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bastion module turret projection tweak

Author
hmskrecik
TransMine Group
Gluten Free Cartel
#41 - 2014-01-19 17:55:39 UTC
chaosgrimm wrote:
So as promised, here is a proof-in-concept as to how it could work.

Bastion 7.5% / 15% non stacking

@ all V
Paladin (2 TC IIs rng, 1 TE II, 1 Locus I) -> 89787.477 + 18259.889 Scorch
Bastion Current: 99986.5 + 19787.277 gain of ~10.2 + 1.5
Bastion Above: 96521.538 + 20998.87 gain of ~6.7 + 2.7

Kronos (2 TC IIs rng, 1 TE II, 1 ambit I) -> 17313.596 +49966.609 Null
Bastion Current: 19873.906 + 52767.418 gain of ~2.6 + 2.8
Bastion Above: 18612.116 + 57461.6 gain of ~1.3 + 7.5

Vargur (2 TC IIs rng, 1 TE II, 1 ambit I) -> 4122.2847 + 68525.633 RF Plasma
Bastion Current: 4731.8823 + 72366.742 gain of ~0.6 + 3.8
Bastion Above: 4431.4561 + 78804.478 gain of ~0.3 + 10.2

Why is this more balanced?
Value of Optimal. The benefit of Optimal is greater than the benefit of Falloff. Also, falloff synergizes with mobility. Ships that have weapon systems with significant falloff are generally quicker. Bastion causes the ships to be immobile which increases the value of optimal even further. The current projection bonus favors the paladin a little too much.

Null on the Kronos is kind of like a better version of RF Phased Plasma in terms of damage/projection (out to about 65km give or take) while in bastion. The above reduces the Kronos' optimal which starts the falloff penalties slightly sooner, but deceases the falloff penalty by increasing falloff. The difference in falloff gained between the vargur and kronos is also slightly widened, which also helps spread these weapon systems / pulls back the distances in which their dmg is equal a bit.

You implicitly confirm what I stated earlier: you do not want the Bastion to be balanced around some abstract principles, you just want Vargur to receive more advantage, relatively to other marauders. Mind you I'm not saying that wanting it is bad in itself. I just prefer to be perfectly clear whether we're talking "I want more power" vs. "I want more balance".

And your proposal, even though I like it, by my books falls in the former category. Or you didn't make your case clear enough in balance terms. Sorry to say it, but so far what I read is only "I want more power for Vargur". Reaver Glitterstim have put it in better words than I could.

Let's theorycraft for a while. The very first problem starts with evaluating optimal vs. falloff. To cut story short, let's assume the rule of thumb that 1km of optimal is worth 2km of falloff and subsequently declare that effective range is optimal+falloff/2. And even if you equalize everything else, you still run into trouble. Take two hypothetical guns. First: 50km optimal, 0 falloff. Second: 0 optimal, 100km falloff. Theoretically they should have comparable performance, yes? No. How, or more precisely, AT WHICH POINT do you equalize dps? At optimal? The quasi-AC will be severely nerfed. At falloff? Then it's out of whack. At half falloff? Better, but it still depends on what is the distance of typical engagement.

My point is that even if you abstract and equalize what you can, you still run into apples vs. oranges. Which means that the question of balance is never easy. Which is why I usually don't bother with such analysis and I prefer to check the final results. And here, just for your convenience, I took my Vargur out. While I don't grind as hard as I used to, those few missions I tried felt normal. Just today I had WC and finished whole BR leg and was well into chewing on Angels at entry gate when first tick arrived, pretty much the same timing as I had with blaster-Kronos. So what do you want, having 25% ISK/hr more than other marauders?

In other your post you wrote: "Something about an AC ship losing overall mobility and gaining the special ability to become immobile, all while gaining the least in benefits from projection, doesn't sit right. Vargur has gone from awesome to dust collector. I don't care if its awesome or not, I just don't like the dust collector status"

If you put it this way, have you considered the possibility that the problem may be not within a ship and/or modules but lay between keyboard and a chair?
chaosgrimm
Synth Tech
#42 - 2014-01-19 23:00:30 UTC
hmskrecik wrote:

You implicitly confirm what I stated earlier: you do not want the Bastion to be balanced around some abstract principles, you just want Vargur to receive more advantage, relatively to other marauders. Mind you I'm not saying that wanting it is bad in itself. I just prefer to be perfectly clear whether we're talking "I want more power" vs. "I want more balance".

And your proposal, even though I like it, by my books falls in the former category. Or you didn't make your case clear enough in balance terms. Sorry to say it, but so far what I read is only "I want more power for Vargur". Reaver Glitterstim have put it in better words than I could.

