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[Odyssey] Large Energy Turrets

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John 1135
#741 - 2013-05-08 19:55:48 UTC  |  Edited by: John 1135
Bouh Revetoile wrote:
Even your bad example show an increase of less 20%.

My example is for a pilot with BS IV using a typical tank. That pilot sees 18% more DPS penetrate on average. By damage types it can be more (which matters to PVErs.) Taking into consideration the interaction between DPS let through and repping (especially remote-repping, in fleets): the full impact to EHP is greater than 18%. A fifth is a fair estimation.

Bouh Revetoile wrote:
For example, a hellcat Abaddon will lose ~3% overall resist on ~70-80% resists, which mean 10 to 15% damage more than before.

Where do you get 3% from? Ship bonuses aren't stacking penalised. Although I used 5% in my rough example, I actually based my estimates on a more reasonable skill level IV. Anyone flying a hellcat Abaddon should have that.

Bouh Revetoile wrote:
So in fact you just extracted the highest number you have found to make it appear huge IMO.

No. Abaddon is middle of the road for resist-bonused ships. Several others have higher values.
Deerin
East Trading Co Ltd
#742 - 2013-05-09 07:00:17 UTC
The resist bonus calculation is not additive. They are inverse multipliers to "leaked" amount.

If you are at 70% pre-nerf, that means without the ship bonuses your resist was 100-(100-70)/0.75=60%. After nerf your resist will be 100-(100-60)*0.8=68%. So instead of 30 dmg you'll be taking 32 dmg which is 6.66% increase in damage

....and why the hell is this discussed in Large Energy Turret section?!?
John 1135
#743 - 2013-05-09 08:34:30 UTC  |  Edited by: John 1135
Deerin wrote:
The resist bonus calculation is not additive. They are inverse multipliers to "leaked" amount.

If you are at 70% pre-nerf, that means without the ship bonuses your resist was 100-(100-70)/0.75=60%. After nerf your resist will be 100-(100-60)*0.8=68%. So instead of 30 dmg you'll be taking 32 dmg which is 6.66% increase in damage

....and why the hell is this discussed in Large Energy Turret section?!?

It is relevant here because it is part of a package of changes that will foreseeably result in no Amarr Battleship being preferred in any role.
Bouh Revetoile
In Wreck we thrust
#744 - 2013-05-09 09:02:28 UTC
John 1135 wrote:
It is relevant here because it is part of a package of changes that will foreseeably result in no Amarr Battleship being preferred in any role.

The Abaddon will still have a resist bonus. It won't as big as before, but it will still be a HUGE advantage over any no resist bonus ships.
Satyra Eventide
The Council
#745 - 2013-05-09 09:43:49 UTC
I suggest introducing Advanced Controlled Bursts skill (requiring CB 5)

Now we have two options:

a) Change Controlled Bursts skill to reduce cap 10% per level and set ACB to 5% (may be overpowered because of low SP req)

b) Keep CB at 5% and let ACB reduce cap by 10%. (might just do the trick)

Although this may seem a very powerful skill, it may be balanced by simply requiring a large amount of SP for the advanced version. You are always left with an option, either sacrifice fitting for cap or a month of train time for the extra 10% cap reduction.
Since I do not fly capital ships, I can not say how such change would affect them, neither have I gone through calculations for every gun in the game, but I believe such skill will not affect guns other than large lasers in a very significant way.
Deerin
East Trading Co Ltd
#746 - 2013-05-09 10:35:26 UTC
John 1135 wrote:
Deerin wrote:
The resist bonus calculation is not additive. They are inverse multipliers to "leaked" amount.

If you are at 70% pre-nerf, that means without the ship bonuses your resist was 100-(100-70)/0.75=60%. After nerf your resist will be 100-(100-60)*0.8=68%. So instead of 30 dmg you'll be taking 32 dmg which is 6.66% increase in damage

....and why the hell is this discussed in Large Energy Turret section?!?

It is relevant here because it is part of a package of changes that will foreseeably result in no Amarr Battleship being preferred in any role.


%6.6 increase in taken damage on armor is hardly a reason to abandon Abaddon. It will still be the premium armor tanked battleship for fleets. It is still more viable than other alternatives.
John 1135
#747 - 2013-05-09 11:30:39 UTC  |  Edited by: John 1135
Deerin wrote:
%6.6 increase in taken damage on armor is hardly a reason to abandon Abaddon. It will still be the premium armor tanked battleship for fleets. It is still more viable than other alternatives.

