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[Ship balancing] Why active tank bonuses are plain worse than resist bonuses

Author
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#141 - 2013-01-11 23:22:55 UTC  |  Edited by: Sergeant Acht Scultz
mine mi wrote:
Gallente hitpoints bonus


As far as I'm concerned, armor fitted, an active rep gallente ship using blasters is already the second slowest ship IG in general, add more HP pool means more mass, less agility and even slower, and THAT you don't want it when using blasters in dynamic situations.

I agree everything PVP related is not all about fleet battles but it's certainly not neither all about station and gate camping where this speed is not an issue, dock to recharge your cargo of cap booster charges is not an issue, where a triple rep myrmidon is king of whatever silliness people might come with.

You can build a 4 reps Iteron V with huge tank and enough cargo to feed your cap boosters a very long time but by no means this means Iterons V or active tanking is good, only describes 1 situation very specific that must no be taken in to account for whatever balance. Not more than lol triple rep myrmidons or double rep/injector hyperions.

So people, for the sake of some decent discussion don't bring situational fits to prove pvp is not all about fleets or all about gate camps or all about pve/whatever crap.
Armor tanking, and specially active one is in deep need of changes and those changes need to consider the fact because Gallente is more about active tanking by design it shouldn't be used in fleets. Compromises must be found so you can effectively use your ship in a myriad of situations instead of cross training or lol fit your ship because the pawn next door told you variety is good.

For "x" task you should be able to pick "y" tool from whatever race and achieve it the same time but differently. Not with shield mods on armor active tanking ships, it's not a smart choice it's the prove of some very bad design and bad tools given to players that have no other choice than either choose those lol fits or shield tank them.

removed inappropriate ASCII art signature - CCP Eterne

Iris Bravemount
Golden Grinding Gears
#142 - 2013-01-12 10:34:33 UTC
As stated by CCP Fozzie in the Retribution Point Release BC thread, *something* will happen to (active ?) armor tanking.

But the problem discussed here is more about local rep vs remote rep. Simply having active tank bonuses apply to RR would fix the imbalance.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Jorma Morkkis
State War Academy
Caldari State
#143 - 2013-01-12 12:11:13 UTC  |  Edited by: Jorma Morkkis
You forgot that Prophecy's resists bonus is around the same you get from EANM.

So...
Myrmidon @ level 5 + MAR II + EANM = 96,6 hp/s
Prophecy @ level 5 + MAR II = 70,2 hp/s

Prophecy @ level 5 + MAR II + EANM = 93,6 hp/s

See even with two EANMs worth of resists it's not as good as Myrmidon with one EANM.

Myrmidon @ level 5 + MAR II + 2x EANM = 123,4 hp/s
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#144 - 2013-01-13 19:11:16 UTC
Iris Bravemount wrote:
As stated by CCP Fozzie in the Retribution Point Release BC thread, *something* will happen to (active ?) armor tanking.

But the problem discussed here is more about local rep vs remote rep. Simply having active tank bonuses apply to RR would fix the imbalance.


imho the biggest problem for us, interested in this tanking form balance, is that there's no proper information.
So how can someone admit those lol 7.5% bonus are ok without even knowing what's going to happen?

I already know what is going to happen, as many others around already know what is going to happen because we're used to.
We'll see those ships balanced around bonus totally useless with actual tanking mechanics/mods, and given another lol'ish balance aka Reactive Armor Hardener and in the end, we'll still be fitting shield rigs and mods.

We'll still be reading "omgfckpwn triple/dble rep Myrmidon/Hyperion owns all", at the gate, at the station...yey...

removed inappropriate ASCII art signature - CCP Eterne

Crimeo Khamsi
Viziam
Amarr Empire
#145 - 2013-01-13 19:55:22 UTC
This thread confuses me.

3% bonus is still a bonus. Thus, if you are flying missions, where the absolute highest number for endurance tanking is what matters, and where buffer and remote tanking are irrelevant, you are slightly better off with the active tanking bonuses.

What's the problem?
Recoil IV
Caldari Provisions
Caldari State
#146 - 2013-01-13 20:00:16 UTC
are you calling cyclone and myrmidon bad?how dare you sir,i challange you to a duel
Jerick Ludhowe
Internet Tuff Guys
#147 - 2013-01-13 20:21:07 UTC
Crimeo Khamsi wrote:


3% bonus is still a bonus. Thus, if you are flying missions, where the absolute highest number for endurance tanking is what matters, and where buffer and remote tanking are irrelevant, you are slightly better off with the active tanking bonuses.


The only time you are better off with the active tanking bonus is if the additional 3% effectiveness balances out to or exceeds the initial ehp advantage of the resistance bonus.