Not sure what you're trying to get? There is more balance in buffing falloff projection from bastion. You're kinda setting up a scenario in which there cant be a valid answer. The vargur needs to be more powerful when bastioned in order to improve the balance of bastion. The paladin needs pulled back a bit to give the kronos and vargur room to improve. If you cant affect the power while bastioned relation between ships, you cant change the bastion module at all.

What in your opinion is reason to keep bastion 1:1, while TCs, TEs, and soon Omnis are 1:2. Or rather, how are you content to say that the three modules listed are balanced if you truly believe that bastion is?

hmskrecik wrote:

Let's theorycraft for a while. The very first problem starts with evaluating optimal vs. falloff. To cut story short, let's assume the rule of thumb that 1km of optimal is worth 2km of falloff and subsequently declare that effective range is optimal+falloff/2. And even if you equalize everything else, you still run into trouble. Take two hypothetical guns. First: 50km optimal, 0 falloff. Second: 0 optimal, 100km falloff. Theoretically they should have comparable performance, yes? No. How, or more precisely, AT WHICH POINT do you equalize dps? At optimal? The quasi-AC will be severely nerfed. At falloff? Then it's out of whack. At half falloff? Better, but it still depends on what is the distance of typical engagement.

My point is that even if you abstract and equalize what you can, you still run into apples vs. oranges. Which means that the question of balance is never easy. Which is why I usually don't bother with such analysis and I prefer to check the final results. And here, just for your convenience, I took my Vargur out. While I don't grind as hard as I used to, those few missions I tried felt normal. Just today I had WC and finished whole BR leg and was well into chewing on Angels at entry gate when first tick arrived, pretty much the same timing as I had with blaster-Kronos. So what do you want, having 25% ISK/hr more than other marauders?


lawl. You do realize that a 1:2 ratio of a bonus to optimal/falloff is different than a static 1KM optimal = 2KM falloff valuation right? a 1:2 bonus doesn't equate to a 1:2 gain in KM increase.

Also, judging by the above it almost sounds like you had planned a post like this regardless of the post. If you think a gain of 0.3 + 10.2 instead of 0.6 + 3.8 when bastion is active results anywhere close to 25% more isk per hour while missioning, it's clear you dont understand projection. What I want is greater balance in the bastion module.

Care to explain what makes you believe the example I gave would make the vargur too powerful comparatively? I dont believe it does and cant really prove a negative... Could you show how the vargur is too powerful in that scenario?

hmskrecik wrote:

In other your post you wrote: "Something about an AC ship losing overall mobility and gaining the special ability to become immobile, all while gaining the least in benefits from projection, doesn't sit right. Vargur has gone from awesome to dust collector. I don't care if its awesome or not, I just don't like the dust collector status"

If you put it this way, have you considered the possibility that the problem may be not within a ship and/or modules but lay between keyboard and a chair?

Says the guy who was still running with 2TE, 1TC, burst II, ccc (at least while the rebalancing thread was up anyway xD). Remember I've seen your fits in other discussions xD. But honestly i'd much appreciate it if we kept to the topic of bastion instead of the player. If you truly believe that my scenario made the vargur too OP, why not attempt to prove it instead of poking at the guy between the keyboard and chair?
hmskrecik
TransMine Group
Gluten Free Cartel
#43 - 2014-01-20 21:52:52 UTC
chaosgrimm wrote:
The vargur needs to be more powerful when bastioned in order to improve the balance of bastion. The paladin needs pulled back a bit to give the kronos and vargur room to improve.

Let's focus on this bit.

Why? Why Vargur needs to be buffed and Paladin to be nerfed? This is the question I want to have answered. This is the question of balance. And since you remember our discussions from rebalancing thread, you should also remember that I like theory only up to the point and after that I prefer discussing real data from live server. The data which I personally gather whenever I can and share when asked, more often than not not having favor returned. I am the first to admit that I may use suboptimal fits and fly ships in suboptimal way but at least I try to make some measurements and base my conclusions on them. If you want to change my convictions, post your results: what you had with your old Vargur, with new Vargur and with new Kronos.

Quote:
What in your opinion is reason to keep bastion 1:1, while TCs, TEs, and soon Omnis are 1:2. Or rather, how are you content to say that the three modules listed are balanced if you truly believe that bastion is?

Now we're going somewhere. See, I don't claim the bastion is balanced (which doesn't mean I claim it isn't). I only didn't see convincing proof that the ships using it are not.

Quote:
lawl. You do realize that a 1:2 ratio of a bonus to optimal/falloff is different than a static 1KM optimal = 2KM falloff valuation right? a 1:2 bonus doesn't equate to a 1:2 gain in KM increase.

I do, though I not always remember that. ;) But the point was that (re)balancing is much more complex than just juggling two or three parameters.

Quote:
Care to explain what makes you believe the example I gave would make the vargur too powerful comparatively? I dont believe it does and cant really prove a negative... Could you show how the vargur is too powerful in that scenario?

