 1666.67
Oh whaddya know they're both the same. Could you tell that from the beginning? I certainly couldn't. And I don't think you should have to be a math savant to be able to make convenient comparisons.
|

Ris Dnalor
Minmatar Ex Cruoris Libertas
|
Posted - 2008.09.22 03:05:00 -
[93]
Originally by: Strill
Originally by: Ris Dnalor Edited by: Ris Dnalor on 22/09/2008 02:55:14 Personally I like the current method. It gives people who can do a little basic math in their head an advantage over those who cannot ( or more likely those who do not want to) . It rewards people for practicing and becoming better with math. Methinks that's a good thing. Especially for kids that play the game. I suppose it's just a different way of thinking about it. A games level of required thought is not and should not be inversely proportional to it's level of rewarded fun. I do understand where you are coming from, but I disagree with it as I believe it encourages and rewards mental laziness. There's enough in the world today encouraging that already.
tralala Ris Dnalor
So why don't we put all the numbers in binary so everyone has to convert between binary and decimal whenever they try to do anything? That way the people who are willing to think will be rewarded.
Primarily because there is already a system in place. The system works. It's not broken. People have understood it and used it for over 5 years. To take time to make changes to that system would mean not changing something else, that actually is broken. New players need ot make an effort to learn the game mechanics of eve. And most do. And most learn. I'm not sure what crawled up your butt, but obviously something has. I can pretty well assure you that even those players that support your idea probably have issues with eve that they would say should take priority over this one. If someone can learn your system, they can learn the existing one. It's not a lot of math. In fact it's very minimal.
|

Strill
|
Posted - 2008.09.22 03:11:00 -
[94]
Edited by: Strill on 22/09/2008 03:14:55
Originally by: Nova Fox what you suggested wouldnt make much more sense either, you could have it broken down as a tooltip or something but noo your going out of your way to make us learn things your way.
It's not "his way" versus "your way". The way he described is the ONLY way to compare two hp/resistance pairs. i.e. YOU HAVE TO DO IT ALREADY. He's proposing that it be simplified so you don't have to do it.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 03:12:00 -
[95]
Edited by: Akita T on 22/09/2008 03:13:44
Originally by: Strill
Originally by: Nova Fox what you suggested wouldnt make much more sense either, you could have it broken down as a tooltip or something but noo your going out of your way to make us learn things your way.
It's not "his way" versus "your way". The way he described is the ONLY way to compare two hp/resistance pairs. i.e. YOU HAVE TO DO IT ALREADY. He's proposing that it be simplified so you don't have to do it.
Bingo.
____
Originally by: Ris Dnalor there is already a system in place. The system works. It's not broken.
And this is EXACTLY the same system.
Quote: To take time to make changes to that system would mean not changing something else, that actually is broken.
You're not CHANGING anything, you're improving the display of the system that's already in place.
Quote: It's not a lot of math. In fact it's very minimal.
Exactly : it's a MINIMAL amount of math, one that SEVERAL external programs (like EFT, for instance) have already built-in, and it's ANNOYING math that you already do all the time on a regular basis anyway.
All THIS display change does is REDUCE the amount of UNNECESSARY math you have to do (in your head or on paper or on a calculator) to visualise the effect better in-game.
_
SHOPS || Mission rewards revamp || better nanofix
|

Ris Dnalor
Minmatar Ex Cruoris Libertas
|
Posted - 2008.09.22 03:16:00 -
[96]
Edited by: Ris Dnalor on 22/09/2008 03:22:20 Edited by: Ris Dnalor on 22/09/2008 03:17:45
Originally by: Strill
Originally by: Ris Dnalor
Originally by: Strill Edited by: Strill on 22/09/2008 02:57:08 This is not a subjective preference. The only way to compare two hp/resist pairs is to do a bunch of stupid math. I'm figuring the people who oppose this don't even know about the stupid math and have been going on wrong ideas the whole time. So ironically the very people this idea would help the most are the ones who oppose it.
well it's not really a bunch of math. You just have to get your head wrapped around it and grok fully, then it becomes rather an automatic process in your brain.
Oh I see, so you can do the following math problem in your head:
HP: 750 Resists: 55/55/55/55
HP: 1000 Resists: 40/40/40/40
750 * 1/ (1 - 0.55) = 1666.67 1000* 1/ (1 - 0.40) = 1666.67
Oh whaddya know they're both the same. Could you tell that from the beginning? I certainly couldn't. And I don't think you should have to be a math savant to be able to make convenient comparisons.
No, I didn't know about that at the beginning. When I started I thought surely my newbie frig could take out that NPC hualer comign out of the station ( after skipping the tutorials ). I found out the hard way it was armed. but that's really the point. Part of the adventure of eve is learning how to play. If it were very simple, it would be less interesting.
There are 3rd party tools that help you make comparisons, as you haven't even brought up passive shield recharge rates, or active shield boosting or repairing... factoring in the capacitor to find out how long you can actively repair while firing those guns that also drain cap... and how would a cap injecting system affect your situation... how about if you were being nossed with a medium Nosferatu? or how about a Heavy Energy Nuetralizer II? If you keep a high transversal speed compared to your enemy will that be more effective than any resist known in eve? If you keep this high transversal will your turrets be able to track quickly enough to shoot back? If not, would a target painter or two help your accuracy? Would you drones be fast enough to keep up with your ship or will you simply outrun them and leave them out of your control range? Can you orbit your enemy at your max drone control range and still keep a high enoug transvesal to achieve your desired affect? the questions are countless and there will never be a simple way to display it all so that a new player can grasp it all on day one at a glance.
Download one of the 3rd party progams that help you compare ship loadouts. Search the forums and you will find them. Mostly, though, you will just have to take the time to learn Eve. It's a complex game. Either you'll come to like that or you will come to hate it. But the complexity hasn't decreased in 5 years. In fact it has steadily increased. What you propose would still leave countless other calculations tha twould be much harder to figure than the RESISTS you seem to be so concerned with.
Your idea misses the big picture and address a 'problem' that is actually one of the features of Eve.
|

Saint Lazarus
Spiorad ag fanaiocht
|
Posted - 2008.09.22 03:17:00 -
[97]
Originally by: Akita T Edited by: Akita T on 22/09/2008 02:59:54
Originally by: Saint Lazarus
Originally by: Akita T Wouldn't it be THAT much easier to have them displayed as "x5.984 -vs- x4.914" or "x16.051 -vs- x11.376" ?
Honestly...just no, a straight up % is just easier to read and understand at a glance
So you're HONESTLY telling me that 93.77% vs 91.21% is EASIER TO "SEE" than x16.051 vs x11.376 ?!? Come on... seriously ? You can't really be serious about that, can you ? How's "percent of damage NOT inflicted" easier to visualise than "how much more can I tank" ?
I am 100% totally serious and I dont get whats so strange about that!
I seriously dont see how "how much more I can tank" is easier to visualise, I think its backwards when you consider the final % value on a fitted ship is what matters most
-----------------
My EvE Comic
|

Jobby
Minmatar UNITED STAR SYNDICATE R-I-P
|
Posted - 2008.09.22 03:22:00 -
[98]
Who the **** screwed the formatting up? :/ Isk laundering 4t ignore
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 03:23:00 -
[99]
Edited by: Akita T on 22/09/2008 03:23:56
Originally by: Saint Lazarus I seriously dont see how "how much more I can tank" is easier to visualise, I think its backwards when you consider the final % value on a fitted ship is what matters most
No, it's the amount you can tank (be it total raw damage or raw damage per second) that ANYBODY EVER cares about. You already DO that math in your head, on paper or with a calculator all the time. The repair can come from yourself or remote, doesn't really matter what source.
So you're telling me you'd rather have an indicator that requires you to do a substraction first then a sub-unitary division rather than an indicator that's just the final multiplier ? An indicator that gets visually less visible the higher the effect gets rather than an indicator that's directly proportional to the effect ?
I can only conclude you're being difficult on purpose for absolutely no good reason than to argue about it.
_
SHOPS || Mission rewards revamp || better nanofix
|

Strill
|
Posted - 2008.09.22 03:23:00 -
[100]
Edited by: Strill on 22/09/2008 03:24:45
Originally by: Ris Dnalor
Originally by: Strill
Originally by: Ris Dnalor
Originally by: Strill Edited by: Strill on 22/09/2008 02:57:08 This is not a subjective preference. The only way to compare two hp/resist pairs is to do a bunch of stupid math. I'm figuring the people who oppose this don't even know about the stupid math and have been going on wrong ideas the whole time. So ironically the very people this idea would help the most are the ones who oppose it.
well it's not really a bunch of math. You just have to get your head wrapped around it and grok fully, then it becomes rather an automatic process in your brain.
Oh I see, so you can do the following math problem in your head:
HP: 750 Resists: 55/55/55/55
HP: 1000 Resists: 40/40/40/40
750 * 1/ (1 - 0.55) = 1666.67 1000* 1/ (1 - 0.40) = 1666.67
Oh whaddya know they're both the same. Could you tell that from the beginning? I certainly couldn't. And I don't think you should have to be a math savant to be able to make convenient comparisons.
Quote: No, I didn't know about that at the beginning.
I meant could you tell what the outcome of that math problem would be just by a passive observation. You said that you could just by "grokking" it.
The rest of your post is irrelevant. Yes there are a multitude of possibly situations in eve, many of them subjective but this post was not addressing those. It was addressing the situation where you have two setups, each with a different hp and resist and want to know which one will tank better. This situation requires the same method no matter what preferences you have and is answerable via a mathematical formula. i.e. it's a question of ABSOLUTES, not one of subjective preferences.
The proposition was to have the result of the mathematical formula displayed from the beginning so that players don't have to solve it every single time. That's it. It's not about developing any kind of combat strategy or theory of war. It's about the game solving a math problem for you so you don't have to. Nothing else.
|

Eskalin
Minmatar Evolution Band of Brothers
|
Posted - 2008.09.22 03:24:00 -
[101]
Originally by: Faife bring back THAC(0) tbh...
+1 internet
If babies weren't to be eaten they wouldn't be hibachi sized
|

Ris Dnalor
Minmatar Ex Cruoris Libertas
|
Posted - 2008.09.22 03:33:00 -
[102]
Originally by: Strill
I meant could you tell what the outcome of that math problem would be just by a passive observation. You said that you could just by "grokking" it.
The rest of your post is irrelevant. .... It's about the game solving a math problem for you so you don't have to. Nothing else.
Well the rest on my post speaks to a theme that is pervasive throughout eve, so while it is not directly relevant to this specific issue, understanding it will help you to understand why people would resist your idea.
Personally I find the current system very satisfying, and would not find your method any easier. I find your method to be more clunky and more arbitrary than the current one. I also accept that I will not change your mind by posting here. If you read why I and the others who disagree with your method have written here, it could help you to understand why your idea is meeting resistance. It will be up to you whether or not you want to understand. My guess is that you will not, as that would require some mental processing, which you seem to want to avoid. I cannot wish you well on your quest to make this change, but I do wish you well in your journeys through eve.
fly free, Ris Dnalor
|

Steve Hawkings
|
Posted - 2008.09.22 03:34:00 -
[103]
lol your explanation was more confusing than how it is now afaic. Time is not Money and minerals i mine are free!! |

Vabjekf
|
Posted - 2008.09.22 03:40:00 -
[104]
Quote: So you're HONESTLY telling me that 93.77% vs 91.21% is EASIER TO "SEE" than x16.051 vs x11.376 ?!?
So what do you do when some newbie comes in asking what that x15.21386257 means, and you have to explain to them that its actualy the percent of damage resistance, but they stopped displaying it in a resist percent, because they thought x15.21386257 would be more obvious and intuitive.
Those two examples you gave are about the same to me as far as values go, knowing what the second one means that is. While a percent is rather intuitive, a 'resist percent' makes sense to most people reading it, an 'xNUMERS' may not be instantly obvious. I know that at 90, each extra point is about 10% total. I looked at that, we started around 91, so each extra point is a bit more than 10% total. I figured it would be between 30 and 40% less damage. And it was! And doing that math takes the same amount of time as doing the math to find out the EXACT difference in your system too.
Im not saying that it does not work. Maybe they could add it in addition to the percents for the kinds of calculations it would be beneficial for. But i see no reason to remove the simplistic "you do not take x% of what the enemy shoots at you" approach we are using now, its been being used in games for ages and ages now.
See i can look at the numbers now, and it makes sense. I know im subtracting a certain amount of damage. I know how and why resists work, what mechanism it goes by. I feel comfortable that i am in control with the information.
But xNUMBERs.. xWHAT? What is x? Yes the concept that x2 is half damage compared to x1 is not that difficult, but WHY is x2 half damage compared to x1? "because x2 is 50% resist". You then have just added an extra level of complexity to everything for the sake of changing a few math problems that are not that difficult to do currently.
But again maybe im some sort of genius as visualizing percents, or maybe i totaly suck at simple math so its no easier for me to use your system than percents. Who knows.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 03:41:00 -
[105]
Originally by: Steve Hawkings your explanation was more confusing than how it is now afaic.
"x6" hardening means you can tank 6 times more (compared to the x1 base, equivalent to a 0% resist), as simple as that. How's that "confusing" ?
_
SHOPS || Mission rewards revamp || better nanofix
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 03:43:00 -
[106]
Originally by: Vabjekf So what do you do when some newbie comes in asking what that x15.21386257 means
"x15.21386257" means you tank 15.21386257 times more raw damage of that particular damage type compared to whatever the hell you're tanking.
It's MUCH easier to explain.
_
SHOPS || Mission rewards revamp || better nanofix
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.22 03:44:00 -
[107]
how about this
Quote:
Kinetic Resist 95% (50%50%20%)
when you mouse over any of the non white colors it will tell you where its getting those nubmers from in this case blue ship, red modules/rigs, green skills ( you cant get it form skills anways just using it for example)
Pre Order your Sisters of Eve ship today!!! |

Strill
|
Posted - 2008.09.22 03:45:00 -
[108]
Originally by: Ris Dnalor
Originally by: Strill
I meant could you tell what the outcome of that math problem would be just by a passive observation. You said that you could just by "grokking" it.
The rest of your post is irrelevant. .... It's about the game solving a math problem for you so you don't have to. Nothing else.
Well the rest on my post speaks to a theme that is pervasive throughout eve, so while it is not directly relevant to this specific issue, understanding it will help you to understand why people would resist your idea.
Personally I find the current system very satisfying, and would not find your method any easier. I find your method to be more clunky and more arbitrary than the current one. I also accept that I will not change your mind by posting here. If you read why I and the others who disagree with your method have written here, it could help you to understand why your idea is meeting resistance. It will be up to you whether or not you want to understand. My guess is that you will not, as that would require some mental processing, which you seem to want to avoid. I cannot wish you well on your quest to make this change, but I do wish you well in your journeys through eve.
fly free, Ris Dnalor
You have got to be the world's best troll. I've stated over and over again that this problem has NOTHING TO DO with preference or subjectivity. Furthermore this is not addressing any of the other game mechanics in place because they are UNRELATED.
The issue is: There is a math problem that a person must do in order to compare two hp/resistance pairs. They cannot be compared in any other way. You said that you could solve this problem by "grokking" it. I demonstrated the problem and asked if you could solve it in your head as you stated. You then went on and on about a bunch of completely unrelated topics and concluded that the problem was subjective and/or unsolvable. That is not the case, so I ask you again, could you solve the math problem with just a passive overview? If not, the current proposition would fix this problem and display the information in a way that does not require a person to do math to derive use from it.
|