But it is not 6%. That just represents the ratio of .8 over .75. Which is relevant, but not directly to resilience under fire. As you say, 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 to a Moa

-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 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

So we should 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 around 90 seconds. Now around 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? So this is why Abaddon - being heavily tanked - will continue falling off doctrines and reimbursement, as it is now. And the laser changes are too little to salvage it.
Deerin
East Trading Co Ltd
#748 - 2013-05-09 11:58:47 UTC  |  Edited by: Deerin
Pasting this here too: (From resistance discussion thread)

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

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.
John 1135
#749 - 2013-05-09 13:15:25 UTC  |  Edited by: John 1135
Deerin wrote:
Pasting this here too: (From resistance discussion thread)

From other thread - 'I've changed my mind and now agree with Deerin' :) Trust CCP to apply a '5% bonus to Shield resistances' in an obtuse way. I checked this again in EFT which presumably is calculating it correctly.

How do I feel about the nerf now? I'm glad that the net impact is less than I feared, but a blanket nerf still feels misplaced. HICs are going to suffer. I also fear that following this approach as a means to fixing RR and LR will mean a second resists nerf down to 3%: for a flat 13%. I dislike the concept of the game swinging toward alphafleet. A brawly battle where ships have more survivability feels more fun to me. Thus I would certainly look for buffs to HP and LR to follow right on the heels of this nerf. If CCP has plans in that direction they'd do a lot of good by announcing them.

As to how this interacts with turrets and Amarr generally: a loss in tankiness and an increase in ability to use lasers. I understand now CCP's thinking, i.e. the laser buff is a flat buff to a ship that never had a cap bonus. But then again as I understand it the laser buff is really a de-nerfing. So a nerfing, and a de-nerfing of something to possibly usable levels. Far from compelling reading. One's sense is that Apoc will fall from grace, and Abaddon isn't going to replace it.

Overall I hope Odyssey is as delayed as possible. Leaves a bad taste in the mouth.
Little Dragon Khamez
Guardians of the Underworld
#750 - 2013-05-09 15:08:55 UTC
John 1135 wrote:
Deerin wrote:
Pasting this here too: (From resistance discussion thread)

From other thread - 'I've changed my mind and now agree with Deerin' :) Trust CCP to apply a '5% bonus to Shield resistances' in an obtuse way. I checked this again in EFT which presumably is calculating it correctly.

How do I feel about the nerf now? I'm glad that the net impact is less than I feared, but a blanket nerf still feels misplaced. HICs are going to suffer. I also fear that following this approach as a means to fixing RR and LR will mean a second resists nerf down to 3%: for a flat 13%. I dislike the concept of the game swinging toward alphafleet. A brawly battle where ships have more survivability feels more fun to me. Thus I would certainly look for buffs to HP and LR to follow right on the heels of this nerf. If CCP has plans in that direction they'd do a lot of good by announcing them.

As to how this interacts with turrets and Amarr generally: a loss in tankiness and an increase in ability to use lasers. I understand now CCP's thinking, i.e. the laser buff is a flat buff to a ship that never had a cap bonus. But then again as I understand it the laser buff is really a de-nerfing. So a nerfing, and a de-nerfing of something to possibly usable levels. Far from compelling reading. One's sense is that Apoc will fall from grace, and Abaddon isn't going to replace it.

Overall I hope Odyssey is as delayed as possible. Leaves a bad taste in the mouth.


I don't actually see much evidence of a buff to the overall line of amarr battleships. We used to get a 50% bonus at BS5 on 2 out of the three available hulls, now none of those hulls get a cap bonus (which I've often claimed is a useless bonus anyway as cap use on guns should be significantly reduced). A 10% reduction in cap use is a start but it's underwhelming. 50% would have been good with supplementary modifications to the crystals we could then be on a parr with the Gallente/Caldari firing hybrids.

Call me old fashioned but a good Amarr battleship should be able to fire it's guns at least as long as any competing battleship from another race. When that happens I will call it a buff.

Dumbing down of Eve Online will result in it's destruction...

