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[Aegis] Missile balance package

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probag Bear
Xiong Offices
#441 - 2015-06-27 17:30:08 UTC  |  Edited by: probag Bear
Kadesh Priestess wrote:
t2 flare is better than t1 rigor unless target is extremely small for missile type, scrammed and highly immobile.


That's the point: there are literally only 4 PvP situations where your target is not small for missile type or scrammed and webbed. They are

  • Sniper-fits on non-bonused hulls without proper accompanying light tackle. Which is undeniably moronic.
  • Sniper Golem fleets. Same as the above, only I could see it actually happen as a joke fleet. It remains an idea that can never be practical though.
  • Close-range Golem solo PvP versus frigates. Frigates, and frigates alone, because your dual-web will even slow cruisers enough. I think you'd agree that this is a pretty fringe situation.
  • Frigate / Orthrus point-range kitey PvP. This is very common, explosion velocity matters a lot, and a buff to explosion velocity would actually have a large impact here. But you don't balance around a single PvP scenario, at the cost of severely nerfing all other PvP scenarios. These may be the plurality of missile fits, I'll give you that, but they are far from the majority. Download kb data if you want to check for yourself.



Quote:

http://wiki.eveuniversity.org/Missile_Damage

There're 3 key components in play:

1) 1 - its role is to never let missile do more damage than it does according to its stats (i.e. make sure damage multiplier never goes more than 1)
2) target signature / explosion radius - its role is to not let "big" missiles reliably hit frigates for 100% of damage even when they're highly immobilized
3) ((target signature * missile explosion velocity) / (missile explosion radius * target velocity)) ^ (ln drf / ln 5.5) - it defines missile application vs relatively mobile targets

Unless you're brawling and applying multiple webs or shooting big ships with small missiles, 3rd part of missile formula will be in play.


Please tell me what scenario I've missed where you are not applying multiple webs, shooting big ships with small missiles, or shooting equal-sized ships from a hull with an explosion velocity bonus (Cerberus fleets).

Quote:

For example, you're shooting mwd'ing vexor w/o links or TPs applied (870 sig, 1677 speed) with HML tengu with 3 rigors (2 t2, 1 t1 - 57.1 explo rad, 122 m/s explo velocity using CN ammo) or 2 t2 rigors and 1 t2 flare (67.2 explo rad, 146 explo velocity).

1st component - constant of 1
2nd - 3 rigors: 870÷57.1 = 15.23, rigors + flare: 870÷67.2 = 12.946
3rd - 3 rigors: ((870×122)÷(57.1×1677))^(ln(3.2)÷ln(5.5)) = 1.072, rigors + flare: ((870×146)÷(67.2×1677))^(ln(3.2)÷ln(5.5)) = 1.085

Okay this is probably bad example because both components are bigger than 1 and will be capped by 1st part of equation, let's use full skirmish-linked plated ishtar (1698 m/s, 332 sig) instead:

1st component - constant of 1
2nd - 3 rigors: 332÷57.1= 5.8, rigors + flare: 332÷67.2 = 4.94
3rd - 3 rigors: ((322×122)÷(57.1×1698))^(ln(3.2)÷ln(5.5)) = 0.53987, rigors + flare: ((322×146)÷(67.2×1698))^(ln(3.2)÷ln(5.5)) = 0.546


Ok, here I am lost. Your first example is clearly implausible and will never happen in-game, and already the missile damage formula falls through to your case 1. Your second example is even more absurd, and even then, it nearly falls through to your case 1.
Give me actual realistic examples and I can concede your point. But so far, you've only used examples completely removed from reality, and it's still backing up my point.

Quote:

As you can see, for rigors + flare multiplier is slightly bigger. Now, why is that happening and when rigors are actually better?

(rest of your quote removed due to character limit)



You realize that with this explanation, you just reinforced my point? Your second case, "when ships are moving freely", is not something that will ever happen in-game, with the single exception of solo point-range-kiting frigs. No organization will ever bring "brawling HAM" ships to kill frigs fast, and they will most definitely not do so with no web support.

