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[Kronos] Phoenix and Citadel Missiles

First post First post First post
Author
Caleb Seremshur
Commando Guri
Guristas Pirates
#101 - 2014-05-07 22:01:12 UTC
Angry Mustache wrote:
Hey fozzie, ran some EFT tests with the new numbers, and they still aren't very rosy.

After patch, a all LV5 character will have torps at 2250 explosion radius, 52.5 explosion velocity.

Against linked carriers moving at full speed, the new torps are still only able to apply 60% of their nominal damage, while certainly better than the 50% now, it's still pretty pathetic. The explosion radius change means against linked armor carriers (using an archon for example) it's not possible to even hit a carrier standing still for full damage, because the sig of the carrier is now below the sig for the torps.

So the situation arises that you can't hit a triage carrier for full damage because you can't paint them to boost their sig.


Crash booster? Thats like 600 less Er right there
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#102 - 2014-05-07 22:08:56 UTC
Crash should be a counter to X-Instinct, really. The problem is the Evasive Manoeuvres link is far too powerful, as is the Ragnorak's sig bonus. Sig reduction bonuses of that magnitude break the balance between guns and missiles, because of the different damage application formulas.
Tetsuo Tsukaya
Perkone
Caldari State
#103 - 2014-05-07 22:10:26 UTC
Hey guys, we made some tweaks to the Phoenix, and during this process we resized our changes would mean the Phoenix can't hit a structure sitting in space for full damage, so we made the effective size of structures bigger. - CCP

CCP are unmatched in their ability to troll their user base, damn
Marc Rova
Royal Amarr Institute
Amarr Empire
#104 - 2014-05-07 22:27:38 UTC
This is a poor change. You actually make it harder to hit sieged dreads and triaged carriers, unless my math is wrong. Phoenixes already don't have a problem hitting caps with TPs on them.
Arya Regnar
Darwins Right Hand
#105 - 2014-05-07 22:47:10 UTC
Tetsuo Tsukaya wrote:
Hey guys, we made some tweaks to the Phoenix, and during this process we resized our changes would mean the Phoenix can't hit a structure sitting in space for full damage, so we made the effective size of structures bigger. - CCP

CCP are unmatched in their ability to troll their user base, damn

Good thing I have no phoenix chars.

EvE-Mail me if you need anything.

Galphii
Caldari Provisions
Caldari State
#106 - 2014-05-07 22:48:58 UTC
I'm not an expert at math but it definitely seems the new numbers are still very conservative. Please consider reducing the penalty on explosion sig radius to 10% for cruise and 25% for torps. It's a bit ridiculous to suggest capital torps shouldn't be able to hit for full damage, considering you can't TP a triage/sieged capital. Pretty sure capital turrets don't have this problem.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Patri Andari
Thukker Tribe Antiquities Importer
#107 - 2014-05-07 23:11:26 UTC
Rowells wrote:
What will the pheonix tank look like in comparison to the revealation now? better, worse, or about the same?


Uhm, slave set works on capitals? Yes!

Crystal set works on capitals? No!

What say you?

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Kaarous Aldurald
Black Hydra Consortium.
#108 - 2014-05-07 23:22:03 UTC
Better at shooting structures. Worse at shooting everything else.

Change does not go far enough.

"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.

Catherine Laartii
Doomheim
#109 - 2014-05-07 23:29:52 UTC
Tetsuo Tsukaya wrote:
Hey guys, we made some tweaks to the Phoenix, and during this process we resized our changes would mean the Phoenix can't hit a structure sitting in space for full damage, so we made the effective size of structures bigger. - CCP

