https://forums.eveonline.com/default.aspx?g=posts&t=224880
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hugman
Sweden4644 Posts
https://forums.eveonline.com/default.aspx?g=posts&t=224880 | ||
Mandini
United States1717 Posts
On April 13 2013 01:55 hugman wrote: All 5% per level shield bonuses are getting changed to 4% https://forums.eveonline.com/default.aspx?g=posts&t=224880 Its armor and shield resistance bonuses, not base ehp, recharge rate, etc. | ||
hugman
Sweden4644 Posts
I also just roasted something in the microwave I was just going to thaw. Not on top of things today. | ||
Skilledblob
Germany3392 Posts
For example a 25% increase in armor hitpoints applies quite intuitively: (Base HP) * 1.25 = a 25% increase in total EHP. from CCP Foozie's text from the link. uhm is it just me or does 25% extra armor not translate to 25% more EHP? Isnt EHP Hull+ Armor+ Shield? | ||
Cheesedawg
United States182 Posts
Although I wouldn't call what he was doing at the end of the W&G semi-afk by any means. | ||
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Antoine
United States7481 Posts
On April 13 2013 02:51 Skilledblob wrote: from CCP Foozie's text from the link. uhm is it just me or does 25% extra armor not translate to 25% more EHP? Isnt EHP Hull+ Armor+ Shield? yes but it's the same idea for resist bonuses, you only get the bonus to armor or shields, not armor+shield+hull. you are really nitpicking here in an effort to find missteps. it should be very clear what he means. | ||
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KwarK
United States41973 Posts
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DefMatrixUltra
Canada1992 Posts
On April 13 2013 03:24 KwarK wrote: I'm okay with the toning down of resist bonuses. They were pretty stupid. I'm okay with toning down things that are too powerful. I'm not okay with toning down things that are relatively awful (Sacrilege). These big system-wide changes are apparently supposed to reflect some kind of CCP philosophy on resist bonuses. While it might be a noble philosophy, what's really happening is that some ships will be fine (they can deal with being toned down), some ships will just have to suck up a random nerf despite not being OP (Worm, Eagle, Drake, Ferox, Nighthawk, Rattlesnake, Malediction, Maller, Prophecy are big examples that jump out), and other ships will be completely boned because they're already pretty bad (Onyx, Sacrilege). This does not even out the play field. What they've done is identify a few citizens who are too tall (T3s, Chimera, Archon, Abaddon, arguably Broadsword) and decided to cut the legs off everyone in the same town up to the knees. What's worse is that this nerf does nothing to affect the armor/shield equilibrium in the game. Armor ships got hit just as hard as shield ships. What's so puzzling to me is they seem fine just throwing out big system-wide changes for whatever-the-fuck reason (notice there is no clear explanation why this is being done). Why not change sig radius so that armor ships actually have a real sig benefit over shield ships? Why not do a ton of other things that don't involve nerfing armor and shield ships at the same time? Changes like this could be a net positive. But why beat around the bush to get where you're going? I think rather than doing system-wide nerfs, they are better off making directed changes. At least then, the changes will reflect their intention rather than seeming like something coming from the random number generator gods. /edit - spelling | ||
Body_Shield
Canada3368 Posts
Well Kwark..... | ||
DefMatrixUltra
Canada1992 Posts
On April 13 2013 04:45 Body_Shield wrote: https://forums.eveonline.com/default.aspx?g=posts&t=224896&find=unread Well Kwark..... No way that's real... | ||
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KwarK
United States41973 Posts
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Mandini
United States1717 Posts
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KwarK
United States41973 Posts
6 mega pulse laser 2/scorch mwd, cap booster, invuln, LSEx2 dcu, nano x2, drone damage x2, HS, TE. P sure what fozzie intended with the change. | ||
Body_Shield
Canada3368 Posts
On April 13 2013 04:54 KwarK wrote: New domi. 6 mega pulse laser 2/scorch mwd, cap booster, invuln, LSEx2 dcu, nano x2, drone damage x2, HS, TE. P sure what fozzie intended with the change. Wonderful | ||
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Firebolt145
Lalalaland34483 Posts
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Mandini
United States1717 Posts
On April 13 2013 04:54 KwarK wrote: New domi. 6 mega pulse laser 2/scorch mwd, cap booster, invuln, LSEx2 dcu, nano x2, drone damage x2, HS, TE. P sure what fozzie intended with the change. Sadly, this is probably one of the best domi fits after the changes. | ||
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KwarK
United States41973 Posts
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Body_Shield
Canada3368 Posts
On April 13 2013 05:02 Mandini wrote: Sadly, this is probably one of the best domi fits after the changes. Don't know if we should post that in the thread to make him aware, or keep quiet and hope the changes go through | ||
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KwarK
United States41973 Posts
TE , DCU, 2x HS, 2x nano, CPR mwd, invuln, point, XL ASB 8 mega pulse laser2 3x extender 5 ec 600s, 5 warrior2s I'm certainly interested in finding out the numbers. Those bonuses are built for scorch, it's a pity that the oracle has a 25% damage bonus on 8 guns which is just retarded but after the TE nerf the apoc may be better. | ||
Big Monkey
United Kingdom473 Posts
On April 13 2013 05:15 KwarK wrote: It will be interesting to look into the cap stability of the new apoc with its improved cap and the lower cap use on guns. It now has superior lock range to an oracle, an innate 37.5% bonus to tracking speed and optimal which is pretty fucking incredible and 7 lows with no need for a TE. If we can make it viable using a CPR rather than a heavy cap booster then you can go TE , DCU, 2x HS, 2x nano, CPR mwd, invuln, point, XL ASB 8 mega pulse laser2 3x extender 5 ec 600s, 5 warrior2s I'm certainly interested in finding out the numbers. Those bonuses are built for scorch, it's a pity that the oracle has a 25% damage bonus on 8 guns which is just retarded but after the TE nerf the apoc may be better. Which would be op as the apoc was always my dream ship back in the day. Such a muscly ship | ||
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