John 1135
#751 - 2013-05-09 19:54:27 UTC  |  Edited by: John 1135
Little Dragon Khamez wrote:
Call me old fashioned but a good Amarr battleship should be able to fire it's guns at least as long as any competing battleship from another race. When that happens I will call it a buff.

You are correct, of course. Nothing I wrote was intended to detract from that point. It also irks considerably that an Amarr BS is always -1 mid... for the cap booster.
Avald Midular
Doomheim
#752 - 2013-05-09 20:05:04 UTC  |  Edited by: Avald Midular
John 1135 wrote:
Little Dragon Khamez wrote:
Call me old fashioned but a good Amarr battleship should be able to fire it's guns at least as long as any competing battleship from another race. When that happens I will call it a buff.

You are correct, of course. Nothing I wrote was intended to detract from that point. It also irks considerably that an Amarr BS is always -1 mid... for the cap booster.


It's usually more, if you only devote a single mid you'll be lasting < 4 min in almost all situations and making plenty of trips to stations for more boosters. You need at least 2-3 rigs plus more mids if you're beam fit. If you're missioning just forget about using less than 5 mod/rigs total. If you're less than lvl 5 cap skills just forget BS's altogether. This is called balance apparently since beams are so incredibly OP that no one uses them and they aren't part of any serious doctrine. Yay balance.
Jill Antaris
Jill's Open Incursion Corp
#753 - 2013-05-10 09:59:16 UTC
Satyra Eventide wrote:
I suggest introducing Advanced Controlled Bursts skill (requiring CB 5)

Now we have two options:

a) Change Controlled Bursts skill to reduce cap 10% per level and set ACB to 5% (may be overpowered because of low SP req)

b) Keep CB at 5% and let ACB reduce cap by 10%. (might just do the trick)

Although this may seem a very powerful skill, it may be balanced by simply requiring a large amount of SP for the advanced version. You are always left with an option, either sacrifice fitting for cap or a month of train time for the extra 10% cap reduction.
Since I do not fly capital ships, I can not say how such change would affect them, neither have I gone through calculations for every gun in the game, but I believe such skill will not affect guns other than large lasers in a very significant way.


That would make cap use of turrets to trivial even for amarr ships. Just compare Logi 5 vs Logi 4, the first can run 5 T2 RR with halve the cap transfer required. That is how big the difference between the last 15% is.

Probably a more reasonable thing would be to improve the Energy Discharge Elutriation rigs from 20 to 30 for T1 and from 25 to 35 for T2 and bring her calibration down to 50 and 75 points so they can be used for active tanks that require more calibration for her other rigs.



Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#754 - 2013-05-10 11:03:55 UTC
I propose we have the T2 spec skills give composite bonuses on top of these changes to base cap use of guns.

Ie, large beam spec
2% bonus to T2 large beam turret damage AND CAP USE)

Thus at level 5, we have the -20% cap use change, multiplied by another -10% cap use: .8 *.9 = 0.72, for a 28% reduction in capu usage.

If thats not enough

2% bonus to T2 large beam turret damage and 4% reduction in cap use.
.8*.8 = .64 --> 36% reduction in cap use -> uses 28% more cap than before, buff all amarr capacitors by 28% without increasing recharge time, and call it a day.


*side note, this is indirectly a significant buff to the nightmare, which won't be losing what is effectively a cap usage bonus, so its like it gets a free elutriation rig.
I like, that means I can drop my elutriation rig and add a locus coordinator, which will make up for the optimal nerf to TEs
Xeros Black
Viziam
Amarr Empire
#755 - 2013-05-10 19:35:17 UTC
I love Tachs as a long range weapon system. They do 90% of the damage of their short ranged brothers at the expense of power grid and cap use. I don't disagree with the reduction in cap and pg us however its going to shift the balance between the long range weapon systems. I think if you do these reductions your going to have to revisit rail cruise and arty weapon systems to keep them inline. To be honest though its about time they be looked at as they stand now long range weapon systems could use a buff.
Avald Midular
Doomheim
#756 - 2013-05-10 22:38:21 UTC  |  Edited by: Avald Midular
Xeros Black wrote:
I love Tachs as a long range weapon system. They do 90% of the damage of their short ranged brothers at the expense of power grid and cap use. I don't disagree with the reduction in cap and pg us however its going to shift the balance between the long range weapon systems. I think if you do these reductions your going to have to revisit rail cruise and arty weapon systems to keep them inline. To be honest though its about time they be looked at as they stand now long range weapon systems could use a buff.