Quote:
Get your math straight dude. I will repeat comparison (and let's assume base value is 100, although it doesn't matter which we pick for base):

TQ 2 t2 rigors + t1 rigor: 1÷(1−0.2)÷(1−0.2)÷(1−0.15) = +83.8% accuracy
TQ 2 t2 rigors + t2 flare: 1÷(1−0.2)÷(1−0.2)×(1+0.2) = +87.5%
Penalized 2 t2 rigors + t1 rigor: 1÷(1−0.2)÷(1−0.2×0.87)÷(1−0.15×0.57) = +65.5%
Penalized 2 t2 rigors + t2 flare: 1÷(1−0.2)÷(1−0.2×0.87)×(1+0.2) = +81.6%

For case with t2 rigors + t2 flare, 181.6÷187.5 = 0.968533333 (-3.15%)
For case with just 2 t2 rigors, 151.33÷156.25 = 0.968512 (very same -3.15%)

Your issue here is that you compare bonuses, but not final values. +1% to dmg will not be 2 times weaker than +2% to dmg, they will differ by a factor of just 1.0099 - which is completely different significant order.


The relevant calculations from this quote:

"
TQ 2 t2 rigors + t1 rigor: 1÷(1−0.2)÷(1−0.2)÷(1−0.15) = +83.8% accuracy
Penalized 2 t2 rigors + t1 rigor: 1÷(1−0.2)÷(1−0.2×0.87)÷(1−0.15×0.57) = +65.5%
"

1.838/1.655 = 1.11. Which is exactly the number I was referencing. 2 T2 rigors + 1 T1 rigor is the only fitting relevant, bar Golems, and it just so happens to be the only one you didn't run the numbers all the way through on. It doesn't matter that 2 x T2 rigors + 1 x T2 flare will only be nerfed by 3% when it's a stupid fit.


"No, crash will not be stacking penalized because it belongs to Implant category (which is immune to penalization)."

My bad, I don't know enough about how drugs work.
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#442 - 2015-06-27 17:43:14 UTC  |  Edited by: Chance Ravinne
Trinkets friend wrote:

The real complain with the new, nerfed modules is that they will be useless. No. They will just not be worthwhile. I haven't read anywhere that the current missile performance will be nerfed before introducing the MGC/MGE, thus requiring these modules to pull it back up.


I don't think you have carefully enough read through other people's calculations regarding stacking penalties then to understand my concerns. Those concerns lie on top of the nerfed stats being useless.

Regarding wormhole effects -- certainly good points.

I ignored everything else since it's either needless grandstanding or misguided accusations based on the assumption that year-old videos edited for entertainment value are factual documentaries.

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

afkalt
Republic Military School
Minmatar Republic
#443 - 2015-06-27 17:43:45 UTC
FT Diomedes wrote:
We killed a bunch of cruise Ravens during a Titan save fight in Fountain last winter.


How were they performing, or was it too hard to tell?

Genuinely curious.
Mario Putzo
#444 - 2015-06-27 18:20:20 UTC  |  Edited by: Mario Putzo
Thats a lot of math to arrive at the conclusion that using 3 of the same mod under stacking penalties is going to afford less of a benefit than using 3 mods without a stacking penalty, and that mixing mods under a stacking penalty won't suffer as much as a hit compared to doing the same mixed mods without a stacking penalty...

There are 2 things that need to happen here.

1) Are the new modules effectively offering a comparable alternative to current Rig options. That answer is a resounding no with adjusted numbers.

2) Are the new modules effectively allowing Missile boats to hit similar application values as Turrets for the same fitting cost. That answer is and always has been a resounding no.

To solve 1:
The combined benefit of new module bonuses must be equal to or greater than the benefit provided by a single rig slot. This can be done 1 of 2 ways, Create one module for Range Boosting, 1 module for Application boosting, or split the values to apply Explosion Velocity OR Explosion Radius AND Missile Flight Time OR Missile Velocity. Effectively representing 2 Rigs slots, but at halved value (from the proposal)

To solve 2:
The valuation of bonuses needs to be higher so Missiles ships are required to fit the same number of modules for the same effect OR The base valuations of missiles themselves need to be adjusted to facilitate the use of less overall modules needed to achieve the same effect.

