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[Odyssey] Ship Resistance Bonuses

First post First post
Author
Hagika
Standard Corp 123
#821 - 2013-05-08 18:13:17 UTC
Meghel wrote:
Emily Jean McKenna wrote:


Its not all the changes themselves. Its the fact they do not listen to anyone much at all. I dont care about the resist bonus. The tracking nerf is lame. Most of the battleship changes suck. LOL though, range bonus at all... the tracking computer has a range and a tracking script to add... you read that correct? RANGE SCRIPT on a TRACKING COMPUTER lol lucky at all.

Ive been tired of the changes since QR. The problem is there are no other sandbox games that compete. Eve is still the best... but the devs **** with the things I like to fly. Blaster Domi... who flew that before the Ancillary was added? I did. Armageddon was my favorite ship.

Simple fact that trumps them all... All the changes they make are driving up prices. For a casual player like me that sucks. Im not buying PLEX, I pay for the game as is, not spending more. Oh well, Pathfinder Online is coming soon.... New Sandbox to try out.

Nope, you cant have my stuff


In your post, I read several rants. You use "suck", you use "****"
Your constructive level is bascially zero.

The Devs make and design the game.
Why should they listen to you if you give that kind of feedback :)

Perhaps they would listen if you would be so kind as to test out things at the test server and give constructive and reasonably mature feedback. Then perhaps things are changed :)

But I digress.
Have fun at Pathfinder Online.
I am sure we will see you back :D



Ever stop think think since they are ignoring all the sweet talk that frustration then starts to show and people get angry because CCP has a very bad habit of making poor choices?

No of course not...not at all. Who on earth could possibly get mad and use harsh language? Have you seen the whole thread, many people are mad and use harsh language.
Bucca Zerodyme
Good For Nothing Corporation
#822 - 2013-05-08 19:20:44 UTC  |  Edited by: Bucca Zerodyme
Hagika wrote:
Emily Jean McKenna wrote:
Yep, it worked for Incarna quite well...

We even got to read a LOOONNNGGG apology from the CEO of CCP.



Looks like they need the wake up call again.

I cancelled all 3 of my accounts then. This one is already cancelled.... deciding on the other two atm. Will probably do it regardless of what they come out with.


mine end in a week and will not be bringing them back up till real changes..Was going to buy a couple plex to get some funding going again but not worth it now


To be honest, the last 4 expansions (With this one) were useless for me. You know, i mostly enjoy building stuff, to collect stuff and doing something in a group. I tried to build up a Corporation, but i failed:
- About 50% of the new players stopped playing after 1 Month, so you need to recruit non-stop.
- You cant manage all the things alone and new players complain a lot [where is my stuff, its boring, organize some events etc]
- Corporation rights are messed, you can never trust them.
- You cant let them use the POS, as well rights are messed up
- You cant let newbies do some of the corporation-tasks, they will fail or do it wrong.
- You cant do much with new players [Only Mining, and missions]. All other places are to dangerous, because newbies are usually slow to understand
- If you try to force newbies into low, 0.0 etc they will most likely quit. You know most newbies are causal players.

So playing in group dont work, and i will never join another Corp. I just cant trust the other players, because the average EvE-Player would to anything for ISK. I cant image me playing EvE longer then the next Expansion. Something must be done about the broken Corporation-Rights.
ShahFluffers
Ice Fire Warriors
#823 - 2013-05-08 20:00:46 UTC
Bucca Zerodyme wrote:
- You cant do much with new players [Only Mining, and missions]. All other places are to dangerous, because newbies are usually slow to understand

I have issues with this.

New players CAN do more than just mine and mission. If you strap them all into cheap, ganky frigates/destroyers you can overwhelm hostiles in vastly more expensive ships. A good example would be the newbies in Faction War. Atrons, Kestrels, and Thrashers are used to great effectiveness and don't rely on an special tactics beyond, "get in range as fast as you can, activate ALL the mods, make everything burn gloriously!"

As far as lessons are concerned... trial by fire. Get in a combat ship yourself, tell them to get in cheapo stuff, and tell them to come at you. Explain what they do wrong each time you kill them and how to avoid death next time. Reimburse each cheapo ship you kill.
Bucca Zerodyme
Good For Nothing Corporation
#824 - 2013-05-08 20:13:06 UTC
ShahFluffers wrote:

I have issues with this.