CCP are unmatched in their ability to troll their user base, damn

This represents a laughable failing in critical thinking. The mere fact that they had to up the sig radius for structures to compensate means that it's the weapon's fault is sucks at hitting structures, not the structures themselves. I have no idea what the discussion that led to making that decision sounded like, and I'm not sure I want to...
ZecsMarquis
The Northerners
Pandemic Horde
#110 - 2014-05-07 23:30:44 UTC
So compiling every post together would everyone agree that they should either look into a sig increase for all siege modules (siege/triage/bastion) which is more balanced in my opinion and I'll explain why I think so. Or reduce the sig radius moderately on the missiles themselves. Not trying to put words in anyone's mouth here, just a post compiling the two suggested changes. Personally I feel like whatever harmful effects they are trying to avoid by making the explosion radius smaller/better is not really going to be a problem with an "MWD" style bloom from a siege module class. Also I feel like this has no real negative effect for anything else as well. Throw it on SiSi and see if it's too strong and if it looks like citadel torps doing full damage to a capital in a sieged cycle of any kind is too strong. Take it off and let us know you think thats not a good idea. At that point I'll be glad I can fly the two other dreads and be on my way. :)
Galphii
Caldari Provisions
Caldari State
#111 - 2014-05-07 23:49:58 UTC
Patri Andari wrote:
Rowells wrote:
What will the pheonix tank look like in comparison to the revealation now? better, worse, or about the same?


Uhm, slave set works on capitals? Yes!

Crystal set works on capitals? No!

What say you?


Gotta agree with this. It might not be something you can get done for this expansion Foz, but either make slaves NOT work with caps, or make Crystals work with caps. Choose, sir!

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#112 - 2014-05-07 23:50:52 UTC
Galphii wrote:
Patri Andari wrote:
Rowells wrote:
What will the pheonix tank look like in comparison to the revealation now? better, worse, or about the same?


Uhm, slave set works on capitals? Yes!

Crystal set works on capitals? No!

What say you?


Gotta agree with this. It might not be something you can get done for this expansion Foz, but either make slaves NOT work with caps, or make Crystals work with caps. Choose, sir!


I'm voting for making all pirate implants not affect capitals. because it's silly.
Burneddi
Avanto
Hole Control
#113 - 2014-05-07 23:50:55 UTC
ZecsMarquis wrote:
So compiling every post together would everyone agree that they should either look into a sig increase for all siege modules (siege/triage/bastion) which is more balanced in my opinion and I'll explain why I think so. Or reduce the sig radius moderately on the missiles themselves. Not trying to put words in anyone's mouth here, just a post compiling the two suggested changes. Personally I feel like whatever harmful effects they are trying to avoid by making the explosion radius smaller/better is not really going to be a problem with an "MWD" style bloom from a siege module class. Also I feel like this has no real negative effect for anything else as well. Throw it on SiSi and see if it's too strong and if it looks like citadel torps doing full damage to a capital in a sieged cycle of any kind is too strong. Take it off and let us know you think thats not a good idea. At that point I'll be glad I can fly the two other dreads and be on my way. :)

If they want to make the Phoenix only really hit capitals and not subcapitals that's fine by me, but I think it's completely silly to gimp the explosion radius on the missiles to avoid "turning it into some kind of subcap blapping monster" when the other dreads already are that.

I mean you could remove the explosion radius nerf entirely and it STILL wouldn't be as good at blapping subcapitals as the other dreads are (ie. it'd require support ships that web and paint the subcaps, and even with webs and paints it wouldn't hit anything smaller than a battlecruiser for good damage).

If anything, leave the explosion radius and velocity on the missiles completely alone, or buff the velocity a little but leave the radius alone. That way the Phoenix could fit the 3x Rigors it needs to apply its damage, and the shield resist bonus would mean that it doesn't lose a crippling amount of tank in the absence of Core Defense Field Extender rigs. Alternatively, add a mid slot module for missiles that's like a tracking computer.

Other dreads sacrifice some midslots for tracking computers to be able to blap subcaps, Phoenix has to sacrifice all of its rig slots and suffer a rather awful launcher CPU penalty with that (people generally seem to agree that Phoenix is quite CPU starved) to be able to blap subcaps and it's still not as good at it as gun dreads.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#114 - 2014-05-07 23:53:05 UTC
Do these citadel changes affect the pos modules as well?
Burneddi
Avanto
Hole Control
#115 - 2014-05-08 00:02:14 UTC  |  Edited by: Burneddi
Burneddi wrote:
2) In the missile damage formula, the Explosion Radius and Explosion Velocity are multiplied together. For example, imagine you're shooting a missile with 100 Explosion Radius and 50 Explosion Velocity at a target with a signature of 200 and speed of 100. (200/100)*(50/100) = 1, which means that you will hit him for full damage even though he "should be" speed tanking your missiles. A lot of people don't understand this properly.