See above. I only didn't see the proof that Vargur is now too weak.

As a side note, your analysis had interesting quirk. You have compared Vargur using RF ammo with Kronos/Paladin using T2. I know reasons for that but the fact remains: if you want more range you can load Barrage. Or consider this, the fact that RF can be used for most engagement distances, maybe it means that AC range is so much OP that it makes sense to use regular/faction ammo instead of T2?

Quote:
But honestly i'd much appreciate it if we kept to the topic of bastion instead of the player. If you truly believe that my scenario made the vargur too OP, why not attempt to prove it instead of poking at the guy between the keyboard and chair?

First off, this remark wasn't intended as personal attack and if it looked like, my apologies. I mentioned PEBKAC specifically because it is one of the very first things I myself try to eliminate before I start complaining about anything. And let's be honest, that argument of yours fits the bill. Which, let me repeat, is okay. If the ship doesn't feel right to the point you don't want to fly it, it's normal to demand to have it changed. Just let's not call it balance issue (unless good amount of players is having the same problem but you have dismissed proof-by-survey, haven't you? ;)
The Djego
Hellequin Inc.
#44 - 2014-01-20 23:01:22 UTC  |  Edited by: The Djego
hmskrecik wrote:
[quote=chaosgrimm] I am the first to admit that I may use suboptimal fits and fly ships in suboptimal way but at least I try to make some measurements and base my conclusions on them.


That is pretty much spot on.

Btw the reason why the Paladin is better is that optimal bonuses on laser hulls scales linear(meaning more range with full dps, while on projectile hulls it means more range with less dps drop). Also the bastion bonus of 25% optimal is the highest on the TE and TC stack, while it 25% falloff is the lowest bonus on the TC stack on the Vargur. To put it into a practical example, a Vargur will do like 400 dps at 70km, a Paladin will do over 950 at this range(since it is still full multi optimal with tachs). The reason why people that flown all marauders before the nerfs called the Paladin the best, simply did this because it actually was(it did the highest dps, at the best ranges, had the best T2 resist profile for omni tanking, and a massive fitting and cap advantage over her T1 and faction pairs, comparable to the NM, minus the ****** capacitor).

@chaosgrimm while you are correct, looking at the marauder changes I don't see a lot of chances to address flaws in individual marauder designs(since all her individual issues got ignored for a fairly bad one size fits all change). Also I would say that the Vargur uses bastion the least in practical game play, simply since it moves the most(like it did before).

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Reaver Glitterstim
The Scope
Gallente Federation
#45 - 2014-01-20 23:27:45 UTC
The Djego wrote:
Btw the reason why the Paladin is better is that optimal bonuses on laser hulls scales linear(meaning more range with full dps, while on projectile hulls it means more range with less dps drop).

which translates to: optimal and falloff bonuses both affect the range without affecting the DPS-to-range mechanics already in place. So they're equal bonuses as long as they are giving a proportionally equal bonus to overall range.

The problem with the Vargur is if it was to be given enough of a falloff bonus to give artillery the same kind of bonus to range that the paladin's lasers get, it would be so high that autocannons would be getting way too much of a range bonus.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

The Djego
Hellequin Inc.
#46 - 2014-01-21 00:19:02 UTC
But they don't give a equal bonus, this was the reason why CCP thrown Falloff on TCs, TEs and increased the falloff of ACs massively back in 2009(that and so many people complaining, it was a bit overdone, yeah). The reason for this was that different to today, where 2-4 range mods on normal AC setups are the norm nothing really did effect them(except of falloff rigs) while laser hulls scored up to 100km optimal with close range gun during a time where acs had far less bite at close range than blasters and most lasers, no real damage type selection and hilarious bad dps at range(you could tank a vaga on passive cap recharge in a diemost forever with a simply med rep, and taking stuff out at kitting range took ages).

The problem is more that the falloff bonus is equal to the optimal bonus on bastion, while the optimal one is far better(better than on any TC and fully unstacked) compared to the falloff bonus that is heavily stacking penalized and doesn't add much at all. To put it simply the Paladin gets 25% more optimal with the bastion bonus, the Vargur probably around 6%(thx to stacking). A falloff bonus isn't as powerful than a optimal to begin with and after the stacking mechanics it gets even worse, to the point where the optimal bonus gives the paladin 10km more optimal of range with tachs and the falloff bonus gives the vargur 3km more falloff with acs.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Reaver Glitterstim
The Scope
Gallente Federation
#47 - 2014-01-21 01:54:00 UTC  |  Edited by: Reaver Glitterstim
the problem is that none of you nor CCP is any good at math. This would fix everything:

Lets say for balance purposes we want the effective optimal and falloff to compare something like this:

Beam laser: 11+3=14
Pulse laser: 6+2=8
Railgun: 11+7=18
Blaster: 2+2=4
Artillery: 6+10=16
Autocannon: 1+4=5
(I chose these numbers to remain similar to the originals while also not allowing two turret types in the same class (ie. artillery and autocannons) be too different from each other. The balance between range and damage/other effects is done out side of this exercise, this is only to make sure our effective range actually works in practice.)