New players CAN do more than just mine and mission. If you strap them all into cheap, ganky frigates/destroyers you can overwhelm hostiles in vastly more expensive ships. A good example would be the newbies in Faction War. Atrons, Kestrels, and Thrashers are used to great effectiveness and don't rely on an special tactics beyond, "get in range as fast as you can, activate ALL the mods, make everything burn gloriously!"

As far as lessons are concerned... trial by fire. Get in a combat ship yourself, tell them to get in cheapo stuff, and tell them to come at you. Explain what they do wrong each time you kill them and how to avoid death next time. Reimburse each cheapo ship you kill.


Thats a good point, but we didnt do much PvP at that time. Its a sad thing that i didnt tried it back at that time.
X Gallentius
Black Eagle1
#825 - 2013-05-08 20:15:12 UTC  |  Edited by: X Gallentius
John 1135 wrote:
Cygnet Lythanea wrote:
The sad part is as I work it out, this reduces my resistance tank by less than 1% once mods and skills are factored in. So what is the point of this again, exactly?

Current Abaddon for BS IV char hits something like

EM 79%
TH 73%
KN 69%
EX 83%

That is 2xEANM IIs, 1xDC II, 1x EX Hardener II. There are other ways to tank, but this yields over 160k EHP.

My understanding is that ship bonuses don't go into the stacking formula. So losing 4% (1% / level) for the example char means taking roughly

19% more damage from EM
15% more damage from TH
13% more damage from KN
24% more damage from EX

So on average nearly 18% more damage taken per second. Due to dynamic factors in how resists interact with repping, were base armour HP on Abaddon to be buffed to compensate CCP would need to increase it by something like a third to be as resilient under fire. If the nerf really did equate to 1% CCP wouldn't bother making it.

Would you like to reconsider the math here? 25% increase IN REMAINING RESISTS.

Example with current resists (check EFT):
L0 Moa - 0/20/40/50,
L5 Moa 25/40/55/62.5.
Proposed Resists:
L5 Moa 20/36/52/60

Lets assume raw dps is 1, then effective dps is:

L0 Moa - 1/.8/.6/.5
L5 Moa - .75/.6/.45/.375 (original)
L5 Moa - .8/.64/.48/.4 (proposed)

Ratio Proposed/Original - 1.067 for ALL. Not 18%
Hagika
Standard Corp 123
#826 - 2013-05-08 21:11:32 UTC
ShahFluffers wrote:
Bucca Zerodyme wrote:
- You cant do much with new players [Only Mining, and missions]. All other places are to dangerous, because newbies are usually slow to understand

I have issues with this.

New players CAN do more than just mine and mission. If you strap them all into cheap, ganky frigates/destroyers you can overwhelm hostiles in vastly more expensive ships. A good example would be the newbies in Faction War. Atrons, Kestrels, and Thrashers are used to great effectiveness and don't rely on an special tactics beyond, "get in range as fast as you can, activate ALL the mods, make everything burn gloriously!"

As far as lessons are concerned... trial by fire. Get in a combat ship yourself, tell them to get in cheapo stuff, and tell them to come at you. Explain what they do wrong each time you kill them and how to avoid death next time. Reimburse each cheapo ship you kill.



Actually starting a new corp is hard. People like to go into one that is already established. When it comes to pvp, you do have to train new players and with low skill points they do lack alot of needed skills.

Which brings the other issue. Skill points to get into stuff does take some time. People see eve and see all the different ships, and a new player can not jump into them, which is frustrating for new people who want to try out the game but even giving it a couple weeks, still really cant do much.

I actually liked the skill point bonus CCP used to have where you learned skills at a bonus rate. It helped the new crowd get started faster. Though I know some vets complained how it was unfair because they didnt get the same.

If CCP wants more new blood, then they have a quicker start that allows new folks to get into ships a little faster.

As for corp rights and access, there needs to be alot more control. Especially with POS rights.

A corp thief can absolutely ruin someone or multiple people.
Obearoth HuanTao
School of Applied Knowledge
Caldari State
#827 - 2013-05-09 05:04:48 UTC
Quote:
So we consider resistance bonuses to be a bit too powerful in modern EVE.


Yes, we, as in ccp consider. You are talking about you, not your player base( as mentioned several times, where is the players consideration in this matter? Why do you prefer to listen to your own thoughts instead of thousands of players way more experienced with the function of eve then yours).

Fix what is broken, THEN you may brake new stuff aright.
Yes, eve is foremost Your toy, we are not.
Hagika
Standard Corp 123
#828 - 2013-05-09 05:29:10 UTC
Obearoth HuanTao wrote:
Quote:
So we consider resistance bonuses to be a bit too powerful in modern EVE.