Also, something quite important that I forgot to mention here, whereas on moving targets very low Explosion Radius will "make up for" lacking Explosion Velocity, the inverse isn't always true. On stationary targets it doesn't matter how high your Explosion Velocity is, it will not matter at all in the equation.

This comes into play when shooting other caps. A triage Archon with links will have 1956m sig radius, and move at 0ms. Thus, the Explosion Velocity the missiles are going to gain will not help here at all, while the Explosion Radius they're going to lose (from 1500 with GMP V up to 2250 with GMP V) will matter quite a bit. After these changes, a Phoenix with no rigors will never deal full damage to a triaged Archon with links without using drugs. So while in the past you could speed tank some of its damage by moving in a carrier, after these changes you can mitigate 13% of its damage by not doing anything, and your top speed in the Archon will still be higher than the Explosion Velocity of the missiles.

SUPER IMPORTANT EDIT: I realised that I've made a horrible mistake. Extra Explosion Velocity will never make up for missing Explosion Radius, whereas the inverse is true (I originally claimed that it would sometimes make up for it). This is because of how the damage formula picks the lowest value between 1, the value gained from only considering Explosion Radius, and the value gained from considering both Explosion Radius and Explosion Velocity.

So imagine for instance that you're shooting a missile with an Explosion Radius of 100 and an Explosion Velocity of 200 at a target with a signature radius of 50 and velocity of 100. Here's what the damage formula does essentially:
1) Calculates 50/100 = 0.5
2) Calculates (50/100)*(200/100) = 1
3) picks the lowest of these values, 0.5

Thus, you'll do half damage to this target even though you have extra Explosion Velocity.

On the other hand, let's imagine you're shooting the same missile at a target with a Signature of 200 and a velocity of 400, here's what the formula does now:
1) Calculates 200/100 = 2
2) Calculates (200/100)*(200/400) = 1
3) Picks the lowest of these two values, 1

Thus, you'll do full damage even though he's moving at twice your explosion velocity, because your explosion radius is so small (makes perfect sense, right? He's outrunning your explosion but can't because it's too small)

Long story short, Explosion Radius is universally a much more important stat than Explosion Velocity, and trading it as Fozzie suggests in the OP is a horrible, horrible tradeoff as far as damage application is concerned.
Hybiki Terona
Salted Fish Inc
War and Wormhole
#116 - 2014-05-08 00:55:34 UTC
All these tears

Just gonna point out, very rarely dreads apply full damage to other capitals.
Guns have an optimal range, the likelyhood of a moros applying full damage with antimatter (15k optimal) is low
Guns also have tracking, if you think a turret dread will hit a carrier for full damage while it's moving at close range, you're wrong.

As proven recently, the phoenix has great potential to kill subcaps, including a subcap sitting and orbiting at 500, no other dread is able to do that, if you wanna hit a BC in a moros it needs to be double webbed and painted and be at ~15k, and you're sure as **** not going to do full damage to it.


Not that this tweak changes anything, you will still be mocked for using the phoenix.
Burneddi
Avanto
Hole Control
#117 - 2014-05-08 00:59:54 UTC
Hybiki Terona wrote:
All these tears

Just gonna point out, very rarely dreads apply full damage to other capitals.
Guns have an optimal range, the likelyhood of a moros applying full damage with antimatter (15k optimal) is low
Guns also have tracking, if you think a turret dread will hit a carrier for full damage while it's moving at close range, you're wrong.

As proven recently, the phoenix has great potential to kill subcaps, including a subcap sitting and orbiting at 500, no other dread is able to do that, if you wanna hit a BC in a moros it needs to be double webbed and painted and be at ~15k, and you're sure as **** not going to do full damage to it.


Not that this tweak changes anything, you will still be mocked for using the phoenix.