Strill
|
Posted - 2008.09.22 03:49:00 -
[109]
Originally by: Nova Fox how about this
Quote:
Kinetic Resist 95% (50%50%20%)
when you mouse over any of the non white colors it will tell you where its getting those nubmers from in this case blue ship, red modules/rigs, green skills ( you cant get it form skills anways just using it for example)
But that still wouldn't tell you anything. You would have no idea that 95% means you can tank 20x kinetic damage you could with 0% resists.
|

Strill
|
Posted - 2008.09.22 03:51:00 -
[110]
Originally by: Vabjekf But xNUMBERs.. xWHAT? What is x?
x is a multiplication sign.
|

Ris Dnalor
Minmatar Ex Cruoris Libertas
|
Posted - 2008.09.22 03:54:00 -
[111]
No, I don't find your method easier to understand. Nor do I find it easier to explain. I think it is harder to relate to what is actually going on than the current percentage method. Perhaps it IS easier for you to explain your method. I am confident that if you put the amount of effort into using the current system that you have into devising a new one, you would have less trouble explaining it. I have no problem figuring the resists with the current method. I have had no problem with it for many years. I don't like your proposed idea. I'm simply trying to do you the courtesy of telling you why I don't like it. Obviously you aren't interested in the whys and wheretofores so I shall desist.
Ris
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.22 03:57:00 -
[112]
Originally by: Strill
Originally by: Nova Fox how about this
Quote:
Kinetic Resist 95% (50%50%20%)
when you mouse over any of the non white colors it will tell you where its getting those nubmers from in this case blue ship, red modules/rigs, green skills ( you cant get it form skills anways just using it for example)
But that still wouldn't tell you anything. You would have no idea that 95% means you can tank 20x kinetic damage you could with 0% resists.
what is there not to get about 95% of all incomming damage of that type will be blocked?
Pre Order your Sisters of Eve ship today!!! |

Strill
|
Posted - 2008.09.22 04:00:00 -
[113]
Originally by: Ris Dnalor No, I don't find your method easier to understand. Nor do I find it easier to explain. I think it is harder to relate to what is actually going on than the current percentage method. Perhaps it IS easier for you to explain your method. I am confident that if you put the amount of effort into using the current system that you have into devising a new one, you would have less trouble explaining it. I have no problem figuring the resists with the current method. I have had no problem with it for many years. I don't like your proposed idea. I'm simply trying to do you the courtesy of telling you why I don't like it. Obviously you aren't interested in the whys and wheretofores so I shall desist.
Ris
ok ok, one thing that hasn't been explained is what "your way" is. How is it that you manage to compare two hp/resist pairs without converting the resist percentages to multipliers?
|

Strill
|
Posted - 2008.09.22 04:00:00 -
[114]
Originally by: Nova Fox
Originally by: Strill
Originally by: Nova Fox how about this
Quote:
Kinetic Resist 95% (50%50%20%)
when you mouse over any of the non white colors it will tell you where its getting those nubmers from in this case blue ship, red modules/rigs, green skills ( you cant get it form skills anways just using it for example)
But that still wouldn't tell you anything. You would have no idea that 95% means you can tank 20x kinetic damage you could with 0% resists.
what is there not to get about 95% of all incomming damage of that type will be blocked?
95% doesn't tell you how much damage you can tank. And that's the only important number.
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.22 04:11:00 -
[115]
Edited by: Nova Fox on 22/09/2008 04:12:03
Quote: 95% doesn't tell you how much damage you can tank. And that's the only important number.
Pre Order your Sisters of Eve ship today!!! |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 04:12:00 -
[116]
Originally by: Ris Dnalor Perhaps it IS easier for you to explain your method. I am confident that if you put the amount of effort into using the current system that you have into devising a new one, you would have less trouble explaining it.
Yeah ? HOW MANY times have YOU explained the resists system to newbies ? How many times did YOU have a /facepalm moment while doing that ? How many times had YOU have to basically resort to explaining it to them EXACTLY like I just did in the OP (as a "hardening factor") so they can finally grasp it ? I'm guessing... hmm... not much, or not at all. Because otherwise you wouldn't be objecting at all.
_
SHOPS || Mission rewards revamp || better nanofix
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 04:13:00 -
[117]
Originally by: Nova Fox
Quote: 95% doesn't tell you how much damage you can tank. And that's the only important number.
so multipling 1.95 is beyond you?
You mean dividing 1 by 1 minus 95/100, don't you? 
Multiplying by 1.95 means... well... absolutely nothing when talking about 95% resists.
_
SHOPS || Mission rewards revamp || better nanofix
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 04:20:00 -
[118]
Edited by: Akita T on 22/09/2008 04:23:57
Originally by: Nova Fox effective hp isnt an important number to me at all
nvm 
_
SHOPS || Mission rewards revamp || better nanofix
|

Strill
|
Posted - 2008.09.22 04:24:00 -
[119]
Edited by: Strill on 22/09/2008 04:24:41
Originally by: Nova Fox effective hp isnt an important number to me at all, none of these numbers reall mean jack when people are less unpredictable and they are going to screw you over anyways.
So you don't care how much health your ship has... That's not a winning strategy.
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.22 04:25:00 -
[120]
Edited by: Nova Fox on 22/09/2008 04:26:20 Idiots repeat experiments in hopes for success even though the previous experiment with the same conditions and values are unchanged had resulted in failure.
Pre Order your Sisters of Eve ship today!!! |

Strill
|
Posted - 2008.09.22 04:27:00 -
[121]
Originally by: Nova Fox Idiots repeat experiments in hopes for success even though the previous experiment with the same conditions and values are unganged had resulted in failure.
I'm having trouble understanding how people's unpredictability, and the futility of repetition relate to the fact that you can't tell how much hp your ship has. I mean, if people are so unpredictable you'd want to get an omni tank, but without an idea of how much hp your ship has, you can't tell what the best omni-tank is.
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.22 04:29:00 -
[122]
Originally by: Strill Edited by: Strill on 22/09/2008 04:24:41
Originally by: Nova Fox effective hp isnt an important number to me at all, none of these numbers reall mean jack when people are less unpredictable and they are going to screw you over anyways.
So you don't care how much health your ship has... That's not a winning strategy.
Relying on that number alone isnt going to win any battles period.
Pre Order your Sisters of Eve ship today!!! |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 04:29:00 -
[123]
Originally by: Nova Fox Idiots repeat experiments in hopes for success even though the previous experiment with the same conditions and values are unganged had resulted in failure.
The EXACT SAME setup will have the EXACT SAME results in both DISPLAY METHODS. Combat goes on exactly the same as it always did. If in the current display system you take 123.45 damage, in the proposed display system you STILL take the EXACT SAME 123.45 damage. The only exception is that before you needed to do HP / (1 - resists[%]/100) to get the raw damage needed to kill you, now you need to take HP * hardening factor raw damage to kill you. The TOTAL raw damage is the same. The ACTUAL damage is the same.
NOTHING CHANGES EXCEPT IN THE NUMBERS DISPLAYED ON SHIP SHOWINFO. Is that so hard to understand ?
And what does THAT have to do with what you JUST SAID ?!?
_
SHOPS || Mission rewards revamp || better nanofix
|

Vabjekf
|
Posted - 2008.09.22 04:32:00 -
[124]
Originally by: Akita T
Originally by: Ris Dnalor Perhaps it IS easier for you to explain your method. I am confident that if you put the amount of effort into using the current system that you have into devising a new one, you would have less trouble explaining it.
Yeah ? HOW MANY times have YOU explained the resists system to newbies ? How many times did YOU have a /facepalm moment while doing that ? How many times had YOU have to basically resort to explaining it to them EXACTLY like I just did in the OP (as a "hardening factor") so they can finally grasp it ? I'm guessing... hmm... not much, or not at all. Because otherwise you wouldn't be objecting at all.
Are you saying you have actually had to convert the current system into a totally new one just to explain how the current system works?
I always find it as easy as saying "if you have 50% resist, and add another 50% from a hardener, you go up to 75% resist, because the hardener has cut in half the distance between where you were and 100%" That gets the point across immediately and makes it blatantly obvious the way that resists are calculated, using nice big friendly easy to understand numbers.
That is the only quirk in eves system over calculating any other mmorpg or rpg which uses such a % based tanking system, be it hit percent, flat out damage absorption, or whatever.
The problem is you rarely need to know how much better you are compared to 0 resist. Ships do not come with 0/0/0/0 resist. And skills or other things modify their base resists even further. So its much more effective to look at things based on WHERE I AM vs WHERE I WILL BE WITH THIS NEW MODULE.
And for that, a 30% resist module, will always make you take 30% less damage than you were taking.
That is the kind of thinking you do unless you flat out calculate everything to an exact value, and for that you have to do lots of math and use a fitting tool anyway.
So i just don't see the advantage to this. Its not any worse, apart from the fact that people coming to EVE from other games will probably already be familiar with the concept of damage resistance, its mitigating damage by a percent. You would try to introduce them to an alternate way of thinking by converting everything into 'total effective hitpoints @ 0% resists'
So suddenly you are increasing hitpoints rather than cutting damage. Is that useful for anything? In game when you see soandso hits you for whatever damage, it would be nice to have that reasonably correlate to your resists. So if suddenly they do more damage they've switched damage type, not you magically have less hit points on the fly.
You have to multiply repair in your system. The standard way your repair is what you repair. The only thing that gets modified is incoming damage.
It just seems easier to think in those terms than to switch over to a system where damage is not mitigated at all, but peoples hit points go up and down based on what damage type they are being shot at with.
|

Strill
|
Posted - 2008.09.22 04:32:00 -
[125]
Originally by: Nova Fox
Originally by: Strill Edited by: Strill on 22/09/2008 04:24:41
Originally by: Nova Fox effective hp isnt an important number to me at all, none of these numbers reall mean jack when people are less unpredictable and they are going to screw you over anyways.
So you don't care how much health your ship has... That's not a winning strategy.
Relying on that number alone isnt going to win any battles period.
That number alone may not be all there is to eve, but It most certainly will help you win battles. If you can find that your new setup has more hp than your previous setup, you can use the new one and you'll end up winning more battles because you had just enough health to outlast the other person.
|

Ampoliros
Shadow Company Axiom Empire
|
Posted - 2008.09.22 04:33:00 -
[126]
Rather than be a purist, can't we do it both ways? Eg:
Resistances: EM - 75% (x3 hardening) Explosive - 60% (x2.5 hardening) Kinetic - 40% (x1.66 hardening) etc...
with tooltips explaining the relationship between hardening and incoming damage tanked. I like the percentages, they're easy to wrap your mind around at first - while the hardening is something that's handy for on-the-fly calculations of EHP and tankable DPS. Improving the display of these numbers by adding something fairly simple doesn't hurt the game. ----------------------------- Signature for sale :o |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 04:38:00 -
[127]
Edited by: Akita T on 22/09/2008 04:43:50
Originally by: Vabjekf
Originally by: Akita T
Originally by: Ris Dnalor Perhaps it IS easier for you to explain your method. I am confident that if you put the amount of effort into using the current system that you have into devising a new one, you would have less trouble explaining it.
Yeah ? HOW MANY times have YOU explained the resists system to newbies ? How many times did YOU have a /facepalm moment while doing that ? How many times had YOU have to basically resort to explaining it to them EXACTLY like I just did in the OP (as a "hardening factor") so they can finally grasp it ? I'm guessing... hmm... not much, or not at all. Because otherwise you wouldn't be objecting at all.
Are you saying you have actually had to convert the current system into a totally new one just to explain how the current system works?
I always find it as easy as saying "if you have 50% resist, and add another 50% from a hardener, you go up to 75% resist, because the hardener has cut in half the distance between where you were and 100%" That gets the point across immediately and makes it blatantly obvious the way that resists are calculated, using nice big friendly easy to understand numbers.
And then the next thing out of their mouth is "oh, so adding hardeners is no good" or the nerve-wrecking "ah, diminishing returns" comment. And when you start explaining stack-nerfing, they go "huh, but you already explained diminishing returns" and other such nonsense. So, yeah, IT IS quite cumbersome to explain to somebody who comes from a "just add everything together" background (the 50%+50%=100% crowd), passing them through "50% and 50% yields 75%" is a first hop that's not THAT hard, but making them realize the difference between THAT and stack-nerfing, and just EXACTLY how important additional hardeners are ("well, that ONLY makes me go from 80% to 87% resists, that's not a big deal").
So, yeah, I actually DO have to "invent" this new way to look at things. But "invent" isn't really the word. It's more "explain how things actually work".
And then try to explain to them WHY it's not DISPLAYED like that in the first place.
Originally by: Ampoliros Rather than be a purist, can't we do it both ways? EM - 75% (x4 hardening) Explosive - 60% (x2.5 hardening) Kinetic - 40% (x1.66 hardening)
That could work too... if only you could actually do that.
Sadly, what you'd have to do is you'd have to add 12 new stats to all ships (hardenings for 4 damage types on shield/armor/hull) to go along with the 12 already existing ones (resists). OR you would need to add those 12 as placeholders in showinfo and dynamically calculate them TOO from actual resists.
But yeah... it could work too.
_
SHOPS || Mission rewards revamp || better nanofix
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.22 04:42:00 -
[128]
I never had the problem explaining resitances and stacking nerf to new players you make it sound like newbies are brick walls and more idiotic than they really are.
Pre Order your Sisters of Eve ship today!!! |

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.22 04:44:00 -
[129]
Originally by: Ampoliros Rather than be a purist, can't we do it both ways? Eg:
Resistances: EM - 75% (x3 hardening) Explosive - 60% (x2.5 hardening) Kinetic - 40% (x1.66 hardening) etc...
with tooltips explaining the relationship between hardening and incoming damage tanked. I like the percentages, they're easy to wrap your mind around at first - while the hardening is something that's handy for on-the-fly calculations of EHP and tankable DPS. Improving the display of these numbers by adding something fairly simple doesn't hurt the game.
The most goddamned sense made tonight in this thread, thank you very much sir.
Pre Order your Sisters of Eve ship today!!! |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 04:45:00 -
[130]
Originally by: Nova Fox I never had the problem explaining resitances and stacking nerf to new players you make it sound like newbies are brick walls and more idiotic than they really are.
Really ? You weren't helping your own case either.
_
SHOPS || Mission rewards revamp || better nanofix
|