Why do this for 1:
If Mid slot and Low Slot options are not effectively comparable to rig slots, then it is quite obvious they will not be used, they are inferior to bonus, and there are simply better alternatives to use in these slots comparatively.

Why do this for 2:
Missile ships should not need 3-4 modules to effectively represent the same application compared to Turret options which amount to 1TC+Script. It is simple functionality in what world would anyone choose to use a missile boat over a turret boat, when they need to dedicate more fitting slots to achieve the same application.

These modules will be very nice to have assuming they are implemented correctly. The 2 goals in this should be.
1) Provide modules that facilitate options for fitting comparable to Rigs (with fitting requirements considered)
2) Increase missile application to a comparable level of Turrets.

If you can not make those things happen collectively. Then there is no reason to create these modules.
Kadesh Priestess
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#445 - 2015-06-27 18:31:16 UTC
Your classification of pvp situations is pretty flexible.

> 1) Sniper-fits on non-bonused hulls without proper accompanying light tackle. Which is undeniably moronic
Flying in missile fleet w/o massive TP abuse (at least, let's say, 3 bonused and preferably linked TPs) is also moronic. TPs usually make 2nd part of equation bigger than 1 and minmum is then transferred to 3rd or 1st even with tackle on the field. Unless you're shooting frigs with torps, obviously.

I can make classification too, when 3rd rigor is better:
1) Solo HAM ship with 2 webs and scram vs small frigs
2) Cruise missile or torps used against scrammed+webbed frigs (if they're just webbed, 2nd part of equation is likely to be bigger than 1)
3) Phoenix trying to blap cruisers slowed down + scrammed by its support

I think that's all? I can easily merge it into one point, "you're trying to shoot ship which is massively tackled and 2 sizes below size of your missiles". I don't think it often happens too, except for blap phoenix/levi, stacking penalty will hurt it indeed, but i don't think it's necessarily bad thing.

probag Bear wrote:
Ok, here I am lost. Your first example is clearly implausible and will never happen in-game, and already the missile damage formula falls through to your case 1. Your second example is even more absurd, and even then, it nearly falls through to your case 1.
Give me actual realistic examples and I can concede your point. But so far, you've only used examples completely removed from reality, and it's still backing up my point.
I can replace HM tengu with cruise barghest and vexor with dual-webbed (huginn) and TP'ed ishtar, result will be the same, 2nd part won't be in play.

probag Bear wrote:
You realize that with this explanation, you just reinforced my point? Your second case, "when ships are moving freely", is not something that will ever happen in-game, with the single exception of solo point-range-kiting frigs. No organization will ever bring "brawling HAM" ships to kill frigs fast, and they will most definitely not do so with no web support.
There were multiple conditions, not just 'moving freely'. It has to have smaller sig than explosion velocity besides other things, and if it's webbed+TP'ed while mwd'ing - this condition most likely fails, and value of 2nd part exceeds 1.


probag Bear wrote:
1.838/1.655 = 1.11. Which is exactly the number I was referencing. 2 T2 rigors + 1 T1 rigor is the only fitting relevant, bar Golems, and it just so happens to be the only one you didn't run the numbers all the way through on. It doesn't matter that 2 x T2 rigors + 1 x T2 flare will only be nerfed by 3% when it's a stupid fit.
Well if you want to keep using 3x rigors even though 3rd has 57% efficiency - sure.

By the way, i'm curious, what are 'real' pvp situations you talked about, where 3rd rigor matters more than t2 flare?
Fourteen Maken
Karma and Causality
#446 - 2015-06-27 18:39:17 UTC
Kadesh Priestess wrote:
numbers/waffling/more numbers


Rigors and Flares are not stacking penalized now, and people are still not using whole classes of missiles. There was no need to go to all that trouble because you will never convince anyone that it's worth sacrificing a slew of mids for a tiny bit more range/application when you can get similar results with rigs. At this stage all we need to know is:

1) Will rigors and flares be stacking penalized?
2) Will rigors and flares also be stacking penalized with the new modules?