Now as anyone with experience firing turrets at various parts of falloff is aware, shooting at 25% falloff makes very little difference in your damage application. Shooting at 50% falloff yields a lot less damage, but you're still making decent hits. Shooting at 75% offers strongly diminished damage, and shooting at 100% of falloff gives barely any damage at all. Anything much past 100% of falloff is too little to really matter. This is due to the logarithmic curve that the falloff equation follows. So clearly to balance falloff with optimal, we have to set the ideal equivalent for optimal at less than 100% of falloff.
Take a look at this chart: https://wiki.eveonline.com/wikiEN/images/a/a4/Falloff.png
50% falloff yields about 80% damage. This holds true in-game, 80% damage is a decent hit but it feels more diminished than it really is because cutting your dps by 20% greatly increases the dps margin between you and another ship. The real question is how far out is the damage effective? To answer that, you must compare with how damage scales through swapping ammo types to increase range. Long range ammo deals 62.5% of mid-range DPS at 160% of the optimal. It's hard to get a clear scaling because the ammo types don't match for different turret types, but we can get a rough estimate--about 145% net range for all turrets put together but excluding autocannons. This shows that if we put (1/1.45=0.689) the 62.5% DPS point at 145% of effective falloff (about 70% of total falloff), we would be putting effective falloff for optimal comparison at 48% (50%?) of total falloff. Putting it there would make falloff pretty similar to an automatic ammo swapper that changes your ammo to the type to best hit your target at any given range. So obviously we want it higher than 50%. Since it has to be clearly higher than 50% and clearly lower than 100%, lets put it at 75%. That strikes a good balance between taking advantage of the flexible range and suffering from the decreased DPS at longer range.

1/0.75=1.3333 so without further ado, I present to you the new range values for our new, balanced, turrets:

Beam laser: 11+4=14
Pulse Laser: 6+2.67=8
Railgun: 11+9.33=18
Blaster: 2+2.67=4
Artillery: 6+13.3=16
Autocannon: 1+5.33=5
I didn't forget to update the totals. The totals are the net effective range of the turrets.

Now that we have made a completely new set of turrets, we must redesign the optimal and falloff bonuses. We're still going to give amarr and caldari ships an optimal range bonus because their weapons use mainly optimal. We'll give minmatar ships a falloff bonus because they use more falloff than optimal. Gallente ships can get a falloff bonus if we want them to have a clear preference for blasters, or they can ignore range bonuses. All depends on ship designs which are built and balanced after we have the guns working.

To balance skill bonuses, we need to average what they are covering. Given the effective range numbers at the top of my post, we can conclude that the average percentage of the total effective range that is optimal range or falloff in each category is:
Beam Lasers: 11/14= 78.6% optimal
Pulse Lasers: 6/8= 75% optimal
Lasers overall: (78.6+75)/2= 76.8% optimal

Railguns: 11/18= 61.1% optimal
Blasters: 2/4= 50% either
Hybrids overall: (61.1+50)/2= 55.6 optimal

Artillery: 10/16= 62.5% falloff
Autocannons: 4/5= 80% falloff
Projectiles overall: (62.5+80)/2= 71.3% falloff

Running out of space here so trust me on these numbers: cruiser weapons in live EVE have 200% of the range and 133% of the DPS of frigate weapons, battleship weapons follow the same trend over cruiser weapons. Combat frigates fit an average of 3 weapons, combat cruisers 5 weapons, and combat battleships 7 weapons. This puts the DPS scaling at 3/6.67/12.4 or cruisers +122% and battleships at +86.7%. So it's approximately double range and double DPS when going up a ship class. This shows an intent for range and DPS to scale about the same, similar to what we saw near the top of the post. If we trust CCPs vision (it hasn't been proved wrong yet), then we should make range modifiers give the same bonus as DPS modifiers. So we want +5% net effective range per skill level. That translates to:
Amarr: 5/0.768= +6.5% optimal per level
Caldari: 5/0.611= +8% optimal per level
Gallente: 5/0.5= +10% falloff per level
Minmatar: 5/0.713= +7% falloff per level
Voila! Balanced the range bonuses:

Now put tracking enhancers at +15% optimal and falloff, and tracking computers at +20% each, or put TE at 10/20 and TC at 25/12.5 so that it increases the variation between the two. Either way works.