Ampoliros
Shadow Company Axiom Empire
|
Posted - 2008.09.22 04:49:00 -
[131]
Originally by: Akita T
Originally by: Ampoliros Rather than be a purist, can't we do it both ways? EM - 75% (x4 hardening) Explosive - 60% (x2.5 hardening) Kinetic - 40% (x1.66 hardening)
That could work too... if only you could actually do that.
Sadly, what you'd have to do is you'd have to add 12 new stats to all ships (hardenings for 4 damage types on shield/armor/hull) to go along with the 12 already existing ones (resists). OR you would need to add those 12 as placeholders in showinfo and dynamically calculate them TOO from actual resists.
But yeah... it could work too.
Just put them in right with the resistances in the ship's showinfo, calculated from the resistances, so you have a concise display of everything in 4 lines
PS - thanks for the math fix ----------------------------- Signature for sale :o |

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.22 04:56:00 -
[132]
Originally by: Akita T
Originally by: Nova Fox I never had the problem explaining resitances and stacking nerf to new players you make it sound like newbies are brick walls and more idiotic than they really are.
Really ? You weren't helping your own case either.
I taught my rookies to self teach so I dont have to go over ever single minute detail, seems to be quite effective in making pilots who are better at pvp than i am.
Pre Order your Sisters of Eve ship today!!! |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 05:09:00 -
[133]
Originally by: Nova Fox I taught my rookies to self teach so I dont have to go over ever single minute detail, seems to be quite effective in making pilots who are better at pvp than i am.
Ah, I see... so your aim is "sorting out the guys who can learn easily themselves from the ones that need help" (your personal goal), as opposed to "getting as many people to stick with the game as possible" (CCP's goal). Gotcha'.
_
SHOPS || Mission rewards revamp || better nanofix
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.22 05:40:00 -
[134]
Originally by: Akita T
Originally by: Nova Fox I taught my rookies to self teach so I dont have to go over ever single minute detail, seems to be quite effective in making pilots who are better at pvp than i am.
Ah, I see... so your aim is "sorting out the guys who can learn easily themselves from the ones that need help" (your personal goal), as opposed to "getting as many people to stick with the game as possible" (CCP's goal). Gotcha'.
Its not my fault if a rookie refuses to show up in my class. Last time I checked this game is about free will as well. I set players who are willing and eager to learn on a path of self improvment though self-learning. If they chose to learn and want to get better at the game I set them up and send them on thier way and recommend some schools if they want to further thier own experinces such as eve uni or agony. I have found out that teaching non reliance/conformity, flexbility, and the ability to learn under every circumstance that arises makes good pvp pilots espeically when thier ship gets nerfed or ccp tosses something new in for consideration. My class on tanking is 'tanking theory' goes over various forms of accepting or dealing with damage and how to reduce incomming damage. It never goes over on 'how much you can tank.' Which isnt the point of the theory of the class. Which is why ill probably trade 2000 hp for a webber if its small skirmish fight, i didnt get my nickname ship on fire for nothing. I got the know how, gumption, mindset for leaving a fight i know i wont win just need to work in my dps and ill be good to go for a pvper.
Pre Order your Sisters of Eve ship today!!! |

Major PewPew
The Dark Horses
|
Posted - 2008.09.22 05:51:00 -
[135]
Originally by: Akita T OP goes here
You sir, are an idiot...stop posting.
|

Hegbard
|
Posted - 2008.09.22 05:59:00 -
[136]
There are two idiots in this thread who don't understand math and write almost half of all posts. It's really not a controversial topic. Resists are fine. Idiots who don't know math will have problems with that, but there's no reason to support mathematical illiteracy.
|

Mustikki
|
Posted - 2008.09.22 06:10:00 -
[137]
Edited by: Mustikki on 22/09/2008 06:10:35 The current system is fine as it is. Introducing any other system will be just as hard, if not harder for illiterate people to understand. Having two systems side by side just doubles the hassle. If you don't get it now, you won't get it ever no matter how it's introduced to you. Start with http://en.wikipedia.org/wiki/Percentage and don't skip anymore 5th grade math classes.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 06:18:00 -
[138]
Edited by: Akita T on 22/09/2008 06:21:51
Yeah, and we should probably go back to imperial units worldwide rather than metric, or we should switch to a base-12 numbering system... right ? Or, I know, like somebody else said, why don't we go to displaying resists binary instead, you must be a loser to not grasp the display of it like that  I mean, it's JUST a minor mathematical challenge, isn't it ? [/sarcasm]
The idiots here are those who don't understand WHY this pure DISPLAY change (or addition, if not change, that can work just as well) has absolutely nothing bad in it and a lot of potential good (by making EVERYBODY'S life a little bit easier, NOT just the new user's).
It's slightly easier to understand, so new users get it faster (or don't even have to ask in the first place), therefore those trying to help have an easier time explaining it. ALSO, you already do this exact math BY YOURSELF each and every time you look at the resists and want to know how good your tank is. What's the harm in having it already displayed in an easily readable form ? NONE.
_
SHOPS || Mission rewards revamp || better nanofix
|

Strill
|
Posted - 2008.09.22 06:39:00 -
[139]
Originally by: Mustikki Edited by: Mustikki on 22/09/2008 06:10:35 The current system is fine as it is. Introducing any other system will be just as hard, if not harder for illiterate people to understand. Having two systems side by side just doubles the hassle. If you don't get it now, you won't get it ever no matter how it's introduced to you. Start with http://en.wikipedia.org/wiki/Percentage and don't skip anymore 5th grade math classes.
Fact: Knowing that 95% resists means 95% of your incoming damage is resisted tells you absolutely nothing about how good your tank is, which is the only thing worth knowing.
Why should the system display the information in a form that you have to do mathematical conversions on in order to use?
I'd really absolutely love to hear some justification as to why this it's a bad idea to show this information other than an unexplained claim that "it's harder to understand". Why is it harder to understand? It's the exact same system that's in the game currently, that you already use! There's nothing new at all!
|

Vabjekf
|
Posted - 2008.09.22 06:44:00 -
[140]
Well.. it really was not that hard for me to understand. I just had to realise that 50% is 50% of whats left and not 50% of 100 and it all fell into place for me.
Granted i did learn how these mechanics worked with out having to worry about the diminishing returns for stacking the same kind of module. Maybe some people get confused having to learn both at once.
I see no reason not to enhance the UI to make it easier to visualize, but i like knowing the EXACT PERCENT of damage i am negating, because i think in terms of "i have fixed maximum hitpoints, i work with damage mitigation and damage restoration to keep alive". Maybe it comes from my background of always playing the healing/support classes in mmos, i don't know.
But if we are going about some sort of UI enhancement to clearly illustrate a simplistic way to look at this. Why stop at xNUMBERS? Why not use some sort of graphical representation of how well tanked you are. Im sure someone could come up with something to make it all nifty-keen. Lets improve the drone interface while we are at it ^_^
It could probably be some sort of graph, with a curve. And something represents total amount of damage negated, and another axis represents total overall improvement a single extra % gives. Then the curve lights up to the point your ships resists are, and left dark elsewhere. This could display actual percent AND a more relative, easy to understand, value at the same time... And be pretty to boot! ^__^
|

Fink Angel
Caldari The Merry Men
|
Posted - 2008.09.22 06:55:00 -
[141]
You're over thinking things Akita. It's fine now.
All you have to do is get your head around the fact it's the difference between where you are now and 100%.
So (conveniently ignoring stacking penalties for simplicity) if you're at 90% resists now and add 50% more, that takes you 50% of the way between 90% and 100% = 95%
That seems quite natural to me, and I like the "way 'round" that it's stated now, ie that my armour blocks out 95% of the damage, as compared to your proposal to state that my armour is 9.5 times harder than base.
If people don't make the effort to understand things as they are now, they won't understand your way anyhow.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 07:20:00 -
[142]
Originally by: Fink Angel that my armour blocks out 95% of the damage, as compared to your proposal to state that my armour is 9.5 times harder than base
Actually, 20 times harder than base  See, even people who KNOW how things work make mistakes like that.
_
SHOPS || Mission rewards revamp || better nanofix
|

Vabjekf
|
Posted - 2008.09.22 07:23:00 -
[143]
Effective hit points is a lousy way to look at a tank unless you are buffer tanking. Because effective hit points has to take into account the amount of regen/repair/boost you experience over time. But that amount is heavily defendant on how much time you have before you are exploded, and that amount depends on how much DPS the enemy is capable of doing over your ability to mitigate damage.
So you see, when looking at a tank that boosts/regens/repairs, you have to deal with damage coming in, vs damage you can 'absorb'. This looks at 'over time', and its all very dependent on resists, rep amount, and enemy dps. Hit points only come into play when your tank is failing.
If your tank is failing, how BADLY it is failing will again modify your 'total effective hit points'. For example, if an enemies friend warps in and starts shooting at you, you have a lower effective hit points because you die faster and you have less time for the repper/booster/regen to churn out additional hit points.
So no, effective hit points is the last thing you want to look at in a tank, unless you are buffer tanking, then its all that's really important (unless someone else can repair you).
Going back to the 750hp 50%resist vs 1000hp 40%resist model, they come out to the same effective hit points, but the 50% resist is THE BETTER CHOICE. Making them numerically equivalent by providing a super-easy way to do a quick multiplication problem to find 'effective hit points' as a standard for tank strength will just be a way to misinform newbies, not help them.
Since TIME is an important factor, we must stick with things that modify the forces which act over time to us. Namely again, DPS and hit points repaired per second. DPS is the enemies base DPS modified by your resists. Therefore resists are important information to have.
Then you judge a tank based on how much DPS it can absorb before it breaks.
Unless, again, buffer tanking. But its already simpler to calculate.
But then I did not need to say any of that, because everyone already knows it=P
But again, damage in VS damage out seems much more easy to calculate to me when you can just lower the enemy DPS by resists, and then see if you can heal that amount or not, and if not how much DPS is getting past your restorative measures.
This seems the only logical way to think about a tank, because an effective hit points model, if it wants to be accurate in any applicable way, will have to take into account the same 'variable' forces (manly enemy DPS) just to see how much extra hit points it gets from regen/boost/repair before it dies.
So, effective hit points, only good for analyzing armor buffer tanks.
Modified DPS vs repair/regen/boost is better for active or passive shield tanks. And because you are already looking at the MODIFIED DPS which you calculated with resists, that final DPS and your ships REAL hit point total to see how long you could last if your tank failed, is just as easy to understand as an effective hit point total, and in fact would require additional math to visualize.
|

Fink Angel
Caldari The Merry Men
|
Posted - 2008.09.22 07:24:00 -
[144]
Originally by: Akita T Actually, 20 times harder than base  See, even people who KNOW how things work make mistakes like that.
Doh! That 9.5 times didn't feel quite right when I posted it.
See, I can picture the current way in my head, but have a harder time with your method! 
Hmmm, I think I'm off to an Excel sheet to pump some stats in and see if I can get more of a feel for your way.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 07:30:00 -
[145]
Edited by: Akita T on 22/09/2008 07:32:42
@Vabjekf : So... how exactly is it harder to understand/visualize ?
750 HP and/or 75 HP/sec repair with 50% resists (i.e. x2 hardening = 1500 raw damage to instapop and 150 DPS tanked) -vs- 1000 HP and/or 100 HP/sec repair with 33.333% resists (i.e. x1.5 hardening = 1500 raw damage to instapop and 150 DPS tanked) -vs- 1000 HP and/or 100 HP/sec repair with 40% resists (i.e. x1.666 hardening = 1666 raw damage to instapop and 166 DPS tanked)
It's the same thing, really. Only with "hardening", all EHP/DPS calcs are easier to make in your head, since the HARD part (1/(1-x), where x is resist) is already pre-calculated and displayed as such.
_
SHOPS || Mission rewards revamp || better nanofix
|

Strill
|
Posted - 2008.09.22 07:33:00 -
[146]
Originally by: Vabjekf Edited by: Vabjekf on 22/09/2008 07:26:36 Effective hit points is a lousy way to look at a tank unless you are buffer tanking. Because effective hit points has to take into account the amount of regen/repair/boost you experience over time. But that amount is heavily defendant on how much time you have before you are exploded, and that amount depends on how much DPS the enemy is capable of doing over your ability to mitigate damage.
So then you say that you have _____ base EHP, and that you repair ____ EHP/second. Problem solved.
How good repairing is over buffer tanking is a completely different issue, and still exists regardless of what form you display your survivability in.
|

Arkios Odymei
Incarnation of Evil
|
Posted - 2008.09.22 07:45:00 -
[147]
Pardon the wall of text, I tried to break it up the best I could...
The proposed display change is better that the current method of percentages when it comes to comparative analysis. Ie- X tank is better that Y tank by a factor of Z. It is also better when quickly trying to get a number of effective hit points or effective hp repair per second.
When thinking in terms of damage mitigation, the current percentage display system seems to make more sense. Ok, If I say I have 75% resists, that means that 75% of incomming damage is resisted... duh! Any idiot would have the rough idea that about 3 quarters of the damage is mitigated. Same idea when I say I have a resistance of 80%, or 50%, or 67.8625%... Ok, now 8 out of 10 damage (or half, or almost 7/10 damage, respectivly) is being mitigated.
But if I say I have a hardening factor of x4, how much damage is being mitigated? Can you tell me at a glance? How about telling me how much less will be mitigated with a hardening factor of x8 vs x12.536? Sure it will be mitigating a factor of roughly 4 and a half less... but how much is that?
Another thing to keep in mind is that the "0-100%" display is a whole lot cleaner looking than "x1 through xInfinity". With percentages, you have an absolute minimum and an absolute maximum clearly defined. With x1 all the way to Infinity and anywhere in between, it just seems a bit more of an arbitrary number (even though technicaly it isnt).
Eitherway you slice it, it will require you to put your 5th grade math skills to use. Given the choice, Id rather have the raw data and work with it as I see fit rather that having to work backward from a pre-manufactured multiplyer derived from the raw data. You are able to figure out all the same information with the raw percentages anyways, and its not like its really that hard to work with... as Ive already said, it requires 5th grade math skills to understand.
My verdict (as if I am one to pass judgment ) is that the percentage system is better. It has no flaws of its own as it displays everything it needs to in a clean and precicse maner. The data is all there, correctly laied out, and it is up to the user to interpret it as they see fit. If a new user has trouble understanding something as simple as percentages, the complexities of EVE may not be for them. ------------------------------------------------------------------
|