If the answer to these two questions are yes then Missiles got nerfed again, there is no debate.
Mario Putzo
#447 - 2015-06-27 18:49:08 UTC
Fourteen Maken wrote:
Kadesh Priestess wrote:
numbers/waffling/more numbers


Rigors and Flares are not stacking penalized now, and people are still not using whole classes of missiles. There was no need to go to all that trouble because you will never convince anyone that it's worth sacrificing a slew of mids for a tiny bit more range/application when you can get similar results with rigs. At this stage all we need to know is:

1) Will rigors and flares be stacking penalized?
2) Will rigors and flares also be stacking penalized with the new modules?

If the answer to these two questions are yes then Missiles got nerfed again, there is no debate.


Which makes me laugh because CCP still can't figure out drones, and the number 1 counter to drone boats is missile boats...
Mario Putzo
#448 - 2015-06-27 18:57:39 UTC  |  Edited by: Mario Putzo
Kadesh Priestess wrote:

By the way, i'm curious, what are 'real' pvp situations you talked about, where 3rd rigor matters more than t2 flare?


Pretty much all of them since Flares have no relative impact in situations where a targets speed is lower than the MVF, or the Sig is larger than the explosion radius both scenarios in which Rigors have a heavier weight in determining overall outcome. Even with stacking penalties 3x Rigor will have more universal damage application than 2 and 1 Flare.

Because...EVE is not a vacuum and math like you did is mostly irrelevant in terms of overall usage.
Kadesh Priestess
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#449 - 2015-06-27 19:05:55 UTC
Mario Putzo wrote:
Kadesh Priestess wrote:

By the way, i'm curious, what are 'real' pvp situations you talked about, where 3rd rigor matters more than t2 flare?


Pretty much all of them since Flares have no relative impact in situations where a targets speed is lower than the MVF, or the Sig is larger than the explosion radius both scenarios in which Rigors have a heavier weight in determining overall outcome. Even with stacking penalties 3x Rigor will have more universal damage application than 2 and 1 Flare.

Because...EVE is not a vacuum and math like you did is mostly irrelevant in terms of overall usage.
Well, i just wanted to have couple of such specific realistic examples to confirm that you're right. Not generic words 'all of them'.
FT Diomedes
The Graduates
#450 - 2015-06-27 19:14:51 UTC
afkalt wrote:
FT Diomedes wrote:
We killed a bunch of cruise Ravens during a Titan save fight in Fountain last winter.


How were they performing, or was it too hard to tell?

Genuinely curious.


They hit really hard, but they melted. This was the fight:

https://www.themittani.com/news/fountain-temptation

I was focusing on repairing the friendly Titan most of that fight, so did not make it on too many killmails, but it was hands down the most fun I ever had in a large Eve brawl. When those Ravens first showed up, I thought they were going to take down the Titan.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Mario Putzo
#451 - 2015-06-27 19:16:19 UTC  |  Edited by: Mario Putzo
Kadesh Priestess wrote:
Mario Putzo wrote:
Kadesh Priestess wrote:

By the way, i'm curious, what are 'real' pvp situations you talked about, where 3rd rigor matters more than t2 flare?


Pretty much all of them since Flares have no relative impact in situations where a targets speed is lower than the MVF, or the Sig is larger than the explosion radius both scenarios in which Rigors have a heavier weight in determining overall outcome. Even with stacking penalties 3x Rigor will have more universal damage application than 2 and 1 Flare.

Because...EVE is not a vacuum and math like you did is mostly irrelevant in terms of overall usage.
Well, i just wanted to have couple of such specific realistic examples to confirm that you're right. Not generic words 'all of them'.


Any situation where you are shooting missiles at another ship. Explosion Radius is counted in both aspects of the missile damage calculation, Explosion Velocity is not.