I don't think arty need anything to keep them inline given their insane popularity in the current metagame. Rails also have their place in Rokh fleet doctrines. No current doctrines seriously use beams at all, so a drastic change is needed and I don't think these tweaks cut it (10% of an obnoxious PG fit is still obnoxious and doesn't open up any more possible builds that I've seen). Also when beams use triple what rails cost in cap, 20% isn't that big either (yes I know beams have larger dps and tracking but they lose out on range and 300% cap cost is indefensible imo).
Atomic Option
NO Tax FAT Stacks
#757 - 2013-05-13 16:12:16 UTC
Slightly on topic... shouldn't beam lasers be a constant beam of energy?

Their damage should be applied as a constant drain on HP, and graphically they should be firing continuously from module activation until module deactivation instead of the on/off burst at the beginning of the module cycle that they have now.
Kaarous Aldurald
Black Hydra Consortium.
#758 - 2013-05-13 16:26:59 UTC  |  Edited by: Kaarous Aldurald
Atomic Option wrote:
Slightly on topic... shouldn't beam lasers be a constant beam of energy?

Their damage should be applied as a constant drain on HP, and graphically they should be firing continuously from module activation until module deactivation instead of the on/off burst at the beginning of the module cycle that they have now.


I have mused this prospect myself, and I will share what I came up with.

Firstly, and although it's a bit of a cop out, the game cannot process attacks faster than about 0.95 per second. The same argument you make above could also be stated for pretty much lasers, neuts/vamps, ECM, etc. But the game has to have some way to represent continuous attacks given the state of the game engine, and that's how they choose to do it.

Secondly, (and here is where we get science-y) try, just for the purpose of observation and probably on the test server for safeties sake, using both kinds, pulse and beam on one ship.

Pulses fire a burst of the same wavelength (color) about 5-6 times per shot, if their weapon sounds have anything to do with it.

Beams really do fire a coherent, longer firing beam of their wavelength at the target. To put it in the vernacular, much more of a "zzzzzzaap!!" than a "pew-pew-pew-pew!" This explains their higher range, because a more focused, coherent energy stream will necessarily dissipate at longer ranges than a rapidly repeating pulse of energy.

It would logically do less damage as well than what amounts to a virtual barrage of the same level of energy much more quickly, like a pulse.

And third, because the capacitors and heat management systems of the ships themselves are incapable of sustained fire, seems a very likely conclusion to make. Note, not Heat Sinks, the module, but more like actual heat dissipation mechanisms. Even a modern machine gun, that puts out WAAAAAAY less overall energy build up than a laser cannon fit for a kilometer long battleship, still isn't capable of seriously sustained fire, they fire in bursts to avoid overheating. In fact, the overheating mechanic in the game is a very similar way of representing such a thing.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Tank Talbot
Imperial Academy
Amarr Empire
#759 - 2013-05-15 17:00:14 UTC
The proposed changes are not enough. You are attempting to apply a band aid where real surgery is needed. It is clear that laser weapons need to evolve with the times in order to reacquire their place as a viable platform for damage dealing in game. The capacitor, power grid demands, and fitting requirements, should not be “so significantly” higher than those required by other weapons systems.They can no longer be limited to one damage type (or one viable ammo crystal) when so many resistance bonuses, resistance skills, and modules have been introduced into the game over time. There can can be NO compromise.

As things stand, you have Abaddon flying around equipped with artillery and laser inspired combat doctrines are so easily countered that they have completely fallen by the wayside. Currently, artillery, missiles, and hybrid weapons all have a place in PVE and PVP. Laser weapons clearly do not. That MUST change. Laser weapons need a more thorough revision and they need it in the near term and not later. Little more need be written.
ashley Eoner
#760 - 2013-05-16 06:32:03 UTC
Kaarous Aldurald wrote:
Even a modern machine gun, that puts out WAAAAAAY less overall energy build up than a laser cannon fit for a kilometer long battleship, still isn't capable of seriously sustained fire, they fire in bursts to avoid overheating. In fact, the overheating mechanic in the game is a very similar way of representing such a thing.
Modern machine guns are quite capable of firing full auto continuously for hundreds/thousands of rounds.


This is a step in the right direction but I feel like it's only going to be the beginning if they are truly interested in fixing lasers.