Strill
|
Posted - 2008.09.22 07:51:00 -
[148]
Originally by: Vabjekf Edited by: Vabjekf on 22/09/2008 07:26:36 Effective hit points is a lousy way to look at a tank unless you are buffer tanking. Because effective hit points has to take into account the amount of regen/repair/boost you experience over time. But that amount is heavily defendant on how much time you have before you are exploded, and that amount depends on how much DPS the enemy is capable of doing over your ability to mitigate damage.
So then you say that you have _____ base EHP, and that you repair ____ EHP/second. Problem solved.
Originally by: Vabjekf Going back to the 750hp 50%resist vs 1000hp 40%resist model, they come out to the same effective hit points, but the 50% resist is THE BETTER CHOICE. Making them numerically equivalent by providing a super-easy way to do a quick multiplication problem to find 'effective hit points' as a standard for tank strength will just be a way to misinform newbies, not help them.
Not at all. Your repair amount gets the resistance multiplier bonus too, so it's clear that the setup with 50% resists can repair more since its repper gets a bigger bonus.
Quote: Since TIME is an important factor, we must stick with things that modify the forces which act over time to us. Namely again, DPS and hit points repaired per second. DPS is the enemies base DPS modified by your resists. Therefore resists are important information to have.
Then you judge a tank based on how much DPS it can absorb before it breaks.
How good repairing is over buffer tanking is a completely different issue, and still exists regardless of what form you display your survivability in.
But just for the heck of it, Your survivability time is equal to: Base EHP/(Incoming DPS - EHP)
If the number is negative or divided by zero you can tank it forever. If it's positive it'll tell you how much time you have until your tank fails.
Quote: But again, damage in VS damage out seems much more easy to calculate to me when you can just lower the enemy DPS by resists, and then see if you can heal that amount or not, and if not how much DPS is getting past your restorative measures.
It's the exact same thing. In your setup you divide the incoming damage by the multiplier that akita proposed should be displayed. In Akita's setup you multiply your repper amount by the multiplier.
Quote: This seems the only logical way to think about a tank, because an effective hit points model, if it wants to be accurate in any applicable way, will have to take into account the same 'variable' forces (manly enemy DPS) just to see how much extra hit points it gets from regen/boost/repair before it dies.
I know that EHP can certainly be used to account for this, but I'm not quite sure what specifically you're referring to. For example, how would you calculate this using your model?
|

Ris Dnalor
Minmatar Ex Cruoris Libertas
|
Posted - 2008.09.22 08:02:00 -
[149]
The current system of display has been successfully in place for 5 years. I have been asked how it works by many people during those 5 years, but many more that I have known during that time have figured it out on their own. It's not difficult. You can wave your arms in the air and stamp your feet and shout to the heavens all you like about how crazy we all are for not seeing the infinite wisdom of your logic, but the problem lies with your inability or unwillingness to embrace and learn the system, not with the system itself. The current system works just fine. I can't even believe I'm still posting in this nonsense thread. Guess that just goes to show you I can be baited....
in any case, I'm done with this thread.
have fun in eve, or don't. It's a choice you know...
Ris
|

Strill
|
Posted - 2008.09.22 08:07:00 -
[150]
Edited by: Strill on 22/09/2008 08:12:48
Originally by: Arkios Odymei But if I say I have a hardening factor of x4, how much damage is being mitigated? Can you tell me at a glance? How about telling me how much less will be mitigated with a hardening factor of x8 vs x12.536? Sure it will be mitigating a factor of roughly 4 and a half less... but how much is that?
But that's not something you need to know. You want to know how good your tank is compared to any other tank. The multiplier tells you that. If you want to know how much DPS you can tank, the multiplier tells you that too. There's no need to think of it in terms of resistances in the first place. It's just a needless complication.
Originally by: Arkios Odymei Another thing to keep in mind is that the "0-100%" display is a whole lot cleaner looking than "x1 through xInfinity". With percentages, you have an absolute minimum and an absolute maximum clearly defined. With x1 all the way to Infinity and anywhere in between, it just seems a bit more of an arbitrary number (even though technicaly it isnt).
But you see that's one of the problems. Resistance effectiveness goes from 1 to infinity, but it's obscured by the percentages. 100% resists means you have infinite tankability, even though 100% is a finite number. It's counterintuitive.
|

Strill
|
Posted - 2008.09.22 08:08:00 -
[151]
Edited by: Strill on 22/09/2008 08:11:20
Originally by: Ris Dnalor The User Interface has been successfully in place for 5 years. I have been asked how it works by many people during those 5 years, but many more that I have known during that time have figured it out on their own. It's not difficult. You can wave your arms in the air and stamp your feet and shout to the heavens all you like about how crazy we all are for not seeing the infinite wisdom of your logic, but the problem lies with your inability or unwillingness to embrace and learn the system, not with the system itself. The current system works just fine. I can't even believe I'm still posting in this nonsense thread. Guess that just goes to show you I can be baited....
in any case, I'm done with this thread.
have fun in eve, or don't. It's a choice you know...
Ris
I pointed out the flaw in your argument.
PS: If I didn't understand how the system works, I wouldn't even be able to make this argument. Methinks you're the one who doesn't understand the system.
|

Sturmwolke
School of Applied Knowledge
|
Posted - 2008.09.22 08:31:00 -
[152]
Originally by: Akita T
Originally by: Steve Hawkings your explanation was more confusing than how it is now afaic.
"x6" hardening means you can tank 6 times more (compared to the x1 base, equivalent to a 0% resist), as simple as that. How's that "confusing" ?
You're looking at it from the amount of damage that you can tank. From that perspective, yes it's easier.
However, if I'm shooting cruise missiles at an enemy and I discovered a hole in the tank, what sort figure should I shout out to my team as a guesstimate? His resist is about 75% for Thermal or his hardening is about ... umm .. how do I calculate that? Your scale factor just becomes a mess.
Thus far I have not seen anyone from the pro camp for this idea explain the above reasonably. Instead, it's being conveniently side-stepped as something unimportant, despite all the previous posts that points this out.
|

Tippia
Caldari School of Applied Knowledge
|
Posted - 2008.09.22 08:43:00 -
[153]
Originally by: Sturmwolke However, if I'm shooting cruise missiles at an enemy and I discovered a hole in the tank, what sort figure should I shout out to my team as a guesstimate? His resist is about 75% for Thermal or his hardening is about ... umm .. how do I calculate that? Your scale factor just becomes a mess.
How much damage are you doing compared to how much you know your missiles put out. Expected DPH / actual DPH = hardening factor.
|

Sturmwolke
School of Applied Knowledge
|
Posted - 2008.09.22 08:48:00 -
[154]
Originally by: Tippia
Originally by: Sturmwolke However, if I'm shooting cruise missiles at an enemy and I discovered a hole in the tank, what sort figure should I shout out to my team as a guesstimate? His resist is about 75% for Thermal or his hardening is about ... umm .. how do I calculate that? Your scale factor just becomes a mess.
How much damage are you doing compared to how much you know your missiles put out. Expected DPH / actual DPH = hardening factor.
Ahh .. Ms Tippia, failing to see the point as usual. You've been good I take it? Here, have a cookie 
|

Tippia
Caldari School of Applied Knowledge
|
Posted - 2008.09.22 08:58:00 -
[155]
Edited by: Tippia on 22/09/2008 08:59:47
Originally by: Sturmwolke Ahh .. Ms Tippia, failing to see the point as usual. You've been good I take it? Here, have a cookie 
What in your question didn't I answer? You wanted to know what to tell your friends and how to guesstimate it. I told you how.
If you can figure out that his thermal resist is in the region of 75% by shooting at him (I would presume that you do this by looking at the damage numbers that pop up on the screen), then you can use the exact same numbers to figure out that his thermal hardening is somewhere around x4.
|

Arkios Odymei
Incarnation of Evil
|
Posted - 2008.09.22 09:04:00 -
[156]
Originally by: Strill Edited by: Strill on 22/09/2008 08:21:28
Originally by: Arkios Odymei But if I say I have a hardening factor of x4, how much damage is being mitigated? Can you tell me at a glance? How about telling me how much less will be mitigated with a hardening factor of x8 vs x12.536? Sure it will be mitigating a factor of roughly 4 and a half less... but how much is that?
But that's not something you need to know. You want to know how good your tank is compared to any other tank. The multiplier tells you that. If you want to know how much DPS you can tank, the multiplier tells you that too. There's no need to think of it in terms of resistances in the first place. It's just a needless complication.
How can you say that is not something you need to know? When I first started playing and messing around with resistance, that was how I first related increased resistancce to increased tanking. I saw the resistance percentage and intuitively understood that X% of the incomming damage was being resisted. By me understanding this, I was able to figure out the rest very quickly on my own (the only dificulty I had figuring out solo was the stack nerf penalties, but thats unrelated). Its as simple as comparing the unresisted portions for two different tank's resists to each other. The only difference with the proposed system is that you need to do subtraction instead of division... But at the cost of re-standardizing the already standardized mathematical idea of percentages. That in my opinion is a needless complication.
Originally by: Strill
Originally by: Arkios Odymei Another thing to keep in mind is that the "0-100%" display is a whole lot cleaner looking than "x1 through xInfinity". With percentages, you have an absolute minimum and an absolute maximum clearly defined. With x1 all the way to Infinity and anywhere in between, it just seems a bit more of an arbitrary number (even though technicaly it isnt).
But you see that's one of the problems. Resistance effectiveness goes from 1 to infinity, but it's obscured by the percentages. 100% resists means you have infinite tankability, even though 100 is a finite number. It's counterintuitive.
If you understand the way percentages work this shouldnt be an issue. I understand how a percentage systems works. I know you do aswell... Hell, we all should as it is the basis of our money systems, 100 CENTS to a dollar and all. Now if I ask you how much more money are you making if Im taxing you 50 cents for every earned dollar compared to 75 cents per dollar, you can figure that out right quick and tell me youd be making twice as much. If I ask you how much more money are you making if Im taxing you 70 cents per dollar compared to 90 cents per dollar, you can figure out pretty quick that you will have 3 times as much money in your pocket. But all of a sudden you replace dollars and cents with damage and hp (figurativly) and the math becomes counterintuitive?
------------------------------------------------------------------
|

Sturmwolke
School of Applied Knowledge
|
Posted - 2008.09.22 09:29:00 -
[157]
Originally by: Tippia What in your question didn't I answer? You wanted to know what to tell your friends and how to guesstimate it. I told you how.
If you can figure out that his thermal resist is in the region of 75% by shooting at him (I would presume that you do this by looking at the damage numbers that pop up on the screen), then you can use the exact same numbers to figure out that his thermal hardening is somewhere around x4.
- First, the sentence was meant rhetorically.
- Second, it is much easier to guesstimate a percentage over dividing the numbers to get a scale factor.
- Third, the scale factor itself isn't linear and why on earth must my imaginary teammates need to re-convert them to something intuitive and usable.
- Fourth, the base math is still based on percentages. Adding an extra layer for "new" player convenience is admirable, but I still haven't seen any reasonable arguments that tackles it from the attacker's perspective.
You answered the question too literally, and thus failed to see what's really being argued.
|

Fink Angel
Caldari The Merry Men
|
Posted - 2008.09.22 09:38:00 -
[158]
Originally by: Ris Dnalor The current system works just fine. I can't even believe I'm still posting in this nonsense thread. Guess that just goes to show you I can be baited.... in any case, I'm done with this thread.
Blimey. You've got to give Akita credit for at least thinking this through and putting his case clearly.
While I don't agree the current system desperately needs fixing, it's a bit OTT calling it nonsense and baiting!
|

Fink Angel
Caldari The Merry Men
|
Posted - 2008.09.22 09:49:00 -
[159]
Originally by: Akita T Do you notice how a SMALL easily viewable numerical increase in percentage of resists ends up making a HUGE visible difference in tanking power multiplier ?
I get your point, but I just prefer it the way it is. Then again I've had a few years to get used to the current system and can't see it through the eyes of an Eve newcomer.
It seems logical to me that if I go from 90% to 95% resists, that's halving of the damage I'd take, all other things being equal.
It's probably a case of conditioning rather than outright complexity, but I still think that without a table in front of me, it's harder to work out the multiplier.
Ie to get 20x I have to think "What's a hundred divided by twenty? (5) Then what's 19 times that? (95)" to get the result."
|

meat vapour
|
Posted - 2008.09.22 10:00:00 -
[160]
akita t, deconstructing eve one shit idea at a time...
|

Crumplecorn
Gallente Eve Cluster Explorations
|
Posted - 2008.09.22 11:06:00 -
[161]
Edited by: Crumplecorn on 22/09/2008 11:14:48 I prefer the % system because it is easier to visualise and more intuitively reflects the diminishing returns afforded by hardeners applied to already high resists.
--An example Assuming incoming damage is 1000DPS, and ignoring the stacking penalty, if I have a 0%/1x/1000DPS resist, and apply a 50% hardener, it changes to 50%/2x/500DPS, the gain being +50%/+1x/-500DPS.
Do it again, and it becomes 75%/4x/250DPS, change being +25%/+2x/-250DPS.
Again? 87.5%/8x/125DPS, change being 12.5%/4x/-125DPS. --End example
The '% resist' gain decreases as you go up the scale in proportion with the decrease in how much damage the new hardener will actually nullify, whereas the multiplier actually increases as you go up the scale, i.e. the final hardener gets a 12.5% increase instead of 50%, subtracts 125DPS instead of 500DPS, but gets a multiplier increase of 4x rather than 1x. So the proposed system makes later hardeners appear more effective, whereas the current system correctly reflects that they are less effective.
The % scale lets you see both how effective a module is in multiplicative terms (the module's stated % resist addition) and additive terms (its actual % resist addition on the 0-100 scale) quite easily, where the proposed method obscures this information.
It is also easier to visualise because it is a scale from 0-100, rather than a scale from 1-Infinity. Sure it is easier to see that 16x is double 8x than it is to see that 87.5% is twice as tough as 75%, however the former obscures the fact that in additive terms there is only a 12.5% gain.
We may have problems at the moment with noobs who think that later hardeners apply smaller percentage gains than promised due to not understanding that it is applied to (100-current resist). However, in practice they are right, as later hardeners do reduce actual DPS by that lesser percentage, they simply aren't clear on the details.
On the other hand, with the proposed system, we would instead have noobs who are convinced that hardeners get more effective the more you have, failing to understand that an 8x additive increase from 8x to 16x actually nets you less reduction in incoming DPS than a 4x additive increase from 4x to 8x. -
DesuSigs |

