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[Odyssey 1.1] Local Armor and Shield repair module changes

First post
Author
Vyktor Abyss
Abyss Research
#241 - 2013-08-02 18:22:27 UTC
Not sure about this... I'm sure the shield boosters needed it, but armour reps across the board?

Pantheon Triage RR needs a buff?

And have you ever tried to kill a punisher or incursus in another t1 frigate without kiting?
What about those crazy tanking dual rep Amarr AFs?

Seems like some stuff will get imbalanced and broken, but we'll see after testing. Cheers.
Cearain
Plus 10 NV
#242 - 2013-08-02 18:31:48 UTC  |  Edited by: Cearain
Sigras wrote:
Cearain wrote:
Tsubutai wrote:
Leskit wrote:
CCP Fozzie, with the buffs to self reps and reduction in warfare link bonuses (specifically the rep speed and cap usage), what is the net change? e.g. a player running a single rep with the fleet booster for rep speed before odyssey 1.1, and after.
I fail horribly at that type of stacking math.
so it's a boon so un-boosted self reppers, but what's the net change to boosted reppers?

Thanks

In the simplest possible case (assuming no resist modules on the tanking ship to avoid complications arising from stacking penalties), current tanking links increase the strength of an active tank by a factor of 2.36. After the change, a full suite of tanking links will only increase local tank strength by a factor of 1.82 (if boosted by a maxed-out command ship) or 1.77 (if boosted by a maxed out T3). Combined with the 15% increase in local tanks due to the repper buff, this means that a boosted local tank after the patch will be 2.09 times stronger than an unboosted local tank on TQ today if the bonuses are coming from a command ship, and around 2.03 times stronger than an unboosted local tank today if the bonuses are coming from a T3.

TL,DR - after Odyssey 1.1, linked active armor tanks will be around 14-15% weaker than they are on TQ today.



So if we isolate the local rep bonus would this be accurate?

Assume regular incursus with no links is tanking 100 dps. After this local rep bonus it will tank 115 dps.

The exact same incursus with a fully bonused t3 ship would be tanking 177 dps without this local bonus. With the local bonus it will tank 203 dps.

So this bonus adds 26 dps of tank to the linked ship but only 15 dps to the unlinked ship.

This local tank bonus effectively mitigates the "nerf" to t3 ogb tank bonuses by 39%.

I think the nerf to ogbs was way too weak and doesn't need to be mitigated.

yes, your math is correct, but youre looking at it the wrong way.

if a ship tanks 100 DPS with the old links it would tank 100 * 2.36 = 236 from a max bonused T3 (right now)
with the new local bonus the ship will tank 115 DPS with the new links, it will tank 115 * 1.82 = 209.3

not only is this way less, its also way less of a difference



I am looking at the specific bonus in the op and its effect on the gap between ogb ships and non ogb ships.

This specific bonus widens the gap between ogb ships and non ogb ships. In the case above this specific bonus gives the ogb ship and extra 27.3 dps of tank. The exact same ship with no ogb only gains 15 dps of tank.

Again this is the shell game. Saying this bonus is not a boost to ogbs is like saying boosting hams and heavy missiles is not a boost to drakes. It is. This boost to active tanks is a boost to ogbs.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Sigras
Conglomo
#243 - 2013-08-02 18:50:44 UTC  |  Edited by: Sigras
^^
except when they nerf OGBs at the same time.

Yes, I agree a boost to local tanks is a boost to OGBs, but consider the following:

the local tank boost is a 15% boost, the OGB nerf is a 25% nerf so the result is that OGB links are 10% less effective.

Also youre forgetting the biggest thing that OGB links are used for, RR, which isnt getting a boost at all so this is a straight nerf to OGBs

or are you somehow trying to say that the gap between OGB and non OGB local tanking is somehow bigger after this proposal? Because you can say that, but youd be unambiguously wrong
Cearain
Plus 10 NV
#244 - 2013-08-02 19:19:00 UTC
Sigras wrote:
^^
except when they nerf OGBs at the same time.

Yes, I agree a boost to local tanks is a boost to OGBs, but consider the following:

the local tank boost is a 15% boost, the OGB nerf is a 25% nerf so the result is that OGB links are 10% less effective.

Also youre forgetting the biggest thing that OGB links are used for, RR, which isnt getting a boost at all so this is a straight nerf to OGBs

or are you somehow trying to say that the gap between OGB and non OGB local tanking is somehow bigger after this proposal? Because you can say that, but youd be unambiguously wrong



By "this proposal" I mean the one this thread discusses, not the proposals addressed in a different thread(s). And yes this proposal - the increase to local rep amount - increases the gap between ogb and non ogb.