And that's how you build a balanced range setup. Next step is to balance the other functions of the turrets, and finish with a DPS setup that smooths them all out. If any end up with hugely different DPS to compensate for some other oddity or complication, they might be poorly adjusted. I have no room to give examples. Point is, when making changes, you have to find the root of the problem and fix it there, no matter how deep that may be.

"If you wish to make an apple pie from scratch, you must first invent the universe." -Carl Sagan

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

chaosgrimm
Synth Tech
#48 - 2014-01-21 02:25:41 UTC  |  Edited by: chaosgrimm
hmskrecik wrote:

Why? Why Vargur needs to be buffed and Paladin to be nerfed? This is the question I want to have answered.

The Djego covered well. Also for clarity: the change is to bastion, not the hull.

Drifting away from the value of optimal vs falloff for a sec, you and others made a point that 25/25 was okay because:
(x * 1.25) + (y*1.25) = (x+y)*1.25
So if I show that in realistic circumstances that the above doesnt apply, would it be enough to push you from undecided into the "bastion isnt balanced" group?

The above only works in-game when you aren't facing stacking penalties. In-game example:

percentages below show change from the sums of optimal and falloff.
pally @ V with mega pulses + scorch, no other range enhancers gains 25% range when in bastion mode. with 2 TC II's w/ optimal range scripts, it gains ~17.4% when bastion is activated.

(using barrage as requested)
Vargur @ V with 800 AC + barrage, no other range enhancers gain 25% range when in bastion mode. with 2 TC II's w/ optimal range scripts, it gains ~14.6% when bastion is activated


hmskrecik wrote:

Just let's not call it balance issue (unless good amount of players is having the same problem but you have dismissed proof-by-survey, haven't you? ;)

Yes, I did. If you want to count this thread as a survey more ppl agree than disagree, but let's just throw survey problems out there:
You accused me of just wanting the vargur to be more powerful because I want it to be the best. That is inaccurate, but no doubt there are ppl who feel that way. So just picking numbers out of a hat here for an example. If 75% of the marauder population used golems, you would likely get data back that shows the ppl think the golem doesnt need a nerf / shouldnt be changed / or needs a buff.
chaosgrimm
Synth Tech
#49 - 2014-01-21 03:25:27 UTC  |  Edited by: chaosgrimm
Reaver Glitterstim wrote:
the problem is that none of you nor CCP is any good at math. This would fix everything:

dreading the post at this point...

Reaver Glitterstim wrote:

Lets say for balance purposes we want the effective optimal and falloff to compare something like this:
Beam laser: 11+3=14
Pulse laser: 6+2=8
Railgun: 11+7=18
Blaster: 2+2=4
Artillery: 6+10=16
Autocannon: 1+4=5

If these are in reference to additional optimal / falloff given by bastion, with what ammo and guns? You are also screwing ACs.

If you are attempting to rework entire weapon systems, you should start a new thread.

Reaver Glitterstim wrote:

....
Now that we have made a completely new set of turrets
...

yeah... This probably should go into a different thread. Possibly start a new one and get feedback?

Reaver Glitterstim wrote:

...
If we trust CCPs vision (it hasn't been proved wrong yet)
...


didnt you lead with saying that no one at ccp is any good at math?


Reaver Glitterstim wrote:

"If you wish to make apple pie from scratch, first you must invent the universe." -Carl Sagan



Actually it's: "If you wish to make an apple pie from scratch, you must first invent the universe."
Reaver Glitterstim
The Scope
Gallente Federation
#50 - 2014-01-21 03:47:18 UTC
chaosgrimm wrote:
Reaver Glitterstim wrote:

...
If we trust CCPs vision (it hasn't been proved wrong yet)
...


didnt you lead with saying that no one at ccp is any good at math?

Their vision is heavy with estimation. It works on an overall, but there are frayed fringes. Just as you push one edge down, another one pops up. The problem isn't the overall basis of where they want the numbers to go, it lies in the execution.

I've made plenty of threads on this topic, but I could never get a very significant part of the point down because each change leads to another change. It's all a whole bunch of mathematical mistakes that have been placed on top of other mathematical mistakes. Fixing it is easy, but tedious. I've got several wordpad documents detailing in much greater detail how to fix all of this stuff from the get-go. It's all pretty similar yet significantly different. It would require a lot of balancing work from putting it into practice, but the big difference between my setup and CCP's setup is that in mine, you can adjust something without throwing anything else off balance. Ex. artillery and autocannons must not be too far apart in terms of how much of the range is falloff, unless the ships with falloff bonuses are intended only for autocannon fits and artillery gets optimal range bonuses instead. This sort of pre-thinking saves so much time down the road and is really what my post was about.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

hmskrecik
TransMine Group
Gluten Free Cartel
#51 - 2014-01-21 20:15:34 UTC
The Djego wrote:
hmskrecik wrote:
[quote=chaosgrimm] I am the first to admit that I may use suboptimal fits and fly ships in suboptimal way but at least I try to make some measurements and base my conclusions on them.