Yes, we, as in ccp consider. You are talking about you, not your player base( as mentioned several times, where is the players consideration in this matter? Why do you prefer to listen to your own thoughts instead of thousands of players way more experienced with the function of eve then yours).

Fix what is broken, THEN you may brake new stuff aright.
Yes, eve is foremost Your toy, we are not.



Truth^^
John 1135
#829 - 2013-05-09 06:19:23 UTC  |  Edited by: John 1135
X Gallentius wrote:
Example with current resists (check EFT):
L0 Moa - 0/20/40/50,
L5 Moa 25/40/55/62.5.
Proposed Resists:
L5 Moa 20/36/52/60

Lets assume raw dps is 1, then effective dps is:

L0 Moa - 1/.8/.6/.5
L5 Moa - .75/.6/.45/.375 (original)
L5 Moa - .8/.64/.48/.4 (proposed)

Ratio Proposed/Original - 1.067 for ALL. Not 18%

Where our estimates differ is that I include modules. I feel it is reasonable to do so: who flies into battle without modules fitted after all.

I'll set out some values for Moa below. See if you concur. An interesting compare to do if you have time would be an Onyx with say 2x Invul IIs and 1x EM Ward.
John 1135
#830 - 2013-05-09 06:48:08 UTC  |  Edited by: John 1135
For example Moa with 1x Invul II 1x EM Ward.

Moa
EM 75
TH 58
KN 68.5
EX 73.7

DPS penetrating is

EM 0.25
TH 0.42
KN 0.315
EX 0.263

DPS penetrating changes to

EM 0.3
TH 0.46
KN 0.345
EX 0.288

Multiples on the DPS taken is then

EM 1.2
TH 1.095
KN 1.095
EX 1.095

Average is 1.12125 or around 12%. Taking into consideration the interaction with repping, and that the higher typical resistances are the more pronounced the impact, and exceptional ships that losing repping while doing their job, I feel a fifth is a fair estimate of the loss of resilience under fire.

I had earlier miscalculated and feared it might be as high as a quarter to a third. Thanks to posters challenging my numbers and forcing me to check them through I now feel a fifth is the fairer estimate. The impact varies by class and so a blanket nerf feels like a bad design direction to take.
Vaju Enki
Secular Wisdom
#831 - 2013-05-09 07:59:33 UTC
Emily Jean McKenna wrote:
Perihelion Olenard wrote:
Emily Jean McKenna wrote:
Yep, it worked for Incarna quite well...

We even got to read a LOOONNNGGG apology from the CEO of CCP.



Looks like they need the wake up call again.

I cancelled all 3 of my accounts then. This one is already cancelled.... deciding on the other two atm. Will probably do it regardless of what they come out with.

It is amazing to me how some people can overreact to some of these changes. A 1/5 reduction in one defensive bonus (the most powerful) and suddenly it's time to cancel the subscriptions. A 1/3 reduction of the tracking enhancer's range bonus and it's time for some people to rage hard and claim Eve is now broken and will die. Look at the name, "tracking enhancer". Be lucky it has a range bonus at all.

Adapt, people.


Its not all the changes themselves. Its the fact they do not listen to anyone much at all. I dont care about the resist bonus. The tracking nerf is lame. Most of the battleship changes suck. LOL though, range bonus at all... the tracking computer has a range and a tracking script to add... you read that correct? RANGE SCRIPT on a TRACKING COMPUTER lol lucky at all.

Ive been tired of the changes since QR. The problem is there are no other sandbox games that compete. Eve is still the best... but the devs **** with the things I like to fly. Blaster Domi... who flew that before the Ancillary was added? I did. Armageddon was my favorite ship.

Simple fact that trumps them all... All the changes they make are driving up prices. For a casual player like me that sucks. Im not buying PLEX, I pay for the game as is, not spending more. Oh well, Pathfinder Online is coming soon.... New Sandbox to try out.

Nope, you cant have my stuff


You are leaving? About damn time, EvE Online is better without failtards like you, that don't understand simple concepts like game balance.

This new team of Devs is doing wonders to the game. Finally the game is being properly balanced.