Skalet
|
Posted - 2008.09.22 12:04:00 -
[162]
why do we have to cater to stupid people?
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 12:21:00 -
[163]
Originally by: Skalet why do we have to cater to stupid people?
Excellent question ! The answer is : because stupid people PAY THE BILLS 
If there's nobody there to sell below manufacture price in hubs, how can you make easy ISK by doing basically nothing (buy and recycle stuff, sell materials back) ? If there's no stupid people to keep flying ships you can easily kill because of "ebayer fiting syndrome", who do you loot for easy profit ? If there's nobody to buy droves of ships that get blown up sooner rather than later, who should T1 manufacturers sell their junk to ? If all those people there wouldn't be so inept at making ISK, who do you think will sell you GTCs for your easily gained ISK ?
The ratio between the number of predators and the numbers of prey is the best indicator of predator wellbeing. Treasure your morons, they are your slaves and they don't even know it  The game needs more of them 
Well, that, and more money for CCP means more money for hardware, new developers and so on and so forth.
_
SHOPS || Mission rewards revamp || better nanofix
|

Tippia
Caldari School of Applied Knowledge
|
Posted - 2008.09.22 12:27:00 -
[164]
Edited by: Tippia on 22/09/2008 12:34:51
Originally by: Crumplecorn I prefer the % system because it is easier to visualise and more intuitively reflects the diminishing returns afforded by hardeners applied to already high resists.
What diminishing returns? Applying an additional 33% resist always increases your tanking ability by 50%, no matter what it was before; adding a 50% resist always doubles your tank. (Note that I say "resist" here — I'm talking about the effective hardening after stacking penalties are calculated, rather than the base bonus given by some particular module).
Quote: On the other hand, with the proposed system, we would instead have noobs who are convinced that hardeners get more effective the more you have, failing to understand that an 4x additive increase from 4x to 8x actually nets you less reduction in incoming DPS than a 2x additive increase from 2x to 4x.
Well, consider me a n00b then, and explain it to me. 
In both cases, you double your tank. Yes, in terms of absolute numbers, the decrease when going from x4 to x8 is smaller than when going from x2 to x4, but so what? Why does those absolute number matter? Either way, you still double the amount of damage you can tank/survive.
edit: Ok, on second though, I kind of see the point that the "additive increase" you're talking about might confuse people, but the illustrative point of the idea isn't the addition: it's still a question of multiplication. In fact, addition is just as wrong here as it is when displaying resists in percentages, and the noob error is just the same as thinking that a 50% base resist + a 25% hardener will give you 75% total resist.
|

Crumplecorn
Gallente Eve Cluster Explorations
|
Posted - 2008.09.22 13:38:00 -
[165]
Originally by: Tippia
Additive changes matter because over time they become insignificant. Consider the extreme case where you have a 99% resist. Another 50% resist will make your tank twice as tough, but the amount of damage being done at that point is so insignificant anyway that in practice there would be better uses for that slot.
This can manifest in a number of ways. Eventually the actual DPS an enemy will do will drop so low as to be significantly smaller than your sustainable repair rate, and thus will no longer matter. The amount of time your ship can survive can continue to be doubled to 5 minutes and then to 10 and to 20, but why would you need more than 5 in any fight in EVE? You may be able to get your effective HP up to a million, but will that be any advantage over having only 100000 in any fight you have a chance of winning? If you are getting ganked, all the resists in the world won't save you, if you are in a fairly even fight, you'll be adding a hardener just to knock off insignificant DPS.
What needs to be taken into account at the same time as this is the damage you are doing to your enemy. In both 'tank and gank' there are a range of values which matter. Just like with resistances, imagine you could do 100000DPS or 1 million DPS. One is ten times larger than the other, but in practice this difference doesn't matter, as you are far outside the range of what they can tank. Similarly, once your tank is hard enough, making it tougher won't provide any real benefit - the fight will already be over by that point, even if people are still shooting due to your insane effective HP.
The pure multiplicative display ignores this factor - a 50% hardener simply increases you hardening factor by 2, no matter how large it is already, not to mention that this will appear to be a more significant increase the less significant it actually is (i.e. a 99% resist with a 50% applied to it would double from 100x to 200x, an additive increase of 100x with just one module - awesome looking, pointless in practice).
On the other hand, the % readout gives you the percentage increase in strength (you know a 50% hardener makes your ship twice as tough) but also the additive, that this hardener will only increase your resist from (say) 90% to 95% - so it will make your ship twice as tough, but you've already nullified 90% of their damage, so do you really need anything more?
This is important when balancing gank/tank/other on a setup, and if I want to figure out where I am on this 'scale of usefulness' I'll be thinking 'how much of their damage am I already nullifying' - and the % readout tells me.
It is also more useful for comparing resists. If I have a 2x resist, a 4x and an 8x, how much more of their damage are the latter nullifying? Twice as much, and then twice again, or four times between the 2x and the 8x, yes, but what does that actually mean? A multiplicative difference like this is inherently comparative - it doesn't make a statement about how effective each is, merely how effective they are compared to each other. The % readout will tell me that one is 50%, one is 75% and the other is 87.5% - so while the difference between them in ascending order is always two times, it's also easy to see that the latter difference is less important, as those resists are both nullifying more anyway, and that the more important gap to fill is the 50%-75% one.
Now, of course, all of this can easily be seen from the hardening factor as well. If the resists are 2x, 4x and 8x, you can learn that the 2x-4x difference is more important than the 4x-8x difference. If your resist is 10x, then you know that that is a high resist. But this is because you are thinking additively - you read that the difference is double, but remember in your head that the larger the number is, the further it is towards the edge of the range that actually matters. With the % readout this information is actually displayed, and has solid numbers applied to it -
DesuSigs |

Takon Orlani
Caldari Chaos Monkeys Monkey Religion
|
Posted - 2008.09.22 13:44:00 -
[166]
Your idea is bad and you should feel bad.
|

Tippia
Caldari School of Applied Knowledge
|
Posted - 2008.09.22 13:52:00 -
[167]
Originally by: Crumplecorn [good points]
It is also more useful for comparing resists. If I have a 2x resist, a 4x and an 8x, how much more of their damage are the latter nullifying? Twice as much, and then twice again, or four times between the 2x and the 8x, yes, but what does that actually mean? A multiplicative difference like this is inherently comparative - it doesn't make a statement about how effective each is, merely how effective they are compared to each other.
True, but isn't that exactly what Akita is after, though — an improved/intuitive way of comparing setups? I certainly understand and appreciate your description of using absolute numbers to weigh tankable DPS to actual DPS output (then again, I'm a mission runner so it's less of a concern for me — insane overtanking is par for the course ) but I think the goals of that description differs slightly from what's being suggested here.
Multiplicative → enhances comparison between setups. Additive → enhances comparison between damage output and damage "soak". I also suspect that a multiplicative display would illustrate stacking penalties better as well.
…so would it be a bad idea to provide both?
Originally by: Takon Orlani Your idea is bad and you should feel bad.
I blame the Robot Devil.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 13:57:00 -
[168]
Edited by: Akita T on 22/09/2008 14:03:09
Originally by: Crumplecorn Additive changes matter because over time they become insignificant. Consider the extreme case where you have a 99% resist. Another 50% resist will make your tank twice as tough, but the amount of damage being done at that point is so insignificant anyway that in practice there would be better uses for that slot.
*blink* WHAT ?!? No... wait... SO what if ?
Quote: Eventually the actual DPS an enemy will do will drop so low as to be significantly smaller than your sustainable repair rate, and thus will no longer matter.
BINGO ! Say you can only repair a measly raw 6 hitpoints per second, but at insano-resists. So the damage you CAN sustain is in one case (99% resists == x100 hardening) 600 DPS, in the OTHER case (99.5% resists == x200 hardening) it's 1200 DPS. Now... tell me... if you have 1200 incoming DPS... how's that ANY good to you that you "only" lose 6 raw HP/sec when you KNOW you could have perma-tanked it instead ? Or what about 1800 incoming DPS ? How's 12 raw HP/sec lost vs 6 raw HP/sec lost ? You die twice as fast in the "only 99%" scenario ! Yeah, it's an absurd example, but only as a counter-example to an equally absurd example.
In BOTH cases, you ONLY care about your Effective HP and max tankable DPS.
Time to death [seconds] = effective HP / (incoming DPS - tankable DPS) or, if you prefer Time to death [seconds] = raw HP / ( [incoming DPS/hardening] - raw HP regen)
NOTHING ELSE MATTERS IN EVE ! You need to survive long enough to reduce the incoming DPS to or below tankable DPS treshold... wether it's killing several of the ships firing on you, one of the ships firing on you, or the ONLY one ship firing on you, the same logic applies.
And in both cases, the "hardening factor" is a much better indicator of just how long you're likely to last. _____
P.S.
OF COURSE, you could just as well leave everything as it is AND ALSO ADD a hardening factor indicator too, right next to displayed resists somewhere.
Bottom line, I don't care if the current resists display stays "as is", as long as the "1/(1-resist[%]/100)" figure (i.e. "hardening factor" or "damage reduction factor" is auto-calculated and displayed somewhere TOO.
_
SHOPS || Mission rewards revamp || better nanofix
|

Crumplecorn
Gallente Eve Cluster Explorations
|
Posted - 2008.09.22 14:10:00 -
[169]
Originally by: Tippia
Originally by: Crumplecorn It is also more useful for comparing resists. If I have a 2x resist, a 4x and an 8x, how much more of their damage are the latter nullifying? Twice as much, and then twice again, or four times between the 2x and the 8x, yes, but what does that actually mean? A multiplicative difference like this is inherently comparative - it doesn't make a statement about how effective each is, merely how effective they are compared to each other.
True, but isn't that exactly what Akita is after, though ů an improved/intuitive way of comparing setups? I certainly understand and appreciate your description of using absolute numbers to weigh tankable DPS to actual DPS output (then again, I'm a mission runner so it's less of a concern for me ů insane overtanking is par for the course ) but I think the goals of that description differs slightly from what's being suggested here.
Multiplicative → enhances comparison between setups. Additive → enhances comparison between damage output and damage "soak". I also suspect that a multiplicative display would illustrate stacking penalties better as well.
ŕso would it be a bad idea to provide both?
It would be useful for comparing them in isolation, yes, and of course displaying them both would be fine, and I think it would be useful, as there are things for which the 'hardening factor' is more useful. All I am saying is that abandoning the % readout would be a mistake, as it too is more suitable for certain things. -
DesuSigs |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 14:12:00 -
[170]
Having both would be ideal indeed. But if push comes to shove and only one of two MUST be chosen, I'd pick hardening/reduction factor any time of the day 
_
SHOPS || Mission rewards revamp || better nanofix
|

Aarin Wrath
Caldari
|
Posted - 2008.09.22 14:15:00 -
[171]
Originally by: Jana Clant
Originally by: Benco97 The current system is much better, sorry.
This! Your proposal confuses me. When someone says they have 75% explosive resistance I immediately know their tank will absorb 75% of the damage and let 25% through. Now a 4x hardening factor, what the heck is that supposed to mean? (besides the obvious sexual innuendo )
Yeah same here, this proposal confused the heck out of me. The heck is a 4x hardening factor?
The current system is simple and makes perfect sense: If you have 75% KIN resistance, then 25% will get through.
Sorry but this is a dumb / confusing idea. 
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 14:27:00 -
[172]
Originally by: Aarin Wrath Yeah same here, this proposal confused the heck out of me. The heck is a 4x hardening factor? The current system is simple and makes perfect sense: If you have 75% KIN resistance, then 25% will get through. Sorry but this is a dumb / confusing idea. 
Quick, and without using a calculator, if you can repair 75 armor/second on average and your resists are 92.5%, how much damage per second can you tank on that resist ? Now, same question, but the hardening factor is x13.333
_
SHOPS || Mission rewards revamp || better nanofix
|

Crumplecorn
Gallente Eve Cluster Explorations
|
Posted - 2008.09.22 14:28:00 -
[173]
Originally by: Akita T Yeah, it's an absurd example, but only as a counter-example to an equally absurd example.
No. My example illustrated that there is a limit beyond which further tanking is pointless. Yours illustrated that below that limit tanking still matters, which is implied anyway.
Although, by adding in concrete figures, you illustrated my point quite well. The hypothetical repper you chose to apply is that of a frigate. Against something dealing 1200DPS, the frigate has already lost. This is one of the scenarios I mentioned in which further tanking is pointless, in this case it is because you cannot win anyway.
Also, even assuming this hypothetical ship could put up a fight, the limit is still present. It is just, say, an order of magnitude higher.
Originally by: Akita T NOTHING ELSE MATTERS IN EVE !
Not even freeing up room in your setup for guns? I'll concede that a scale measuring the usefulness of further tanking becomes irrelevant if you aren't going to fit anything other than a tank on your ship. -
DesuSigs |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 14:31:00 -
[174]
Originally by: Crumplecorn
Originally by: Akita T NOTHING ELSE MATTERS IN EVE ! -> You need to survive long enough to reduce the incoming DPS to or below tankable DPS treshold... wether it's killing several of the ships firing on you, one of the ships firing on you, or the ONLY one ship firing on you, the same logic applies.
Not even freeing up room in your setup for guns? I'll concede that a scale measuring the usefulness of further tanking becomes irrelevant if you aren't going to fit anything other than a tank on your ship.