That is pretty much spot on.

The point you pretty much missed is that the mere fact that you and chaosgrimm fly Vargur better than I do, the fact which I accept without any kind of proof, does not invalidate my argument. You do it only by providing how Vargur's performance has changed over the Rubicon and compare it to another Marauder.

In short, ticks or GTFO.
hmskrecik
TransMine Group
Gluten Free Cartel
#52 - 2014-01-21 20:49:41 UTC
I covered Djego's coverage already. Now to the rest of the business...

chaosgrimm wrote:
Also for clarity: the change is to bastion, not the hull.

I try to remember that but again, bastion is working on certain ships having certain bonuses. We can discuss marauders with bastion, marauders without bastion, but talking about bastion without a marauder is moot.

Quote:
In-game example:

percentages below show change from the sums of optimal and falloff.
pally @ V with mega pulses + scorch, no other range enhancers gains 25% range when in bastion mode. with 2 TC II's w/ optimal range scripts, it gains ~17.4% when bastion is activated.

(using barrage as requested)
Vargur @ V with 800 AC + barrage, no other range enhancers gain 25% range when in bastion mode. with 2 TC II's w/ optimal range scripts, it gains ~14.6% when bastion is activated

Blimey! We have stacking penalties at work here! Seriously, it's obvious case of stack ordering. We could discuss long and happy whether it's okay on principal level but I'd prefer not. I want only to observe in lies-damned-lies-and-statistics fashion that you skipped teensy, weensy detail: percent of what?

Whipping up the example you provided I got:

Paladin+Megapulse+Scorch: 61,9+10 -> 94,9+18,7; 53,3% total optimal gain from base value

Vargur+AC+Barrage: 6+54 -> 9,2+101; 87% total falloff gain from base value

Base values of course have hull bonuses cooked in.

Quote:
If 75% of the marauder population used golems, you would likely get data back that shows the ppl think the golem doesnt need a nerf / shouldnt be changed / or needs a buff.

Doing tactical asspull I'd wager that it means 75% percent of mission runners have trained Caldari ships.

But this point is actually interesting. Even if all ships were balanced by my standards (which is, having on average the performance at similar level) and still majority of player base significantly favored some of them because they liked them more, that I think would mean to CCP that those ships are not balanced and some corrections must be made.

And totally off-topic, beware of what happened to Jedis when their prophecy of restoring balance was fulfilled.
chaosgrimm
Synth Tech
#53 - 2014-01-21 21:19:12 UTC  |  Edited by: chaosgrimm
hmskrecik wrote:

Quote:
In-game example:

percentages below show change from the sums of optimal and falloff.
pally @ V with mega pulses + scorch, no other range enhancers gains 25% range when in bastion mode. with 2 TC II's w/ optimal range scripts, it gains ~17.4% when bastion is activated.

(using barrage as requested)
Vargur @ V with 800 AC + barrage, no other range enhancers gain 25% range when in bastion mode. with 2 TC II's w/ optimal range scripts, it gains ~14.6% when bastion is activated

Blimey! We have stacking penalties at work here! Seriously, it's obvious case of stack ordering. We could discuss long and happy whether it's okay on principal level but I'd prefer not. I want only to observe in lies-damned-lies-and-statistics fashion that you skipped teensy, weensy detail: percent of what?

"percentages below show change from the sums of optimal and falloff."

This was the percent of range increased from activating bastion.

Ex: for the pally with 2 tracking comps w/ opt range, the 17.4% describes percent increase from the sum of optimal+falloff before and after bastion is activated. 14.6% the increase the vargur gains in the same conditions.
This is:
X = sum of opt+falloff before bastion
Y = sum of opt+falloff after bastion
Finding the percent increase from x -> y

You argued that 25/25 was fair because:
optimal * 1.25 + falloff * 1.25 is overall a 25% increase to range. When you factor in stacking penalties it doesnt work that way and favors optimal. Essentially, the 2 TC scenario is:

Pally:
Optimal * bonuses + falloff * bonuses is a 17.4% overall range increase when activating bastion

Vargur
Optimal * bonuses + falloff * bonuses is a 14.6% overall range increase when activating bastion.

The effect of activating bastion increases the pally's total range by a larger percentage (not talking about static distance) than the vargur's even though the bonus is 1:1
Dinsdale Pirannha
Pirannha Corp
#54 - 2014-01-21 21:36:44 UTC
Nevyn Auscent wrote:
Vargurs are far more affected by the stacking penalty due to the standard ways the ships are fitted. Paladins don't tend to be TE/TC fitted. Golems well.... enough said. Kronos might have a couple, but Vargurs are the ones which really get hit hard by the stacking.