That's sort of the point of missiles. Dank, reliable application at the cost of your damage being delayed, and for better or worse, transversal not helping or ruining you.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#118 - 2014-05-08 01:12:42 UTC
Burneddi wrote:
Hybiki Terona wrote:
All these tears

Just gonna point out, very rarely dreads apply full damage to other capitals.
Guns have an optimal range, the likelyhood of a moros applying full damage with antimatter (15k optimal) is low
Guns also have tracking, if you think a turret dread will hit a carrier for full damage while it's moving at close range, you're wrong.

As proven recently, the phoenix has great potential to kill subcaps, including a subcap sitting and orbiting at 500, no other dread is able to do that, if you wanna hit a BC in a moros it needs to be double webbed and painted and be at ~15k, and you're sure as **** not going to do full damage to it.


Not that this tweak changes anything, you will still be mocked for using the phoenix.

That's sort of the point of missiles. Dank, reliable application at the cost of your damage being delayed, and for better or worse, transversal not helping or ruining you.


missiles are supposed to do slightly reduced damage to same-size targets most of the time, I think.
Caleb Seremshur
Commando Guri
Guristas Pirates
#119 - 2014-05-08 01:28:48 UTC
Salient points to remember are yes that missiles choose the worst of the two evaluations

also that Ev where considered is more greatly modified by reducing the target velocity.

Let's look at that above example with some more realistic figures: A cerberus with HAM vs a hawk
cerb hams are 93.8er/152ev vs the hawks 41sr/336tv

the cerb only applies about 140 dps to this hawk (before resist), without a prop mod. Turn on the hawks AB and it does a pitiful 62 dps to our hawk before resists.

HAMs in this scenario suffer multiple problems first being Sr/Tr is 94/41 ie about 0.48, and Ev/Tv being 152/336 (or 152/824) giving us again about 0.45 (or about 0.18). Then you 0.48*0.45 or 0.48*0.18 and you get 0.22 or 0.08. A mere 22% or 8% of the HAM cerbs 600+ dps is being applied to the hawk.

Now throw a web on the hawk. Then apply a TP in a vacuum. Now apply them both. Look at what happens to the numbers. Now apply an improved crash booster. Now switch to RLML. Now switch to HML. All sorts of exciting things start popping up

Iam Widdershins
Project Nemesis
#120 - 2014-05-08 01:38:07 UTC  |  Edited by: Iam Widdershins
I'm gonna chime in on the side of most of the dissenting voices here.

Yes, this is overall a buff to the Phoenix. Yes, I'm glad to be seeing this happen, and universal damage is long overdue on this lame duck of dreadnoughts.

However, the tweaks to Citadel explosion velocity vs. explosion radius do seem marginally unfavorable: Skirmish links will provide an 11.4% reduction to damage taken by a sieged Moros, while a Ragnarok will provide closer to 15%. For the other three dreads fit with armor the situation is even a bit worse. Maxed out, a RagnarokNaglfar can get down to a 1205m sig radius, smaller than a microwarping battleship. Certainly futzing around with making your caps speed tank each other is a cool mechanic to leave open for the player base to experiment with, but allowing a dread that is sitting still to take less damage from Phoenixes only--just because you are buffing up your sig with Halos and links--is a bad precedent.

The way I see it, the quandary here is that in the struggle to keep Citadel missiles from 1-shotting subcaps, you're finding that capital ships here may indeed have sigs that are TOO SMALL for their damage and EHP. I urge you to consider the following:

* Leave the Citadel missile changes as they are. 2250m explosion radius for citadel torps is probably fine.
* Increase all Dreadnought signature radius and sensor strength by 50%

and

* Increase all Carrier signature radius by 50%
-OR-
* Increase all Carrier signature radius by 25% and increase signature radius while in Triage by 20% (for a total of 50%)

The main difficulty here is clearly not with Dreadnoughts; while increasing sig radius the ship becomes easier to probe, increasing sensor strength to compensate on a dreadnought is unimportant because they can't do much of use when they are actually jammable. Carriers are a different problem: one must be willing to either make them a bit easier to probe, or risk making them nigh impossible to jam with ECM. Nonetheless, I believe these changes should solve the issue, allowing capital weapons and ships to exist on a more consummate scale with their power while providing only a minor side effect in making Carriers slightly easier to find with combat probes.

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