_
SHOPS || Mission rewards revamp || better nanofix
|

Sopha Kingdom
|
Posted - 2008.09.22 14:41:00 -
[175]
Akita, if all that changes is the display, then why not post a request in the Features and Ideas Discussion to put it in as an option in the [esc] menu, so the players who want to can have the numbers displayed that way? Or not. |

Aarin Wrath
Caldari
|
Posted - 2008.09.22 14:42:00 -
[176]
Edited by: Aarin Wrath on 22/09/2008 14:42:34 edit: cleared due to double post
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 14:54:00 -
[177]
Edited by: Akita T on 22/09/2008 14:56:35
Originally by: Aarin Wrath
Originally by: Akita T Quick, and without using a calculator, if you can repair 75 armor/second on average and your resists are 92.5%, how much damage per second can you tank on that resist ? Now, same question, but the hardening factor is x13.333
75 units/sec *(100-92.5) = whatever. Done.
First, WRONG. It's 75/(1-0.925) = whatever. And yeah, that was exactly my point... that "whatever". Can you do it QUICKLY, in your head ? Without using a calculator ? I know I can easily do 75*13.333 in my head (it's ~1000 by the way, same DPS tanked as the example before with 92.5% resists, because 1/(1-0.925)=aprox 13.333).
Heck, even if it was 62.73 repaired per second and x6.752 hardening factor (aprox 85.19% resist) I would at least have the order of magnitude right quickly (60 something times aprox 20/3 somewhere around 400 yay... exact answer 423.something). But try to do that with 62.73/(1-0.8519) in your head and see how long it takes to even GET THE ORDER OF MAGNITUDE right on the first try WITHOUT a calculator.
Multiplying numbers in your head (even if only roughly) is EASY. Doing a subunitary subtraction from one, remembering the result, and then doing a division of a superunitary number with that subunitary result ISN'T.
_
SHOPS || Mission rewards revamp || better nanofix
|

Aarin Wrath
Caldari
|
Posted - 2008.09.22 14:58:00 -
[178]
Originally by: Akita T lots of yelling in caps
Ahh sorry ... all your yelling at me convinced me that obviously I am incorrect and that your confusing idea makes perfect sense.
Sorry Akita you are so right. Please forgive my foolishness. /sarcasm
I still think the idea is stupid.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 15:01:00 -
[179]
Ah, sorry, your sarcasm completely disarmed me, and I am now totally unable to respond to your total lack of an actual retort due to you hurting my delicate feelings ! Oh, woe is me, who should I contract my stuff to ?
_
SHOPS || Mission rewards revamp || better nanofix
|

Aarin Wrath
Caldari
|
Posted - 2008.09.22 15:06:00 -
[180]
Originally by: Akita T Ah, sorry, your sarcasm completely disarmed me, and I am now totally unable to respond to your total lack of an actual retort due to you hurting my delicate feelings ! Oh, woe is me, who should I contract my stuff to ?
Me please.
Seriously Akita ... the idea is overly confusing. Simple is good.
Feel free to yell at me some more, or form a reply that is dripping with sarcasm, and other trollish remarks if that makes you feel better.
I highly doubt it will do anything to convince me, or anyone else, of how good this idea is for EVE.

|

Reithan
Law and Order Corporation The Last Stand
|
Posted - 2008.09.22 15:08:00 -
[181]
Originally by: Tobias Sjodin Can't we just let the dumb people get confused and go back to WoW?
this
|

Father Dibbles
Self Aggrandisement Society
|
Posted - 2008.09.22 15:11:00 -
[182]
Comic book guy vs the world
|

Crumplecorn
Gallente Eve Cluster Explorations
|
Posted - 2008.09.22 15:19:00 -
[183]
Originally by: Akita T But try to do that with 62.73/(1-0.8519) in your head and see how long it takes to even GET THE ORDER OF MAGNITUDE right on the first try WITHOUT a calculator.
You say this as if someone might actually get the order of magnitude wrong, or take more than a few seconds to answer. -
DesuSigs |

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 15:21:00 -
[184]
Originally by: Aarin Wrath I highly doubt it will do anything to convince me, or anyone else, of how good this idea is for EVE.
How about you explain it to yourself. Here's a handy-dandy simplified paint-by-numbers checklist (assumed to be written by "convinced you" to "you now"):
1. Start think about how I fit my ship's tank. 2. Look at raw hitpoints (clearly displayed) 3. Look at raw repair per second (displayed as repaired amount per cycle and cycle time, but a simple rep_per_cycle/cycle_time does the trick to get average rep/second ; if it's passive shield regen, it's a bit tricker, but not by much) 4. Finally got repair/second figure somehow. Writing it down. 5. Look at ship resists (clearly displayed). 6. Hmmm... so... how much CAN I tank EXACTLY ? 7. So... x% resists... means x% damage absorbed... so (100%-x%) of damage is actually dealt. 8. Multiply number from step 7 with number from step 4 ? No, this ain't right, can't be, I get less DPS tanked... something's wrong. 9. Ah, got it, I have to multiply the number at step 4 with (1/(number from step 7)), right ? Yup, sounds about right. 10. So... wait... that's (max)repaired_per_second * { 1 / [1 - (x%/100)] }, right ? Wow, quite a mouthful. 11. Hmm, wouldn't it be NICE if somebody actually DISPLAYED the value of { 1 / [1 - (x%/100)] } too directly instead of ONLY display x%, so I wouldn't have to do all these trivial calculations EVERY time I change the resists ? And for each of the 4 resists, no less ?!?
There you go, knock yourself out.
_
SHOPS || Mission rewards revamp || better nanofix
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 15:22:00 -
[185]
Originally by: Crumplecorn
Originally by: Akita T But try to do that with 62.73/(1-0.8519) in your head and see how long it takes to even GET THE ORDER OF MAGNITUDE right on the first try WITHOUT a calculator.
You say this as if someone might actually get the order of magnitude wrong, or take more than a few seconds to answer.
Sorry. Wrong phrasing. "most signifcant digit", NOT "order of magnitude".
_
SHOPS || Mission rewards revamp || better nanofix
|

Ethidium Bromide
Amarr ZEALOT WARRIORS AGAINST TERRORISTS Curatores Veritatis Alliance
|
Posted - 2008.09.22 15:26:00 -
[186]
please in the name of all that has more than one braincell forget about it!
what could be easier than to say '95% resistance means that out of 100% incoming dmg you only take 5%' ??????????
i just can't understand why you would find tankingx1.666666 etc. easier to use for new players.
it is also not logical.
your system indicates that resistances make your tank able to tank more (active) not take more (passive).
resistances do not infulence the amount of damage you can tank, it is teh amount of damage you do not have to tank!
Originally by: George Petsch Nochricht: Dei schwarer StroinlSser trifftn Karli[Baatzis] und ruiniert erm so richtig de Dosn, 1343.7 schhodn, oida.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 15:34:00 -
[187]
Originally by: Ethidium Bromide your system indicates that resistances make your tank able to tank more (active) not take more (passive).
Bwuah ? Gah ? Gah ! Bula, bula ! No, seriously, how's "all your hitpoints are x12.345 times more effective" imply "more active than passive" tanking ?
You have 5000 HP and you can repair 100 per second at x6 hardening ? Means you can sustain 30000 alphastrike damage before you go pop and can tank 600 DPS. How's that hard to understand ?
Quote: resistances do not infulence the amount of damage you can tank, it is teh amount of damage you do not have to tank!
Wow, the glass is NOT three quarters full, it's one quarter empty ! WHAT A REVELATION !
_
SHOPS || Mission rewards revamp || better nanofix
|

Father Dibbles
Self Aggrandisement Society
|
Posted - 2008.09.22 15:38:00 -
[188]
Originally by: Akita T
Originally by: Aarin Wrath I highly doubt it will do anything to convince me, or anyone else, of how good this idea is for EVE.
How about you explain it to yourself. Here's a handy-dandy simplified paint-by-numbers checklist (assumed to be written by "convinced you" to "you now"):
1. Start think about how I fit my ship's tank. 2. Look at raw hitpoints (clearly displayed) 3. Look at raw repair per second (displayed as repaired amount per cycle and cycle time, but a simple rep_per_cycle/cycle_time does the trick to get average rep/second ; if it's passive shield regen, it's a bit tricker, but not by much) 4. Finally got repair/second figure somehow. Writing it down. 5. Look at ship resists (clearly displayed). 6. Hmmm... so... how much CAN I tank EXACTLY ? 7. So... x% resists... means x% damage absorbed... so (100%-x%) of damage is actually dealt. 8. Multiply number from step 7 with number from step 4 ? No, this ain't right, can't be, I get less DPS tanked... something's wrong. 9. Ah, got it, I have to multiply the number at step 4 with (1/(number from step 7)), right ? Yup, sounds about right. 10. So... wait... that's (max)repaired_per_second * { 1 / [1 - (x%/100)] }, right ? Wow, quite a mouthful. 11. Hmm, wouldn't it be NICE if somebody actually DISPLAYED the value of { 1 / [1 - (x%/100)] } too directly instead of ONLY display x%, so I wouldn't have to do all these trivial calculations EVERY time I change the resists ? And for each of the 4 resists, no less ?!?
There you go, knock yourself out.
1. Start to think about how I fit my ship's tank. 2. Use EFT 3. Test it & modify it/forget it 4. If it's not broken, don't fix it. 5. If you have a head for maths and enjoy procrastination, read the last x pages. 6. If all the new players in the past managed to tank, gank, molest, fiddle, tinkle, and tickle with what is currently displayed, then go back to #4.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 15:41:00 -
[189]
Originally by: Father Dibbles 2. Use EFT
Oh, my, that's always the answer... just because there's a 3rd party program that CAN DO all the math for you, the IN-GAME displays can be as obfuscated as possible, right ? I mean, there would never be a reason to make in-game-only life easier, right ?
_
SHOPS || Mission rewards revamp || better nanofix
|

Ethidium Bromide
Amarr ZEALOT WARRIORS AGAINST TERRORISTS Curatores Veritatis Alliance
|
Posted - 2008.09.22 15:44:00 -
[190]
Originally by: Akita T
Originally by: Ethidium Bromide your system indicates that resistances make your tank able to tank more (active) not take more (passive).
Bwuah ? Gah ? Gah ! Bula, bula ! No, seriously, how's "all your hitpoints are x12.345 times more effective" imply "more active than passive" tanking ?
my bad got that wrong when reading it the first time
Quote: You have 5000 HP and you can repair 100 per second at x6 hardening ? Means you can sustain 30000 alphastrike damage before you go pop and can tank 600 DPS. How's that hard to understand ?
not at all but as i said read it wrong the first time going through it
Quote:
Quote: resistances do not infulence the amount of damage you can tank, it is teh amount of damage you do not have to tank!
Wow, the glass is NOT three quarters full, it's one quarter empty ! WHAT A REVELATION !
hm.. would be the ideal answer to your OP!
Originally by: George Petsch Nochricht: Dei schwarer StroinlSser trifftn Karli[Baatzis] und ruiniert erm so richtig de Dosn, 1343.7 schhodn, oida.
|

Father Dibbles
Self Aggrandisement Society
|
Posted - 2008.09.22 15:49:00 -
[191]
Originally by: Akita T
Originally by: Father Dibbles 2. Use EFT
Oh, my, that's always the answer... just because there's a 3rd party program that CAN DO all the math for you, the IN-GAME displays can be as obfuscated as possible, right ? I mean, there would never be a reason to make in-game-only life easier, right ?
The fact that there is a 3rd party program that can do it, means that there is the option (for those that wish it) to know in-depth info about their setup.
IN-GAME (is it shout-particular-words-day?) needs to be simple, because not everyone likes to work out to the fourth decimal place the number of virtual damage their virtual spaceship will take from a virtual missile. What you propose however, can be as obfuscated as possible - provided it is in a 3rd party program.
|

Drunk Driver
Gallente
|
Posted - 2008.09.22 15:50:00 -
[192]
I resisted once.
The police were not amused.
. |

Sturmwolke
School of Applied Knowledge
|
Posted - 2008.09.22 15:51:00 -
[193]
Originally by: Akita T
OF COURSE, you could just as well leave everything as it is AND ALSO ADD a hardening factor indicator too, right next to displayed resists somewhere.
Good luck in trying to convince CCP to add it as an extra. CCP haven't added an option of working directly in AU units with the directional scanner, which somewhat forces the player to remember it's equivalent distance in km. The AU/km conversion problem is simple and obvious. Might want to sit comfortably somewhere and take a number 
|

Arcon Telf
Gallente Dark Tide Rising Rule of Three
|
Posted - 2008.09.22 16:03:00 -
[194]
7 pages on this? Really? This idea does not deliver. This thread definitely doesn't deliver.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 16:09:00 -
[195]
Originally by: Arcon Telf 7 pages on this? Really? This idea does not deliver. This thread definitely doesn't deliver.
This thread/idea ain't FedEx, UPS nor any other such thing... of course it won't deliver.

_
SHOPS || Mission rewards revamp || better nanofix
|

Father Dibbles
Self Aggrandisement Society
|
Posted - 2008.09.22 16:10:00 -
[196]
Originally by: Akita T
Originally by: Arcon Telf 7 pages on this? Really? This idea does not deliver. This thread definitely doesn't deliver.
This thread/idea ain't FedEx, UPS nor any other such thing... of course it won't deliver.

Tom Hanks proved you wrong!
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.22 16:11:00 -
[197]
Originally by: Sturmwolke
Originally by: Akita T
OF COURSE, you could just as well leave everything as it is AND ALSO ADD a hardening factor indicator too, right next to displayed resists somewhere.
Good luck in trying to convince CCP to add it as an extra. CCP haven't added an option of working directly in AU units with the directional scanner, which somewhat forces the player to remember it's equivalent distance in km. The AU/km conversion problem is simple and obvious. Might want to sit comfortably somewhere and take a number 
One of my OTHER pet peeves, actually  Alongside several more of the same kind.
_
SHOPS || Mission rewards revamp || better nanofix
|

Sexiest Beast
Caldari State War Academy
|
Posted - 2008.09.22 16:15:00 -
[198]
Originally by: Akita T This thread/idea ain't FedEx, UPS nor any other such thing... of course it won't deliver.
Is it supposed to deliver information ? Or is it supposed to deliver an idea ?
It is certainly delivering something . . .
|

Avon
Caldari Black Nova Corp Band of Brothers
|
Posted - 2008.09.22 17:16:00 -
[199]
Edited by: Avon on 22/09/2008 17:19:25
Originally by: Akita T
Quick, and without using a calculator, if you can repair 75 armor/second on average and your resists are 92.5%, how much damage per second can you tank on that resist ? Now, same question, but the hardening factor is x13.333
Small but important point. 75 / 0.075 gives the right answer. 75 x 13.33 gives nearly the right answer.
If you are appealing to people who have trouble with maths, they are going to grab a calculator in either case, but using your method they don't get the right answer.
Added: Besides, why dumb down the game? Is it not better that people work this stuff out and actually learn something, rather than just having it spoon-fed? Same with the AU thing on the scanner. How many people know how far an AU is in km because of Eve? Learning is great, and should be encouraged.
Eve-Online: The Text Adventure |

SiJira
|
Posted - 2008.09.22 17:35:00 -
[200]
Edited by: SiJira on 22/09/2008 17:35:33 akita about the time you started supporting isk buyers -gtc supported or not- i have noticed a decline in the health of your posts - this worries me because it may indicate the health of your self and i hope you recognize this and seek professional help immediately
the current resists displays are very understandable and you may replace the percent with out of 100 if it is easier for you Trashed sig, Shark was here |
|

CCP Mitnal
C C P

|
Posted - 2008.09.22 17:50:00 -
[201]
Moved to Features & Ideas.
Mitnal Community Representative CCP Games, EVE Online Email / Netfang |
|

tyroney
Minmatar
|
Posted - 2008.09.22 19:25:00 -
[202]
I won't bother with any detailed explanations or rebuttals, since the op seems quite convinced the current system is confusing. I disagree, especially with the four bars in the fitting window representing [damage-soaking ability].
To me, and probably most detractors, the proposed system seems off/backwards. Base is 0, and 2 is twice as much? Twice 0 is 0.
|