Wanna bet on Paladin's not being TC fitted?
The only way to use them with multifreq is with TC's.
hmskrecik
TransMine Group
Gluten Free Cartel
#55 - 2014-01-22 17:25:35 UTC
chaosgrimm wrote:

Pally:
Optimal * bonuses + falloff * bonuses is a 17.4% overall range increase when activating bastion

Vargur
Optimal * bonuses + falloff * bonuses is a 14.6% overall range increase when activating bastion.

The effect of activating bastion increases the pally's total range by a larger percentage (not talking about static distance) than the vargur's even though the bonus is 1:1

Yeah, of course. Though I was pointing that you were pointing that Paladin gets 17,4% from bastion but skipped that it's 17.4% contribution to total 53,3% net gain of 33km absolute gain. By the same token, while you mention Vargur gets "only" 14,6%, it's 14,6% contribution to 87% of total gain of 44km absolute gain.

I feel we start repeating our arguments.

You: bastion is imbalanced because Vargur gets lower falloff bonus than Paladin to optimal
I: maybe, but show me how does it hurt performance
You: it does because Vargur's relative bonus is lower
I: okay, but how does it affects your game?
...and ad nauseam.

I obviously failed to produce an argument which could convince you and you are unable or unwilling to produce the one I requested, which could make me reexamine my convictions. Unfortunately until that happens I don't believe I could add to the discussion anything of value.
chaosgrimm
Synth Tech
#56 - 2014-01-23 04:44:00 UTC  |  Edited by: chaosgrimm
hmskrecik wrote:

Yeah, of course. Though I was pointing that you were pointing that Paladin gets 17,4% from bastion but skipped that it's 17.4% contribution to total 53,3% net gain of 33km absolute gain. By the same token, while you mention Vargur gets "only" 14,6%, it's 14,6% contribution to 87% of total gain of 44km absolute gain.

Wow this is shockly incorrect on so many levels...
YOUR reason that 1:1 was balanced was because it impacted optimal and falloff the same way for a "general" range increase. It doesnt work that way with stacking penalties.

The above logic is just terrible. R u trollin me brah?
For the Pally I assume you are talking about a 33KM in gain in optimal from no bonus to 2 TC IIs + bastion, but not including falloff. Your static gain on the vargur should be also be ~47km not 44 w/ barrage. This is terrible logic because even when not considering optimal > falloff, your 'results' are influenced more by the difference in the in bonuses of tracking comps and inherent ratio of opt:fo in each weapon system....

The end result is still the same: The vargur suffers the same mobility penalty as the paladin when activating bastion (arguably more because mobile has a greater impact on ACs), but gains fewer benefits. How is this balanced?

hmskrecik wrote:

I feel we start repeating our arguments.

You: bastion is imbalanced because Vargur gets lower falloff bonus than Paladin to optimal
I: maybe, but show me how does it hurt performance
You: it does because Vargur's relative bonus is lower
I: okay, but how does it affects your game?
...and ad nauseam.

I obviously failed to produce an argument which could convince you and you are unable or unwilling to produce the one I requested, which could make me reexamine my convictions. Unfortunately until that happens I don't believe I could add to the discussion anything of value.


I have been feeling the same way (much enjoy keeping the thread bumped)... but i would like to point out that what you are requesting is probably impossible at this point. You do not understand falloff and my attempts to show you have failed. Things that suggest you dont understand it:
* your vargur fit
* vargur 'park it' piloting strategy
* assuming 7km increase to the vargur's falloff in bastion results in anywhere near 25% better clear times in pve
* weird comparison of static vs percentage + confusing them

hmskrecik wrote:

I am the first to admit that I may use suboptimal fits and fly ships in suboptimal way but at least I try to make some measurements and base my conclusions on them.


right because subopt fits, piloting, and record keeping are going to be able to find smaller differences in performance and overcome the randomness of the game. I am starting to get the impression that only substantially large values like 25% will sway you in any direction.

I mean seriously, if you are still using 3rf gyro 2 TEIIs, 1TC, burst II, ccc on ur mission runner. Is there no better way to indicate that you dont understand projection and are not able to sense smaller shifts in performance. For example, if you switched to 3 rf gyro, 1 gyro II, 1 TE II, 2 TC IIs, burst II, ambit I, you would increase your dps @ 40km by nearly 11%-12% and it would cost you almost nothing...
hmskrecik
TransMine Group
Gluten Free Cartel
#57 - 2014-01-23 23:13:02 UTC  |  Edited by: hmskrecik
chaosgrimm wrote:
hmskrecik wrote:

Yeah, of course. Though I was pointing that you were pointing that Paladin gets 17,4% from bastion but skipped that it's 17.4% contribution to total 53,3% net gain of 33km absolute gain. By the same token, while you mention Vargur gets "only" 14,6%, it's 14,6% contribution to 87% of total gain of 44km absolute gain.