Don't have time for specifics, but go ahead and figure out how long, or how many reps must be made to "break even". I think you will change your tune once done.
fukier
Gallente Federation
#148 - 2013-01-13 20:25:58 UTC
i like the option to make RR tanking affected by the armor bonus...

i dont mind that there is less base ehp.

gal ships will generally have more speed and better agility then ammar ships so this should balance them out...

infact a good way to increase balance is to reduce the sig radius of active tanked ships as this would make up for any ehp deficit.
At the end of the game both the pawn and the Queen go in the same box.
Crimeo Khamsi
Viziam
Amarr Empire
#149 - 2013-01-13 20:54:30 UTC  |  Edited by: Crimeo Khamsi
Jerick Ludhowe wrote:
Crimeo Khamsi wrote:


3% bonus is still a bonus. Thus, if you are flying missions, where the absolute highest number for endurance tanking is what matters, and where buffer and remote tanking are irrelevant, you are slightly better off with the active tanking bonuses.


The only time you are better off with the active tanking bonus is if the additional 3% effectiveness balances out to or exceeds the initial ehp advantage of the resistance bonus.

Don't have time for specifics, but go ahead and figure out how long, or how many reps must be made to "break even". I think you will change your tune once done.


Prophecy and Myrmidion:

Prophecy gets about 750 more initial hitpoints from resists if you apply level V resist bonuses to its initial armor (five 5% bonuses beyond the starting 30% resistances gives you about another 16% absolute/overall resist amount)

Going by the calculations in the OP, where the Myrmidion can repair 2 extra HP per second, you would break even in 750 / 2 = 375 seconds, or 6 minutes, 15 seconds.



In practice, though, it may be more like 4 minutes or so, because once you apply your cruiser level V skill bonuses, you go from 30% to 46% armor resistances on average. Which means that any armor resist modules you add on are actually somewhat less effective due to the resists added by your cruiser skill bonus.






Also, since we are talking about armor here, not shields, you have to take into account the occasional need to go back to a station to rep up in the middle of a mission. Whenever you do that, the active armor tanking offers a MASSIVE advantage, because at a station, active repping bonuses allow you to get back into the action much faster, while resists don't help you AT ALL (since nobody is shooting at you)

So any missioners who frequently return to station to rep will certainly be much better off with active armor rep bonuses. They will "break even" and pay for themselves easily in one single station rep trip.
Jerick Ludhowe
Internet Tuff Guys
#150 - 2013-01-13 21:00:22 UTC
Crimeo Khamsi wrote:


In practice, though, it may be more like 4 minutes or so, because once you apply your cruiser level V skill bonuses, you go from 30% to 46% armor resistances on average. Which means that any armor resist modules you add on are actually somewhat less effective due to the resists added by your cruiser skill bonus.



Sorry, that is not how it works. Ship bonuses are not stacking penalized with other resistance mods, of any sort.
Crimeo Khamsi
Viziam
Amarr Empire
#151 - 2013-01-13 21:19:39 UTC  |  Edited by: Crimeo Khamsi
Jerick Ludhowe wrote:

Sorry, that is not how it works. Ship bonuses are not stacking penalized with other resistance mods, of any sort.


Yes it is how it works, and I'm not talking about stacking penalties. I'm talking about the simple fact that resistances in particular are calculated based on the REMAINING amount of vulnerability only.

For example, if you have 30% natural resistance, and you add an adaptive nano membrane, which is advertised as 15% resist, you do not actually get a 15% reduction in incoming damage. You get:
100% - 30% = 70% vulnerability remaining.
15% of 70% = 10.5%.
New resistance = 40.5%, a 10.5% increase in resistance to incoming damage compared to before.



If it's easier for you to see with a more extreme example, imagine that you have 99% resistance. Now you add a module that offers 50% resistance. Your new resistance will be 99.5% WITHOUT stacking penalties, which means that was basically a complete waste of a module. However, the same module applied to a ship with 0% resistance will boost it to 50%, which makes it a super effective module.

Again, no stacking penalties are involved in any of these examples. Stacking penalties are an entirely separate concept. Even for modules that don't have stacking penalties, if they add bonuses to resists, they will always suffer from an inherent grouping penalty based on the fact that they only affect the remaining percentage up to 100%.





If it weren't like that, then you would be able to have greater than 100% resistances, which would mean that when I shoot you, it would add armor onto your ship.
Iris Bravemount
Golden Grinding Gears
#152 - 2013-01-14 10:17:10 UTC
Crimeo Khamsi wrote:
Jerick Ludhowe wrote:

Sorry, that is not how it works. Ship bonuses are not stacking penalized with other resistance mods, of any sort.


Yes it is how it works, and I'm not talking about stacking penalties. I'm talking about the simple fact that resistances in particular are calculated based on the REMAINING amount of vulnerability only.

For example, if you have 30% natural resistance, and you add an adaptive nano membrane, which is advertised as 15% resist, you do not actually get a 15% reduction in incoming damage. You get:
100% - 30% = 70% vulnerability remaining.
15% of 70% = 10.5%.
New resistance = 40.5%, a 10.5% increase in resistance to incoming damage compared to before.