NeoTheo
Dark Materials
|
Posted - 2008.09.22 20:03:00 -
[203]
Originally by: Sopha Kingdom Akita, if all that changes is the display, then why not post a request in the Features and Ideas Discussion to put it in as an option in the [esc] menu, so the players who want to can have the numbers displayed that way? Or not.
this, this, and yet again this.
you've been around long enough to use the right forum. personally i think resists are fine as they are, but if you have to mess with it make it a option.
Dark Materials
Linkage
|

Tarron Sarek
Gallente Biotronics Inc. Alternative Realities
|
Posted - 2008.09.22 22:23:00 -
[204]
Originally by: Akita T You won't hear anybody say "I can tank 95% damage on 50 base repair"... you'll hear "I can tank 1000 DPS".
Erm.. I hear "I have xx% EM, xy% Thermal, yx% Kinetic and yy% Explosive Resistances. What do you think, is that enough?" all the time. Or: "how high is your <insert resistance type here> resistance?"
Imho this suggestion would break at least as much as it would 'fix'. You know, there is no fix for lack of education, or just intelligence. If someone doesn't get the current resistance game mechanics, he'll very likely fail in EVE anyway, sooner or later.
___________________________________
Balance is power, guard hide it well
"Ceterum censeo Polycarbonem esse delendam" |

Strill
|
Posted - 2008.09.22 22:41:00 -
[205]
Edited by: Strill on 22/09/2008 22:52:24
Originally by: tyroney I won't bother with any detailed explanations or rebuttals, since the op seems quite convinced the current system is confusing. I disagree, especially with the four bars in the fitting window representing [damage-soaking ability].
How can you possibly tell how good your damage soaking ability is from those bars? One pixel could mean a difference of many times your base survivability.
Originally by: tyroney To me, and probably most detractors, the proposed system seems off/backwards. Base is 0, and 2 is twice as much? Twice 0 is 0.
Base is 1 and 2 is twice as much.
Originally by: Tarron Sarek
Originally by: Akita T You won't hear anybody say "I can tank 95% damage on 50 base repair"... you'll hear "I can tank 1000 DPS".
Erm.. I hear "I have xx% EM, xy% Thermal, yx% Kinetic and yy% Explosive Resistances. What do you think, is that enough?" all the time.
That question is exactly the reason the system needs to change. That question goes beyond having difficulty understanding how resistance relates to survivability. A question like that means that the person asking it can't tell how much survivability they're getting from those resistance percentages at all. The current system is failing to convey any useful information to them. You think that's not a problem?
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.22 23:58:00 -
[206]
Quote:
NOTHING ELSE MATTERS IN EVE ! You need to survive long enough to reduce the incoming DPS to or below tankable DPS treshold... wether it's killing several of the ships firing on you, one of the ships firing on you, or the ONLY one ship firing on you, the same logic applies.
You sir just failed EVE pvp, because in eve, a single wisper, very few words or a simple movement can cause far more damage than any gun in eve has ever caused.
Battles are fought and won with weapons, wars are lost when the soul dies.
Pre Order your Sisters of Eve ship today!!! |

asiofjioaewf
|
Posted - 2008.09.23 00:44:00 -
[207]
Edited by: asiofjioaewf on 23/09/2008 00:44:02 nevermind
|

Strill
|
Posted - 2008.09.23 00:47:00 -
[208]
Originally by: Nova Fox
Quote:
NOTHING ELSE MATTERS IN EVE ! You need to survive long enough to reduce the incoming DPS to or below tankable DPS treshold... wether it's killing several of the ships firing on you, one of the ships firing on you, or the ONLY one ship firing on you, the same logic applies.
You sir just failed EVE pvp, because in eve, a single wisper, very few words or a simple movement can cause far more damage than any gun in eve has ever caused.
Battles are fought and won with weapons, wars are lost when the soul dies.
Your example still fits Akita's statement. If your whispers, words, or movements get your opponents to stop damaging you long enough for you to kill them, then you've won and that's all that matters. This thread, however, is dealing with more conventional methods of achieving that goal rather than nebulous philosophical ones.
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.23 01:20:00 -
[209]
Originally by: Strill
Originally by: Nova Fox
Quote:
NOTHING ELSE MATTERS IN EVE ! You need to survive long enough to reduce the incoming DPS to or below tankable DPS treshold... wether it's killing several of the ships firing on you, one of the ships firing on you, or the ONLY one ship firing on you, the same logic applies.
You sir just failed EVE pvp, because in eve, a single wisper, very few words or a simple movement can cause far more damage than any gun in eve has ever caused.
Battles are fought and won with weapons, wars are lost when the soul dies.
Your example still fits Akita's statement. If your whispers, words, or movements get your opponents to stop damaging you long enough for you to kill them, then you've won and that's all that matters. This thread, however, is dealing with more conventional methods of achieving that goal rather than nebulous philosophical ones.
You as well dont get it either. I'm going to laugh my tail off the day both of you lose a war with somone not becuase they killed more ships than you but instead caused yoru allaince/corp/group to dissolve and turn on itself. Trust is the rarest commidty in eve, yet it is so easily bought. But Akita and her Eliteist Fitting Tool mindset will never account for human nature and will net her overall more deaths than the average player and more and more situations where shes probably going to take her complaints to the fourms just to add another long whine rant to her already not so impressive collection of them because she didnt understand why she lost.
Also just finally remembered my equation
100 - x = y 100/y = z
x is your percentage resist y is your result z is your hadener factor
simple math, two lines broken down for 5th graders.
Also if your going to turn this into an agrument about stupid people being able to play eve, tbh honest I dont care for them, if they dont want to listen to advice I give fine, let them quit in fustration as eve confuses the hell out of them, de mucking the water Im all for but draining the pool is a nono. Sure they may pay the bills but they will wind up another number and a mindless drone in some over egostastical allaince leaders private army.
If akita's goal of making eve a blander 'one way to play' universe comes into realization is the day Im sure alot of the eve people will quit leaving the left over mmo eliteist junkies.
Pre Order your Sisters of Eve ship today!!! |

Strill
|
Posted - 2008.09.23 01:52:00 -
[210]
Originally by: Nova Fox Also just finally remembered my equation
100 - x = y 100/y = z
x is your percentage resist y is your result z is your hadener factor
simple math, two lines broken down for 5th graders.
That's what we've been saying from the very beginning. The hardening factor is the only thing that has practical use, and it requires you to use that formula over and over again every time you wanna see how good your tank is. If you're gonna end up using that formula all the time, why does the game bother with percentages in the first place? It's an unnecessary complication.
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2008.09.23 02:34:00 -
[211]
Originally by: Strill Edited by: Strill on 23/09/2008 01:57:11
That's what we've been saying from the very beginning. The hardening factor is the only thing that has practical use, and it requires you to use that formula over and over again every time you wanna see how good your tank is. If you're gonna end up using that formula all the time, why does the game bother with percentages in the first place? It's an unnecessary complication.
It's like having your optimal range listed in miles instead of kilometers. It's just a layer of tedium between you and the information you need.
You mean want?
I want my information in easily convertable asset, not some mathematical presolved spoon feed, which is probably why I failed power factor at a corporate sponsored class because they never explain where they get power factor variables from.
Knowing how much 'effective' hp isnt going to save my ass when its 99.99% resist and the guy shots me with a shell that does 10 damage and still kills me when I only have 10000 'effective hp' left all because the shell decided to punch though the hull.
Also the tone of the thread akita has presented has been in the 'my way or no way' tone. This is no good way to present any idea as you're going to get alienated. Toting that these numbers are the only thing that matters pvp are making you guys look less expert about pvp and more expert about etf.
I don't disagree with more information but seriously she needs to learn to crank her estrogen down when she's posting and maybe shell get lesser angry counter posting.
Calculating effective HP has yet to save my ass Ill tell you that for sure. In all cases where It may have I haven't been killed in those situations, call it luck if you will, in the few situations that I do get killed calculating effective hp wouldnt have mattered anyways where my mere presence was more than enough to get my objectives done.
Pre Order your Sisters of Eve ship today!!! |

Strill
|
Posted - 2008.09.23 03:15:00 -
[212]
Edited by: Strill on 23/09/2008 03:24:11
Originally by: Nova Fox
Originally by: Strill Edited by: Strill on 23/09/2008 01:57:11
That's what we've been saying from the very beginning. The hardening factor is the only thing that has practical use, and it requires you to use that formula over and over again every time you wanna see how good your tank is. If you're gonna end up using that formula all the time, why does the game bother with percentages in the first place? It's an unnecessary complication.
It's like having your optimal range listed in miles instead of kilometers. It's just a layer of tedium between you and the information you need.
You mean want?
I want my information in easily convertable asset, not some mathematical presolved spoon feed, which is probably why I failed power factor at a corporate sponsored class because they never explain where they get power factor variables from.
Knowing how much 'effective' hp isnt going to save my ass when its 99.99% resist and the guy shots me with a shell that does 10 damage and still kills me when I only have 10000 'effective hp' left all because the shell decided to punch though the hull.
If you mean that the shell did 10 damage after being modified by your resists, then yes I'd say it's perfectly reasonable for a shell that deals 100,000 damage to pop a 10,000 EHP tank. If you mean that the shell did 10 damage before being modified by your resists, then it wouldn't pop you at all. Damage is calculated using decimals, so it would deal a fraction of a hit point in damage and you would survive.
However, what you're trying to say is that the possibility of damage leaking through to the hull invalidates EHP as a useful tool. That's not true at all. You'll get popped prematurely and lose hp you hypothetically should have had whether you measure your tank using structure, armor, and shields, and resists, or whether you use EHP. It really doesn't change anything, and is a pretty obscure situation regardless.
Quote: Also the tone of the thread akita has presented has been in the 'my way or no way' tone. This is no good way to present any idea as you're going to get alienated. Toting that these numbers are the only thing that matters pvp are making you guys look less expert about pvp and more expert about etf.
On a strategic level, yes. Getting your opponent's HP below zero while keeping your hp above zero is the bottom line in a pvp battle. Everything else can be described in terms of how it achieves that goal. If you suddenly move your ship and cause your opponent to make a mistake which gives you an advantage in the fight, then you've done something which furthers your goal of getting your opponent's hp down and keeping yours up. If you smacktalk your opponent in local chat and cause them to play badly or run into a trap you've done something which furthers your goal of getting their hp down while keeping yours up. If you infiltrate their corp and steal all their money, they now have less isk to spend on ships and weapons, which means they're less capable of getting your hp down and keeping theirs up.
Having a consistent way to measure your hp is critical to being able to make pvp decisions. You can't tell whether your trap is strong enough to work on the guy you smacktalked if you can't tell what your survivability is. You can't tell whether it's a better idea to run away or go ahead with your plan to confuse your opponent if you don't know what your survivability is. You can't tell whether your corp's ships are strong enough to match your opponent's ships if you don't know what your survivability is. It's integral to anything you do.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.23 15:32:00 -
[213]
Originally by: Nova Fox but seriously she needs to learn to crank her estrogen down when she's posting and maybe shell get lesser angry counter posting
There are girls that play EVE ? 
_
SHOPS || Mission rewards revamp || better nanofix
|

Gnulpie
Minmatar Miner Tech
|
Posted - 2008.09.23 17:22:00 -
[214]
People who do not understand percentages have no business in Eve.
To replace the current display of "resistance-percentage" is a bad idea.
To add the "hardener multiplier" to the current display is a good idea.
|

Ampoliros
Shadow Company Axiom Empire
|
Posted - 2008.09.23 17:37:00 -
[215]
Originally by: Gnulpie People who do not understand percentages have no business in Eve.
To replace the current display of "resistance-percentage" is a bad idea.
To add the "hardener multiplier" to the current display is a good idea.
Which is what I said on like page 4 before the thread devolved into some really awkward flamefest. Additional, easy to use info is good.
The hardening factor is useful - its similar in a way to the base armor/shield damage provided in showinfo for charges. Sure, we can all perform standard math and/or have a calculator on standby, but its a lot easier if the game helps you with a rough value.
Hardening makes it easy to calculate EHP on a specific resist. Shield HP * shield hardening + armor hp * armor hardening + hull hp * hull hardening. It makes it easy to calculate EHP tanked vs specific resistances. It's a useful quantity that should be easy to calculate, so there's no reason why it shouldn't be easy to put in. ----------------------------- Signature for sale :o |

Odizzido
|
Posted - 2008.09.23 22:10:00 -
[216]
How how this terrible idea gone on for 8 pages?
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.23 22:37:00 -
[217]
Originally by: Odizzido How how this terrible idea gone on for 8 pages?
Explain what exactly is terrible about it.
_
SHOPS || Mission rewards revamp || better nanofix
|

Tarron Sarek
Gallente Biotronics Inc. Alternative Realities
|
Posted - 2008.09.26 00:22:00 -
[218]
Originally by: Strill
Originally by: Tarron Sarek
Originally by: Akita T You won't hear anybody say "I can tank 95% damage on 50 base repair"... you'll hear "I can tank 1000 DPS".
Erm.. I hear "I have xx% EM, xy% Thermal, yx% Kinetic and yy% Explosive Resistances. What do you think, is that enough?" all the time.
That question is exactly the reason the system needs to change. That question goes beyond having difficulty understanding how resistance relates to survivability. A question like that means that the person asking it can't tell how much survivability they're getting from those resistance percentages at all. The current system is failing to convey any useful information to them. You think that's not a problem?
Wrong. The information given is sufficient.
However. A lack of experience, mirrored by the above question, can't be compensated by the system. Or do you want the EVE UI/AI to also lend a helping hand at fitting or combat decisions? Many if not most battles are decided at the fitting screen, or by means of numbers. Both can't be given as information by the system, at least not in the form of simple 'tanking stats'.
For a halfway experienced player the current informations are enough to let him decide, by intuition (based on experience), whether or not his tank is sufficient. There is, except in missions, no way to tell what's going to happpen and how much tank or which resistance type you'll need. Rule of thumb: more is better. Making a change like it is proposed here would merely, and only possibly, help unexperienced mission-runners. At least that's my opinion.
___________________________________
Balance is power, guard hide it well
"Ceterum censeo Polycarbonem esse delendam" |