You can not account for everything, so it is best to be prepared for anything. Who knows maybe some Newbro Group will third party in a pile of Webbing Frigs and poof, your Flares are a wasted module.
Kadesh Priestess
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#452 - 2015-06-27 19:20:25 UTC
Mario Putzo wrote:
Any situation where you are shooting missiles at another ship. Explosion Radius is counted in both aspects of the missile damage calculation, Explosion Velocity is not.
Sorry, but with such level of argumentation (when you ignore the fact that strengths of bonuses are different) i don't think there's any point to continue this discussion.

o7
Mario Putzo
#453 - 2015-06-27 19:25:25 UTC  |  Edited by: Mario Putzo
Kadesh Priestess wrote:
Mario Putzo wrote:
Any situation where you are shooting missiles at another ship. Explosion Radius is counted in both aspects of the missile damage calculation, Explosion Velocity is not.
Sorry, but with such level of argumentation (when you ignore the fact that strengths of bonuses are different) i don't think there's any point to continue this discussion.

o7


Not sure how i ignored the fact the bonuses are different, Flares only apply to the speed variable of the equation. Rigors apply to the Sig variable, and the speed variable. Assuming you have no webs and no painters you get a slight increase to application against like sized targets 2+1. If you are running a missile fleet without any webs or painters...well im not sure what to say to that but cherry picking situations and looking at stuff in a vacuum is cool for some folks I guess. Against anything smaller 3x Rigors > 2+1, anything larger Flares are irrelevant because Speed is not going to be a factor do to the MVF.

o7
Kasia en Tilavine
School of Applied Knowledge
Caldari State
#454 - 2015-06-27 19:47:55 UTC
Mario Putzo wrote:
Kadesh Priestess wrote:

o7
o7



If i may point out that you vehemently ask everyone to consider things in practice rather than just the raw math of it, then you say that 3 rigors are better than 2 rigors and a flare because "you will have tackle, therefore speed isn't a concern".

But for heavy missiles, i would point out that you have tackle on those pesky small frigates.... They're dead anyways, regardless of 2 rigors 1 flare or 3 rigors. They're frigates. That are tackled.

Therefore, for heavy missiles (cruise is a different matter), better application for the edge cases where a ship is kiting or moving quickly through bubbles / across the grid, 2 rigors 1 flare is better, precisely because it does cover those no tackle edge cases slightly better.

Rise has not gotten back to us on the stacking penalties. There is still hope. At least we got the fleet warp changes delayed and potentialy revised... fingers crossed.

If there are no stacking penalties on rigs for each other or to these modules, then we will just have to wait and see how their performance is in REAL pvp. Here's hoping for the next expansion to throw a percentage point and a half on all the values for these.
Mario Putzo
#455 - 2015-06-27 19:59:20 UTC
Kasia en Tilavine wrote:
Mario Putzo wrote:
Kadesh Priestess wrote:

o7
o7



If i may point out that you vehemently ask everyone to consider things in practice rather than just the raw math of it, then you say that 3 rigors are better than 2 rigors and a flare because "you will have tackle, therefore speed isn't a concern".


Im sorry if that is what you got from what I said, but it isn't what I said. What I said was Rigors will ALWAYS be applicable in all cases of the missile equation, Flares WILL NOT. Therefore when you click that undock button Rigors are statistically the best option to have because they will ALWAYS have an impact. Sure Math wise you can say 2+1 offers a bit more application in certain situations, but at the same time in other situations they do nothing for you at all and are effectively a "wasted" module slot.

Unless you tote around rigs in your cargo hold to swap in and out depending on an engagement situation fitting straight Rigors will always be the better option because they apply to all sizes of ships, tackled or not tackled, painted or not painted.

HeXxploiT
Doomheim
#456 - 2015-06-27 20:41:46 UTC
I'm surprised that the rest of the launcher tiericide wasn't completed prior to this project.
The light missile launchers were combined effectively which seemed to pave the way for the rest of the launchers but here we are many months later and not a peep about when the rest of the launchers will be completed.
I don't suppose the remainder of the launcher Tiericide will be taking place in conjunction with these changes?
If not then when?
stoicfaux
#457 - 2015-06-27 21:40:24 UTC
Kadesh Priestess wrote:
t2 flare is better than t1 rigor unless target is extremely small for missile type, scrammed and highly immobile.

Let me generalize/simplify the point that Kadesh Priestess is trying to make:
* If you have one normal web on a target with no prop mod, then the first part of missile formula (MF1) will probably be dominant.
* If the target has an AB, then you'll need three normal webs, or a 90% web, to get MF1 to be dominant.
* If the target has an MWD, then you'll need two 90% webs to get MF1 to apply. However, at that point, both parts of the missile formula will be over 100%, at which point the 0th part of the formula is dominant, i.e. max(1, ...)

