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Player Features and Ideas Discussion

 
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Shield and Armor Resistanc Damage Module Upgrades

Author
DrysonBennington
Eagle's Talon's
#1 - 2014-07-26 23:18:24 UTC
Granted we have the basic T1, T2 , Faction and Officer weapon upgrades that upgrade damage overall. But what about specific shield and armor damage modules that effect a certain resistance?

A Resistance Damage Module could be a scriptable Weapon Upgrade that when the script is not being used the upgrade would perform about the same as a T1 variant.

Resistance Damage Module Weapon Upgrade for shield and armor. The same module would be used for both shield and armor with different scripts. If a Resistance Damage Module Weapon Upgrade script

(based on the T1 Magnetic Field Stabilizer)

Volume 6 m3
Damage Modifier .85 x
Tech Level 2
Structure Hitpoints 45
Rate of Fire Bonus 8.00%
Meta Level 8

Can be fit with Anti-Resistance Scripts to enhance the damage done against shield based resistance systems.

When fit with Anti-Resistance Scripts the values of the based module would change.

Damage Modifier .95 x
Rate of Fire Bonus 9.00%
EM Anti-Resistance Script fit - 5% additional damage done to EM shield / armor resistance over a certain amount of time.

If a Resistance Damage Module Weapon Upgrade script for shield is used against the same armor value resistance and vice versa the module does not produce any damage at all.

The skills for the module and scripts would reside under the Weapons Modules skill training tree.

For each skill level trained for each of the scripts the bonus applied are as follows.
(applies to either shield or armor)

Level 1: 5% damage bonus to effected resistance for a duration of five seconds / cycle time 10 seconds
Level 2: 5% damage bonus to effected resistance for a duration of seven seconds / cycle time 15 seconds
Level 3: 5% damage bonus to effected resistance for a duration of ten seconds / cycle time 17 seconds
Level 4: 10% damage bonus to effected resistance for a duration of four seconds / cycle time 20 seconds
Level 5: 15% damage bonus to effected resistance for a duration of three seconds / cycle time 25 seconds

When these modules are used with other non scriptable modules such as the Mag Stab II the Mag Stab II suffers a penalty of 75% and 100% of its total damage delivered.


Arden Elenduil
Unlimited Bear Works
#2 - 2014-07-26 23:52:46 UTC
There is already something like this in the game.
It's called ammunition....

Seriously, different ammo types have different damage profiles.
And if you're talking about lasers, no, they are not getting Kin/Exp damage...
Foxstar Damaskeenus
why did i join this corp
Not Purple Shoot It.
#3 - 2014-07-26 23:57:43 UTC
Arden Elenduil wrote:
There is already something like this in the game.
It's called ammunition....

Seriously, different ammo types have different damage profiles.
And if you're talking about lasers, no, they are not getting Kin/Exp damage...


Agreed, part of combat in Eve, especially solo pvp is knowing what targets to fight in your ship.

"[this thread] is a cesspit of trolling and flaming" ISD Buldath

Bohneik Itohn
10.K
#4 - 2014-07-27 00:24:27 UTC
Yay, let's homogenize weapon types, because thinking is hard....

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Fer'isam K'ahn
SAS Veterinarians
#5 - 2014-07-27 00:40:56 UTC
Weeeh its Sunday and Dryson is back, learned to love the troll posts *waves*

Looks like you played ARPGs all week since you weren't anywhere to be seen, got a taste for all the +% element damage attributes ?
+15% fire damage on Gloves
+10% fire damage on Bracers
+10% lighting damage on Shoulders
+5% all damage in Helmet
+20% poison damage on Boots
+12% arcane damage on Pants
+10% EM damage on Rings
+25% Explosion damage on Amulets
+5% Thermal ... wait, I am getting confuse, are we still talking EVE ?

Good one, funnier then your last Sunday posts Big smile
Zan Shiro
Doomheim
#6 - 2014-07-27 04:55:29 UTC
I am wondering, op....TMA about BCU/BCS replacement. What do I get with this mod and missile ammo? Lets say I stack a few of these...am I getting 110, 115, 125 percent damage?


Also lets assume he gets this for giggles....


lets make a betting pool: what is the mathematical bug, usually due to signing of integers in memory iirc, this finds to create game breaking code.

Recent Example: in a wh with the right effects all mixed a transport fit just right can go over 100% resists. And when that happens....they go boom really quick as over uber 100% resists seemed to have triggered a math bug where there were basically tankless lol. Not sure iff ccp fixed this...will assume they did, as its not a fresh bug.

Older more fun with ccp integer signing math. Magnometric effect in wh that affected tracking/range calcs so that blaster's were wtf are you serious uber lr weapons of doom.

So place your bets people....what will the bugs of 125% damage type missile damage be?