The Tears Must Flow

X Gallentius
Black Eagle1
#832 - 2013-05-09 09:22:12 UTC  |  Edited by: X Gallentius
Moa: Damage Control II, Invuln II, L5 - 54.1/63.2/72.4/77
Moa: Damage Control II Invuln II, L0 - 38.7/51/63.3/69.4

Incoming DPS
L5:45.9/36.8/27.6/23
L0: 61.3/49/36.7/30.6

Current: L0*(1-.25) = L5 for each case
Proposed: L0*(1-.2)= 0.4904/0.392/0.2936/0.2448

Proposed/Current = 1.067. Same in all cases.

----- Onyx: This was a pain since baseline numbers in EFT don't let you change Caldari Cruiser (always assumed to be Level 5), BUT you can get them from Cerberus
Caldari Cruiser Bonus (25% increase in resistance at L5): 25/85/77.5/62.5
No Resistance Bonus (Cerberus): 0/80/70/50

Same math, same ratio: 1.067.

---- Moa, 1 EM Ward II
L5: EM 66.3
L0: EM 55.3

Run Through Math: Same Ratio 1.067.


Bottom line is that the 20% or 25% bonus is applied to remaining resists after everything is applied, and the final ratio is always 1.067.
John 1135
#833 - 2013-05-09 09:36:30 UTC  |  Edited by: John 1135
X Gallentius wrote:
Moa: Damage Control II, Invuln II, L5 - 54.1/63.2/72.4/77
Moa: Damage Control II Invuln II, L0 - 38.7/51/63.3/69.4

Incoming DPS
L5:45.9/36.8/27.6/23
L0: 61.3/49/36.7/30.6

Current: L0*(1-.25) = L5 for each case
Proposed: L0*(1-.2)= 0.4904/0.392/0.2936/0.2448

Proposed/Current = 1.067. Same in all cases.

----- Onyx: This was a pain since baseline numbers in EFT don't let you change Caldari Cruiser (always assumed to be Level 5), BUT you can get them from Cerberus
Caldari Cruiser Bonus (25% increase in resistance at L5): 25/85/77.5/62.5
No Resistance Bonus (Cerberus): 0/80/70/50

Same math, same ratio: 1.067.

---- Moa, 1 EM Ward II
L5: EM 66.3
L0: EM 55.3

Run Through Math: Same Ratio 1.067.


Bottom line is that the 20% or 25% bonus is applied to remaining resists after everything is applied, and the final ratio is always 1.067.

I see the issue. We're estimating subtley different things. The average multiple on DPS taken is 12% (1.12). For example Moa with 1x Invul II 1x EM Ward.

Moa
EM 75
TH 58
KN 68.5
EX 73.7

DPS penetrating pre-nerf is

EM 0.25
TH 0.42
KN 0.315
EX 0.263

DPS penetrating post-nerf will be about

EM 0.3
TH 0.46
KN 0.345
EX 0.288

Multiple on the DPS taken is then post-nerf over pre-nerf, which will be

EM 1.2
TH 1.095
KN 1.095
EX 1.095

So your 6% represents the degree of change in resists in one sense, but fails to capture the multiple on the DPS that will come through. The reason the latter is more relevant is that it will equal the reduction in survival under fire (where HP trades for time.) Take into consideration the interaction with repping, and the impact will foreseeably be more pronounced. For a significant range of ships one fifth worse is a fair estimate.

Just to reiterate, your maths just captures the ratio of 0.8 over 0.75. It will always come out at ~6%. It's relevant, but not as relevant as looking at the multiples in DPS let through. Your calculation effectively ignores the consequences of adding modules!
X Gallentius
Black Eagle1
#834 - 2013-05-09 10:16:20 UTC
L0 Resist: 66.7/44/58/65
L0 dps: .33/.56/.42/.35
L5 dps Current: .25/.42/.315/.2625 (=L0* (1-0.25)) - Matches EFT
L5 dps Proposed: .2664/.448/.336/.28 (=L0*(1-0.2))

Ratio: 1.067
How are you calculating L5 dps - current and proposed?

John 1135
#835 - 2013-05-09 11:24:34 UTC  |  Edited by: John 1135
X Gallentius wrote:
L0 Resist: 66.7/44/58/65
L0 dps: .33/.56/.42/.35
L5 dps Current: .25/.42/.315/.2625 (=L0* (1-0.25)) - Matches EFT
L5 dps Proposed: .2664/.448/.336/.28 (=L0*(1-0.2))

Ratio: 1.067
How are you calculating L5 dps - current and proposed?