All of the buffs to active tanking that we have seen have been buffs to ogbs and they helped get us to the point we are at now. OGB = god mode.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Boris Amarr
Viziam
Amarr Empire
#245 - 2013-08-02 19:21:15 UTC
What about rebalancing Energized Armor Layering ???
Invisusira
Escalated.
OnlyFleets.
#246 - 2013-08-02 19:31:04 UTC
oh man I can't wait to fly my Paladin around lowsec now
Tobias Hareka
Republic Military School
Minmatar Republic
#247 - 2013-08-02 19:36:33 UTC
Cearain wrote:
Sigras wrote:
^^
except when they nerf OGBs at the same time.

Yes, I agree a boost to local tanks is a boost to OGBs, but consider the following:

the local tank boost is a 15% boost, the OGB nerf is a 25% nerf so the result is that OGB links are 10% less effective.

Also youre forgetting the biggest thing that OGB links are used for, RR, which isnt getting a boost at all so this is a straight nerf to OGBs

or are you somehow trying to say that the gap between OGB and non OGB local tanking is somehow bigger after this proposal? Because you can say that, but youd be unambiguously wrong



By "this proposal" I mean the one this thread discusses, not the proposals addressed in a different thread(s). And yes this proposal - the increase to local rep amount - increases the gap between ogb and non ogb.

All of the buffs to active tanking that we have seen have been buffs to ogbs and they helped get us to the point we are at now. OGB = god mode.



It's good thing they are looking for ways to remove OGB. Isn't that good?
Rush Kenni
Deltia Defense Force
#248 - 2013-08-02 19:37:44 UTC
Good thing I'm training up for armor tanking. 15% more base repping for AARs is going to make ships with armor rep bonuses even better. Capless omni resists with strong capless active reps are going to make some ships very popular when this goes live.
raawe
Imperial Shipment
Amarr Empire
#249 - 2013-08-02 19:49:29 UTC
Shield boosting is already far superior to armor tanking, why buffing it even more?! As someone here stated, buff armor for 20% or leave it at 15% but reduce cap, and give shield like 10% buff tops
Omnathious Deninard
University of Caille
Gallente Federation
#250 - 2013-08-02 19:58:58 UTC
Rush Kenni wrote:
Good thing I'm training up for armor tanking. 15% more base repping for AARs is going to make ships with armor rep bonuses even better. Capless omni resists with strong capless active reps are going to make some ships very popular when this goes live.

Please enlighten me with this fabled cap less active armor rep module.

If you don't follow the rules, neither will I.

Phaade
LowKey Ops
Shadow Cartel
#251 - 2013-08-02 20:36:42 UTC
This is a great change; I always thought local reppers were lacking....

Good stuff!
Luc Chastot
#252 - 2013-08-02 20:50:07 UTC
Omnathious Deninard wrote:
Rush Kenni wrote:
Good thing I'm training up for armor tanking. 15% more base repping for AARs is going to make ships with armor rep bonuses even better. Capless omni resists with strong capless active reps are going to make some ships very popular when this goes live.

Please enlighten me with this fabled cap less active armor rep module.

He never said armor reps, so he must be talking about ASBs, which means he plans to omni tank or something; don't know which is more stupid though, omni tanking or inexcusable ignorance for a 5-year-old vet.

Make it idiot-proof and someone will make a better idiot.

Caleb Ayrania
TarNec
Invisible Exchequer
#253 - 2013-08-02 20:52:25 UTC
One of the points I was trying to make to our talented devs was that its rather important to consider value of items as well as effects, and that changing local reps and pushing remotes and drones to later seems like something that will just make things more messy.

When kill boards are measured in values killed, it becomes pretty important to not rock the status quo too much or miss balance one type over another.

This was why I wanted some sort of statement from Fozzie that hints to how their philosophy and considereations are in that regard..

Personally I get the feeling that many changes are more based on tournament and big fleet fight considerations, and not the the underlying logistics and industrial system. Its as if there are quite a lot of "invisible" factors that gets pretty unbalanced from lack of larger perspectives? I could be overreacting, but from a market oriented player I see some rather strange results in supply and demand and profitability. Since CCP kinda promised this yeah would be dedicated to fixing some of these issues, I was just dropping that consideration in here..

Liang Nuren
No Salvation
Divine Damnation
#254 - 2013-08-02 21:58:20 UTC
CCP Fozzie wrote:

  • Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 15%[/b]


  • I'd say that deadspace is still relatively unattractive when compared to ASBs, and I'd like to see them included in the boost.