Kransthow
Sage Industries
|
Posted - 2008.09.26 02:41:00 -
[219]
perhaps a hybrid idea is called for
having the option of resistance being replaced by %damage being let through
aka (100%-resistance)
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.27 05:45:00 -
[220]
Originally by: Tarron Sarek Wrong. The information given is sufficient.
Sufficient ? Yes. In an easily usable form ? No.
Quote: Many if not most battles are decided at the fitting screen, or by means of numbers. Both can't be given as information by the system, at least not in the form of simple 'tanking stats'.
It's not like it's rocket science, it's basic info and basic math. However, why the hell does everybody HAVE to do that basic math each and every time ? It's nothing but annoying, nothing more, nothing less.
Quote: There is, except in missions, no way to tell what's going to happpen and how much tank or which resistance type you'll need. Rule of thumb: more is better.
And resists are a VERY POOR (visually-speaking) indicator of that. Just take one page back to see how the resists fare against the hardening factor, VISUALLY. How much easier it is to determine "which tank is better" with a listed hardening factor as opposed to a listed resist.
Quote: Making a change like it is proposed here would merely, and only possibly, help unexperienced mission-runners. At least that's my opinion.
Goddamit, it's NOT A CHANGE. It's an additional visual indicator. One which you could take a couple of seconds to derive yourself. It just makes everybody's life life SLIGHTLY easier, especially newcomers. It gives nobody any significant advantages nor disadvantages.
_
SHOPS || Mission rewards revamp || better nanofix
|

Odizzido
|
Posted - 2008.09.27 07:08:00 -
[221]
Originally by: Akita T
Originally by: Odizzido How how this terrible idea gone on for 8 pages?
Explain what exactly is terrible about it.
You claim to want to make things easier for newbies right? Imagine how many will look at the resists, then look at the hardening factor and say "what number effects tanking? Both?"
Adding more numbers wont make things any easier....and for me it's about as easy as it gets. %'s are perfect and exactly how I like my information.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.27 09:24:00 -
[222]
Originally by: Odizzido Imagine how many will look at the resists, then look at the hardening factor and say "what number effects tanking? Both?"
And it would be oh-so-much-easier to say they rpresent in fact the same thing, at which time they would start to get the idea easier. Yes, it WOULD be much easier for newbies (it would be much easier if ONLY the hardening factor was listed, actually, but the vets cry out for resists because they're used to them).
Quote: %'s are perfect and exactly how I like my information.
No, it's how you're USED TO get your information. Yet you also do this very same calculation in your head. You probably start with the repair/second or total HP, that's why you're maybe not realizing the fact you ARE actually calculating this number already yourself all the time anyway.
_
SHOPS || Mission rewards revamp || better nanofix
|

Odizzido
|
Posted - 2008.09.28 09:00:00 -
[223]
Originally by: Akita T
Quote: %'s are perfect and exactly how I like my information.
No, it's how you're USED TO get your information. Yet you also do this very same calculation in your head. You probably start with the repair/second or total HP, that's why you're maybe not realizing the fact you ARE actually calculating this number already yourself all the time anyway.
You're trying to tell me that I don't know what I like? haha you will lose that argument for sure. I like %'s. I've played games with your preferred method, and I don't like it as much. This is my personal preference, so I don't know how you can be arguing about it with me.
I am not going to bother writing some long post explaining why because this idea will never make it into EVE. Course if it ever did, and it was just additional info and gave me my %'s still then I wouldn't care. Put a bunch of dildo's on the info sheet if that's what you like, as long as I get my info.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.28 20:50:00 -
[224]
Originally by: Odizzido I've played games with your preferred method, and I don't like it as much.
Name a couple.
_
SHOPS || Mission rewards revamp || better nanofix
|

Odizzido
|
Posted - 2008.09.29 14:27:00 -
[225]
Originally by: Akita T
Originally by: Odizzido I've played games with your preferred method, and I don't like it as much.
Name a couple.
The game I am playing right now, EQ2, does. |

Strill
|
Posted - 2008.09.29 15:52:00 -
[226]
Originally by: Odizzido
Originally by: Akita T
Originally by: Odizzido I've played games with your preferred method, and I don't like it as much.
Name a couple.
The game I am playing right now, EQ2, does.
Which stats are you referring to? EQ2 uses percentages for its damage reduction stats.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.30 03:19:00 -
[227]
Edited by: Akita T on 30/09/2008 03:22:47
To this day, I don't remember ever seing a game that uses the proposed "hardening" indicator as an alternative of (or in addition to) percentage resists. And therefore I doubt you ever played one such game.
Yeah, funny isn't it... he claims to have played gameS that use the system I proposed but he "doesn't like that", I ask to name at least two, he manages to only name one, which doesn't even use the system I propose (but instead a percentage system and an even more obfuscated per-item indicator)... really funny, eh ? 
_
SHOPS || Mission rewards revamp || better nanofix
|

Odizzido
|
Posted - 2008.09.30 09:05:00 -
[228]
I don't mean the tanking, I was talking about resist rates....which I guess is tanking.
For my necro, I can get master2 of a spell and it is "24% harder" to resist, or a x1.24 factor. Same idea.
As to other games, I don't know which games do what, but I have played them. If I don't remember off the top of my head which ones use what method it doesn't mean they don't exist. If I happen to play one and I happen to remember you I will post back here with the name, since you seem to care so much. |

Kagura Nikon
Minmatar Infinity Enterprises
|
Posted - 2008.09.30 10:37:00 -
[229]
For god sake anyone that spent 10 minutes trying to understand the game can easily figure how much resistances represent and how much they will affect your survivability. If they cannot then I can't understand how they can find EVE icon on their desktop since that is a much more complex task. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.09.30 16:10:00 -
[230]
Originally by: Kagura Nikon For god sake anyone that spent 10 minutes trying to understand the game can easily figure how much resistances represent and how much they will affect your survivability.
Yesm and just because you KNOW that a 95% resist means a 20-times better tank doesn't mean you have to HAVE resists listed ONLY as "79.64513% explosive resist" when "x4.9128 explosive hardeningfactor/damagereduction/resistance/whatever" makes at least as much sense AND is easier to VISUALIZE when trying to determine actual tanking power.
_
SHOPS || Mission rewards revamp || better nanofix
|

Odizzido
|
Posted - 2008.09.30 19:27:00 -
[231]
I think only for you aki.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.10.02 08:07:00 -
[232]
Originally by: Odizzido I think only for you aki.
Tell that to the countless people who still make the mistake of saying "T2 hardeners are 5% better than T1 hardeners", for instance. And to those that are slightly better off and say they're 10% better. When we actually know they're 11.11111% better in reality. Just one recent example of just how unintuitive a resists display is compared to a hardening factor / damage reduction factor / whatever you like to call it would be.
_
SHOPS || Mission rewards revamp || better nanofix
|

Strill
|
Posted - 2008.10.02 08:28:00 -
[233]
Edited by: Strill on 02/10/2008 08:28:37
Originally by: Kagura Nikon For god sake anyone that spent 10 minutes trying to understand the game can easily figure how much resistances represent and how much they will affect your survivability. If they cannot then I can't understand how they can find EVE icon on their desktop since that is a much more complex task.
That's not true at all. It's easy to misunderstand resistances.
For example, if you're comparing a 55% hardener and a 50% hardener. The 55% hardener negates 10% more DPS than the 50% hardener. So it must be 10% better right?
Well the answer is no. The percent increase in damage negated doesn't correspond linearly to your survivability at all. In order to compare them you have to see how much longer you'll survive with the 55% than the 50%, in which case it turns out that the 55% hardener is 11.11% more effective than the 50% hardener.
That kind of mistake is certainly something a halfway competent player could make.
|

Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.10.03 02:37:00 -
[234]
The forums are FULL with vets that still miss the finer points of tankability precisely because working with resists is unintuitive. Hardening factors or damage reduction factors or whatevere the heck you'd like to call them are far more intuitive. And in the end, it's the same thing... just a display difference. Like I said, you don't even have to remove the resists display... just also display the 1/(1-resists%) number somewhere near.
_
Alternate resist display || Mission reward revamp || better nanofix
|

Freya Runestone
Minmatar
|
Posted - 2008.10.05 19:35:00 -
[235]
I don't get the reason behind the idea. I really don't.
You want to make it simpler. Right?
Assume for a second this was the way it was ingame, and you were suggesting a %-display. the entire suggestion could be summed up with "when shot you negate X%, and take only 100%-x% of that damage".
And even worse, having 2 values show. If 1 is confusing, having 2 numbers with seemingly no relation would certainly not help.
|

Strill
|
Posted - 2008.10.05 23:17:00 -
[236]
Edited by: Strill on 05/10/2008 23:21:41
Originally by: Freya Runestone I don't get the reason behind the idea. I really don't.
You want to make it simpler. Right?
The objective of this change is to display resistances in a format that can be directly converted into survival time. As it is, resistance percentages do not correspond linearly to survival time or any other practically applicable stat, which means you have to go through a bunch of annoying math every time you want to be able to compare them. Furthermore, people who don't know about the annoying math tend to be tricked into thinking that resistances do correspond linearly to survival time, and think that they're getting diminishing returns because the resistances didn't stack additively or some other nonsense.
Quote: Assume for a second this was the way it was ingame, and you were suggesting a %-display. the entire suggestion could be summed up with "when shot you negate X%, and take only 100%-x% of that damage".
You still have to do the other explanation anyways if you want this person to be able to make any intelligent decisions with that information. Suppose they ask "Ok so which is better for my buffer tank? A 55% hardener or +1,000 armor?" You'd have to go through the same explanation Akira posted.
|

Tarron Sarek
Gallente Biotronics Inc. Alternative Realities
|
Posted - 2008.10.06 00:53:00 -
[237]
Somehow I doubt that a player who fails to understand how resistances work will be able to make a better decision based on that new hardening factor.
Plus I'd like to see a (fake) example of someone using the hardening factor to illustrate it's usefulness. Up to now all that's been said is 'it's better', which is still merely more than a claim. How would someone use it to find out how much tank he has and how much he needs?
___________________________________
Balance is power, guard hide it well
"Ceterum censeo Polycarbonem esse delendam" |

Strill
|
Posted - 2008.10.06 01:52:00 -
[238]
Edited by: Strill on 06/10/2008 02:01:03
Originally by: Tarron Sarek Somehow I doubt that a player who fails to understand how resistances work will be able to make a better decision based on that new hardening factor.
Understanding that resistances negate that percentage of incoming damage is not enough to understand how much tank they give you.
Quote: Plus I'd like to see a (fake) example of someone using the hardening factor to illustrate it's usefulness. Up to now all that's been said is 'it's better', which is still merely more than a claim.
What do you mean by fake?
Quote: How would someone use it to find out how much tank he has and how much he needs?
You multiply your hp by the hardening factor to find how much tank you have. If your tank is higher than someone else's tank, then you will survive longer than them. It's that simple.
Furthermore, it makes it clear that a 50% hardener is doubling your tank. For example, if you start out with 50% resistances you will have a hardening factor of 2 because the 50% resistances allow you to take twice as much damage. If you add a 50% hardener you will have a hardening factor of 2 * 2 = 4. 4 is two times as much as 2, so you know that your tank is twice as good as it was before.
With resistances, however, you would start out with 50% resistances, add a 50% hardener, and have 75% resistances. It's not very clear that going from 50% -> 75% is doubling your hp, and as your resistances get higher and higher the numbers go up slower and slower even though you're still doubling your tank.
Basically, the thing with resistances is that the value of 1% resistance is constantly changing as you get more and more resistance, but the value of 1 hardening factor is constant. So it's much clearer how much tank you have if you use hardening factor.
|

Tarron Sarek
Gallente Biotronics Inc. Alternative Realities
|
Posted - 2008.10.06 22:58:00 -
[239]
Originally by: Strill What do you mean by fake?
I mean 'to act as if'. Just pretend you were fitting your ship for a PvP operation and write down your thoughts and actions while you go through the steps of 'calculating' your tank.
Quote:
Quote: How would someone use it to find out how much tank he has and how much he needs?
You multiply your hp by the hardening factor to find how much tank you have. If your tank is higher than someone else's tank, then you will survive longer than them. It's that simple.
Hmm, if your resistances are higher than those of someone else, you will (probably) survive longer than him. I don't see that much difference tbh. After all there are also four resistances. That little fact shouldn't be left out. And the bigger=better holds true for both.
Ok, so it's easier for players to get that x2 is double the tank instead of 50%->75%. Nevertheless, how does said newbie figure out just how much tank he needs? That's a questioon of experience and knowledge. Knowledge which can easily be as hard to obtain as the functionality of resistances. Or harder. I'm still not convinced.
___________________________________
Balance is power, guard hide it well
"Ceterum censeo Polycarbonem esse delendam" |

Strill
|
Posted - 2008.10.07 02:00:00 -
[240]
Edited by: Strill on 07/10/2008 02:05:12
Originally by: Tarron Sarek
Originally by: Strill What do you mean by fake?
I mean 'to act as if'. Just pretend you were fitting your ship for a PvP operation and write down your thoughts and actions while you go through the steps of 'calculating' your tank.
Quote:
Quote: How would someone use it to find out how much tank he has and how much he needs?
You multiply your hp by the hardening factor to find how much tank you have. If your tank is higher than someone else's tank, then you will survive longer than them. It's that simple.
Hmm, if your resistances are higher than those of someone else, you will (probably) survive longer than him. I don't see that much difference tbh. ...And the bigger=better holds true for both.
That's not true. HACs and HICs have huge resistances but their tanks are inferior to buffer-tanked battleships with lower resistances. Just trying to get "lots" of resistances and "lots" of hp isn't going to get you the best tank.
Quote: After all there are also four resistances. That little fact shouldn't be left out.
If you want to deal with the four resistances you can either compare each of them individually or compare the averages. If you can come up with statistics on how often people use any given damage type you could even come up with a weighted average to give you a better idea on what you might face in any given situation.
In any case, it's not really related to the percentages vs multipliers debate.
Quote: Ok, so it's easier for players to get that x2 is double the tank instead of 50%->75%. Nevertheless, how does said newbie figure out just how much tank he needs? That's a questioon of experience and knowledge. Knowledge which can easily be as hard to obtain as the functionality of resistances. Or harder. I'm still not convinced.
What do you mean by "how much tank he needs"? What situation would there be in which he would only need a certain amount of tank? I'd expect that he'd always want the most tank he can get in any given situation, which is certainly something multipliers can do.
Originally by: Tarron Sarek Somehow I doubt that a player who fails to understand how resistances work will be able to make a better decision based on that new hardening factor.
Plus I'd like to see a (fake) example of someone using the hardening factor to illustrate it's usefulness. Up to now all that's been said is 'it's better', which is still merely more than a claim. How would someone use it to find out how much tank he has and how much he needs?
Now to answer your question.
Let's say I wanna tell which of my two ships has a better tank for thermal damage.
Ship 1: 1,900 HP 4.17 hardening
Ship 2: 2,300 HP 3.80 hardening
Ship 1: 1900 * 4.17 = 7923
Ship 2: 2300 * 3.8 = 8740
8740 > 7923 which means that ship two will last longer under fire from thermal damage.
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 :: [one page] |