Wow this is shockly incorrect on so many levels...

Name one of them. Point me where I made a mistake. And if I didn't, why do you accuse me of trolling?

Quote:
YOUR reason that 1:1 was balanced was because it impacted optimal and falloff the same way for a "general" range increase.

Yes, though not including stacking of course. And since all ships we're talking about already fly in well stacked configurations, I honestly don't care what bastion's contribution is. I use it for ubertank and for EWAR immunity and if it had no gun bonus at all I wouldn't give a damn.

Quote:
For the Pally I assume you are talking about a 33KM in gain in optimal from no bonus to 2 TC IIs + bastion, but not including falloff. Your static gain on the vargur should be also be ~47km not 44 w/ barrage. This is terrible logic because even when not considering optimal > falloff, your 'results' are influenced more by the difference in the in bonuses of tracking comps and inherent ratio of opt:fo in each weapon system....

Now you're nitpicking. It's you who started to compare Paladin's optimal to Vargur's falloff. But if we go this way, let's go further and include hull bonuses. This way we have (still bastion + 2x TC scenario):
Megapulse+scorch: 45+10; on Paladin: 94,9+18,7; delta: 49,9+8,7; gain 110%+87%
AC+Barrage: 6+36; on Vargur: 9,2+101; delta: 3,2+65; gain 53%+180%

While we're at it, you have used as a reference the fact that TC and TE give 1:2 split bonus. But have you noticed that ship's bonuses are 7% and 10% respectively?

Quote:
but i would like to point out that what you are requesting is probably impossible at this point.

Which doesn't stop surprising me as I thought it to be one of easiest things to do. Since my early days, after the ohmygod-I-can-run-l4s adrenaline rush waned I started to pay attention to how long does it take to complete my missions. Not long after I noticed my walled icon blinking from time to time and upon closer inspection I learned about bounties and ticks, of which I started to observe both trends and variances. Not to the point of keeping full records of every mission, just enough to have good grasp how things are going. This way when I switched from Myrmidon to Ishtar I knew my typical ticks raised from 4 mil to 6 mil, then I could see what improvement I got when used Proteus, what Megathron Navy was good for, how old Kronos compared to Vindi, how Vargur rocked and how Machariel was awesome. And precisely this is why I claim that new Kronos is on the same level as new Vargur.

Yet it seems I'm the only one doing it because every time I ask anyone to provide me similar kind of data, I get forum equivalent of blank stare.

Come on! If you measure your performance in any way, all I ask is to share this exact data. And if you don't measure, how the hell do you know which ship is weaker and which is stronger?

[....] You do not understand falloff[....]
[....]you dont understand projection[....]

...sez dude who asked to discuss the ship, not the pilot.
Reaver Glitterstim
The Scope
Gallente Federation
#58 - 2014-01-24 16:02:18 UTC
chaosgrimm wrote:
Wow this is shockly incorrect on so many levels...
YOUR reason that 1:1 was balanced was because it impacted optimal and falloff the same way for a "general" range increase. It doesnt work that way with stacking penalties.

The problem isn't that the bastion module gives the same bonus to falloff, it's that the TC and TE give a higher bonus to it. That's why it's different with stacking penalties. If all percentage bonuses that have stacking penalties are the same, the totals are affected by the same percentage.

And this all goes back to you guys and CCP are just patently bad at math.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

hmskrecik
TransMine Group
Gluten Free Cartel
#59 - 2014-01-24 17:38:07 UTC  |  Edited by: hmskrecik
Reaver Glitterstim wrote:
CCP are just patently bad at math.

I wouldn't go as far as that. They are not fountain of wisdom but they are not stupid either. They are humans and the job is really hard (at the same time being cool and exciting, not doubt). You can push in your preferred direction and ignore any argument against while they have to deal with thousands of people like us, every one of them them pushing in their own way and with no possibility to make everyone happy at the same time.

The fact they do not do what you tell them to do is not in itself a sufficient proof of math ignorance. Just saying.
chaosgrimm
Synth Tech
#60 - 2014-01-24 20:53:36 UTC
Reaver Glitterstim wrote:
chaosgrimm wrote:
Wow this is shockly incorrect on so many levels...
YOUR reason that 1:1 was balanced was because it impacted optimal and falloff the same way for a "general" range increase. It doesnt work that way with stacking penalties.

The problem isn't that the bastion module gives the same bonus to falloff, it's that the TC and TE give a higher bonus to it. That's why it's different with stacking penalties. If all percentage bonuses that have stacking penalties are the same, the totals are affected by the same percentage.

And this all goes back to you guys and CCP are just patently bad at math.


Yes, that is why it is different with stacking penalties.
No, the fix should not be implemented on the TC TE end. It hasn't been a problem and even Omni's are being switched to be tracking computer like. What must change is bastion.