    -Liang

    I'm an idiot, don't mind me.

    Omnathious Deninard
    University of Caille
    Gallente Federation
    #255 - 2013-08-02 22:10:03 UTC
    Luc Chastot wrote:
    Omnathious Deninard wrote:
    Rush Kenni wrote:
    Good thing I'm training up for armor tanking. 15% more base repping for AARs is going to make ships with armor rep bonuses even better. Capless omni resists with strong capless active reps are going to make some ships very popular when this goes live.

    Please enlighten me with this fabled cap less active armor rep module.

    He never said armor reps, so he must be talking about ASBs, which means he plans to omni tank or something; don't know which is more stupid though, omni tanking or inexcusable ignorance for a 5-year-old vet.

    But he did, passive omni resists (only armor has that) and a "cap less active reps".
    His whole paragraph is about armor tanking.

    If you don't follow the rules, neither will I.

    maCH'EttE
    Perkone
    Caldari State
    #256 - 2013-08-02 22:11:01 UTC  |  Edited by: maCH'EttE
    I am demanding implants for active armor rep ships, call it Mach Implants.
    get it dont.
    masternerdguy
    Doomheim
    #257 - 2013-08-02 22:30:26 UTC
    maCH'EttE wrote:
    I am demanding implants for active armor rep ships, call it Mach Implants.
    get it dont.


    Whenever someone suggests this, it proves they don't understand when to use shield and when to use armor, and want their preferred tanking method to do everything.

    Shield buffer tanking is inherently weaker than armor buffer tanking because shield buffers inflate signature radius significantly, negating some of the benefit of the buffer. Also, your shield buffer will usually be thinner than the armor buffer equivalent anyway. This is why Slaves exists to further augment armor buffer tanks, because that is where the natural strength of armor tanking lies.

    As for active shield tanking, it is quite nice. Shield boosters provide an excellent local tank on a ship with such a bonus, and the fact that these arrive at the start of the cycle means that you are more likely to save yourself (or someone else if you're a logi) than with an armor rep. Crystal implants play into this natural strength of shield tanking.

    But if you do want a Crystal set for armor reps, I want a Slave set for shield buffer. Fair is fair.

    Things are only impossible until they are not.

    Shereza
    Center for Advanced Studies
    Gallente Federation
    #258 - 2013-08-02 22:39:36 UTC  |  Edited by: Shereza
    Edit: Yeah, okay, I guess I'll post it just for the "obvious point is obvious" factor.

    Gustav Mannfred wrote:
    why not boosting the deadspace boosters too?

    after the changes, a t2 shieldbooster gives 690 hp, and a pith c-type large booster gives 660. means, a t2 booster is ways better.

    you should buff deadspace/officerboosters too.


    You're missing an "X-" before your "large." Also a Pith C-Type X-Large Shield Booster will still be easier to fit than T2 boosters, and thanks to having a shorter cycle time they will still rep more HP per second than T2 boosters will.

    As was already pointed out, "You're being bad."
    Epic Violin Guy
    School of Applied Knowledge
    Caldari State
    #259 - 2013-08-02 23:28:23 UTC
    I don't understand the need for nerfing links, or the people crying for them to get nerfed. If you don't like it plex another account and get some yourself.
    Sigras
    Conglomo
    #260 - 2013-08-02 23:29:22 UTC
    Cearain wrote:
    Sigras wrote:
    ^^
    except when they nerf OGBs at the same time.

    Yes, I agree a boost to local tanks is a boost to OGBs, but consider the following:

    the local tank boost is a 15% boost, the OGB nerf is a 25% nerf so the result is that OGB links are 10% less effective.

    Also youre forgetting the biggest thing that OGB links are used for, RR, which isnt getting a boost at all so this is a straight nerf to OGBs

    or are you somehow trying to say that the gap between OGB and non OGB local tanking is somehow bigger after this proposal? Because you can say that, but youd be unambiguously wrong



    By "this proposal" I mean the one this thread discusses, not the proposals addressed in a different thread(s). And yes this proposal - the increase to local rep amount - increases the gap between ogb and non ogb.

    All of the buffs to active tanking that we have seen have been buffs to ogbs and they helped get us to the point we are at now. OGB = god mode.

    so, youre making wild accusations completely disregarding the other proposed changes which fix the problem you seem to have . . . right Roll

    perhaps you should look at all the changes together and see what the end result is going to be as opposed to criticizing this change as though the other changes werent going to take place.

    The fact is that when the entire change of 1.1 is complete the gap between local tanks using OGBs and not using OGBs will be smaller as the numbers have stated.