To get the resists nerf I alter the formula 0.25(1-base.resist) to 0.2(1-base.resist). For example, on EM Moa has 0% base resist so we see 0.25 drop to 0.2. That produces the following range of resist changes

-0.05 / -0.04 / -0.03 / -0.02.5

I add modules in EFT and then - since ship bonuses aren't penalised - I deduct the above values. Switching to 1x Invuln II + 1x DC II so were looking at the same values. I see in EFT (for all LV)

0.541 / 0.632 / 0.724 / 0.77 which becomes
0.491 / 0.592 / 0.694 / 0.745

inverted to show 1 DPS let through
0.459 / 0.368 / 0.276 / 0.23 becomes
0. 509 / 0.408 / 0.306 / 0.255

putting the latter over the former produces
1.1089 / 1.1087 / 1.1087 / 1.1087

We could use a fair estimate of 10% less resilient for the MOA. The ship is taking 10% more DPS than it was previously. Each time it was previously hit for 33 it is now hit for 37. Let's say it had 3000 HP and no repping. Previously it tanked that 100 DPS for 90 seconds. Now 80 seconds. Ergo it is an honest statement to say it is 10% less resilient under fire because it survives in the fight for 10% less time.

Once one then considers the interaction with repping, and looks across the line of ships, it feels to me like a fifth less resilient is a fair call. A point to stress is the uneveness of the nerf: it hurts lightly tanked T1 Cruisers much less than it hurts heavily tanked HICtors.

Your 6% is fair in another sense, but I feel it doesn't give as good a picture of changed resilience under fire. Is this starting to make sense or have I introduced some subtle error somewhere.
Deerin
East Trading Co Ltd
#836 - 2013-05-09 11:31:32 UTC  |  Edited by: Deerin
John 1135 wrote:

To get the resists nerf I alter the formula 0.25(1-base.resist) to 0.2(1-base.resist). For example, on EM Moa has 0% base resist so we see 0.25 drop to 0.2.


this is wrong

1-(0.75*(1-base resist)) to 1- (0.8*(1-base resist)) is the correct formula

Edit : Clarified by adding brackets
John 1135
#837 - 2013-05-09 11:40:09 UTC  |  Edited by: John 1135
Deerin wrote:
John 1135 wrote:

To get the resists nerf I alter the formula 0.25(1-base.resist) to 0.2(1-base.resist). For example, on EM Moa has 0% base resist so we see 0.25 drop to 0.2.


this is wrong

1-(0.75*(1-base resist)) to 1- (0.8*(1-base resist)) is the correct formula

Edit : Clarified by adding brackets

I elided the 1-, sorry. The results are the same; e.g. Moa EM = 0% base so

1-0 = 1
.75*1 = .75
1-.75 = .25

which I get by

1-0 = 1
.25*1 = .25

The bottom line is the Moa survives under fire for 10% less time under the setup proposed. Thus it is fair to call it that amount less resilient. And that increases on heavier tanked ships. A lightly tanked T1 cruiser is less impacted than a heavily tanked HICtor,
Deerin
East Trading Co Ltd
#838 - 2013-05-09 11:55:14 UTC
The resits are applied to the part that passes through
Lets take Moa EM damage example

54.1 is the EM resist

This ship penalties are not stacked. What you need to do is remove the current ship bonus from these and add the new ship bonus

So what passes through is:

45.9

Removing the ship bonuses

45.9 / (1-0.25) = 61.2

Re-appliying new bonus

61.2*(1-0.2)= 48.96

So 48.96 passes through instead of 45.9

Which is 1.066 times higher (which is exactly what XG is talking about)

You can check it in game or just EFT it. On EFT make a moa, select all V char and drop cal cruiser level to 4. You'll have the new moa.




Veshta Yoshida
PIE Inc.
Khimi Harar
#839 - 2013-05-09 12:11:29 UTC
Deerin wrote:
...yadayada...Which is 1.066 times higher (which is exactly what XG is talking about)...yadayadayada...

6.6% more damage received is huge in some instances, most of the Punisher fights I have had (read: won) left me in flames with a quarter or less hull remaining ..

Still think we need to have a brush-up pass on all ships affected to tweak them slightly to compensate for the loss of tank .. tweak does not have to be tank related though but would make the most sense and could be something as simple as reducing sig, increasing speed or the blunt tool approach of adding raw EHP.

Thankfully, the resist ships were never that good to begin with (comparatively) so there is no bad habit to kick Big smile
Deerin
East Trading Co Ltd
#840 - 2013-05-09 12:23:52 UTC
I just corrected the math. On frig scale, punisher really doesn't need to be punished...merlin on the other hand actually deserves that nerf.