If you can reliably land enough webs to get MF1 to apply, then fit for Explosion Radius. If, not, then feel free to fit that Flare II over a Rigor I.


75% TPs (bonused TP + Warfare Link II + Mindlink) are a variable for another day.


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

afkalt
Republic Military School
Minmatar Republic
#458 - 2015-06-27 22:02:00 UTC
FT Diomedes wrote:
afkalt wrote:
FT Diomedes wrote:
We killed a bunch of cruise Ravens during a Titan save fight in Fountain last winter.


How were they performing, or was it too hard to tell?

Genuinely curious.


They hit really hard, but they melted. This was the fight:

https://www.themittani.com/news/fountain-temptation

I was focusing on repairing the friendly Titan most of that fight, so did not make it on too many killmails, but it was hands down the most fun I ever had in a large Eve brawl. When those Ravens first showed up, I thought they were going to take down the Titan.


Ah, I'd hoped they were shooting subcaps. Caps are glorious fury targets.

I shall hold out hope for a good subcap bash.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#459 - 2015-06-27 23:44:46 UTC
Well, these modules are going to make my theoretical PvE Barghest fit obscene.

It's a shame the damn thing is so fugly that I kinda don't want to fly it. Why didn't it look like this: Link

That Spatula paddle thingy majig is so weird looking for a sub cap. Would have been a nice model for a Mordu "Light Carrier" but a battleship (that's supposed to be very fast) it is not.
Kadesh Priestess
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#460 - 2015-06-28 00:32:20 UTC  |  Edited by: Kadesh Priestess
stoicfaux wrote:
Kadesh Priestess wrote:
t2 flare is better than t1 rigor unless target is extremely small for missile type, scrammed and highly immobile.

Let me generalize/simplify the point that Kadesh Priestess is trying to make:
* If you have one normal web on a target with no prop mod, then the first part of missile formula (MF1) will probably be dominant.
* If the target has an AB, then you'll need three normal webs, or a 90% web, to get MF1 to be dominant.
* If the target has an MWD, then you'll need two 90% webs to get MF1 to apply. However, at that point, both parts of the missile formula will be over 100%, at which point the 0th part of the formula is dominant, i.e. max(1, ...)

If you can reliably land enough webs to get MF1 to apply, then fit for Explosion Radius. If, not, then feel free to fit that Flare II over a Rigor I.


75% TPs (bonused TP + Warfare Link II + Mindlink) are a variable for another day.


You forgot to mention additional condition of shooting ship which is not just webbed, but has smaller sig than 2xt2 rigor rigged missile of the type you're using. With stacking penalized rigors, the target signatures of:

torps - 223m
cruise missiles - 163m
heavy missiles - 69m
hams - 62m
light missiles - 19.8m
rockets - 9.9m

(faction ammo, all 5 skills, ship with no missile er bonuses, no drugs)

will be the breakpoints. If and only if target after all sig modifications (mwd sig blow, tps) has smaller sig radius than specified breakpoint - the 2nd part of formula MAY come into play (and will it come or not depends on target speed and your missile explosion velocity, besides things already mentioned). And only if all these conditions are met, then 3rd rigor is better than t2 flare.

But - from my perspective - if you're shooting 2x 90% webbed and scrammed interceptors with cruise missiles, or didn't bring a few TPs to shoot cruisers with torps (loltorps), you're doing it wrong, hence i asked for a specific example. But obviously this is far from 'real-world', thus no examples were provided.

I maintain my point - triple rigors even in current state are better only for solo HAM ships shooting hard-tackled frigs and maybe for phoenix doing some work on subcap hulls (i'm not into capitals so can't judge). For 99% of other 'real-world' cases t2 flare is just better because it has stronger effect on 3rd part of missile formula.

Thus, if you did something which belongs to these usecases, you will see significant drop of efficiency of triple-rigor fit. Otherwise - switch to 2 rigor + flare and it will be hard to see a difference.