If it's easier for you to see with a more extreme example, imagine that you have 99% resistance. Now you add a module that offers 50% resistance. Your new resistance will be 99.5% WITHOUT stacking penalties, which means that was basically a complete waste of a module. However, the same module applied to a ship with 0% resistance will boost it to 50%, which makes it a super effective module.

Again, no stacking penalties are involved in any of these examples. Stacking penalties are an entirely separate concept. Even for modules that don't have stacking penalties, if they add bonuses to resists, they will always suffer from an inherent grouping penalty based on the fact that they only affect the remaining percentage up to 100%.





If it weren't like that, then you would be able to have greater than 100% resistances, which would mean that when I shoot you, it would add armor onto your ship.


Well, if you have 99% resistance, and are shot at by a gun dealing 200 damage, you take 2 points of damage.
If you have 99,5% resistance, and are shot at by a gun dealing 200 damage, you take 1 point of damage.

You basically halve the amount of damage taken. I don't see this as a waste of a module.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Miguel Duran
Silver Lining Project
#153 - 2013-01-15 11:35:39 UTC
The amount of reading comprehension and critical thinking fail in this thread is amazing.

First of all, what the hell is up with people coming in talking about Amarr battleships firing colorful lasers being buffer tanked and Gallente ships repping drones while Caldari missiles are still traveling towards the Minmatar ship that died 5 minutes ago from rust because armor vs shields and buffer vs rep...

The OP was talking about the tanking SHIP BONUSES, not whether ship A tanks better than ship B with an active tank or any of the other 50 arguments that have been pulled out of thin air.

The point is the 5% resist bonus is an all around better bonus than the 7.5% per level repair bonus. Here is why:

We are going to look at the Cyclone vs the Cyclone.

The first Cyclone:
All level 5 skills.
XL ASB

Second Cyclone:
All level 5 skills except Battlecruiser, which will be at 0.
XL ASB
T1 Invuln

The point is to illustrate what would happen if the repair bonus was switched for a resist bonus.

ESHP = effective shield hit points, armor and hull remain the same obviously
Against uniform damage:
Cyclone 1: 390 EHP/s rep, 7578 shield ESHP
Cyclone 2: 385 EHP/s rep, 10103 shield ESHP

Difference in EHP: 2525
Difference in reps: 5
Time until amount repped equals the difference in buffer: 505 seconds


"But EFT warrior vs real world and nobody does uniform damage and blah blah blah"

VS EM damage:
Cyclone 1: 283 ESHP/s rep, 5294 ESHP
Cyclone 2: 279 ESHP/s rep, 7325 ESHP

EHP difference: 2031
Difference in rep: 4
Time until rep equals buffer gap: 507.75 seconds

VS Thermal:
Cyclone 1: 353 ESHP/s rep, 6867 ESHP
Cyclone 2: 348 ESHP/s rep, 9156 ESHP

EHP difference: 2289
Difference in rep: 5
Time until rep equals buffer gap: 457.8 seconds

EHP difference:

VS Kinetic:
Cyclone 1: 471 ESHP/s rep, 9156 ESHP
Cyclone 2: 465 ESHP/s rep, 12208 ESHP

EHP difference: 3052
Difference in rep: 6
Time until rep equals buffer gap: 508.6 seconds


VS Explosive:
Cyclone 1: 565 ESHP/s rep, 10988 ESHP
Cyclone 2: 558 ESHP/s rep, 14650 ESHP

EHP difference: 3662
Difference in rep: 7
Time until rep equals buffer gap: 523 seconds

The variation is due to rounding in the rep/s, but even in the best case scenario for the rep bonused Cyclone its 457.8 seconds. Keep in mind that is with rounding errors in its favor. The time would the be the same regardless of damage type if you did the math by hand, but its 3AM here so someone else can do it if they want.

So, the repair bonus would be superior in an engagement where your shields were less than 100% for more than that amount of time. Pretty much the only place you'll even be able to find that is PVE, and even then the difference is tiny, close to ~1.5% in this example. For EVERY SINGLE OTHER SITUATION IN THE GAME, the 5% resist bonus would be superior. Night and day difference, as far as bonuses go, in situations where rep bonuses are obsolete. Would you not trade 1.5% better rep in fights that last more than 450s+ for that?


Well lets just say someone still doesn't agree, "take into consideration ship role" and all that.
Why do both Gallente Battlecruisers that are not sniper get a rep bonus?
Roime
Mea Culpa.
Shadow Cartel
#154 - 2013-01-15 13:49:08 UTC  |  Edited by: Roime
I agree with the OP about the better versatility of resist bonuses, but there is one fact about rep bonus which is sort of hidden bby EFT EHP-calculations and those applied to reps:

You don't repair hp/s in game. It's an abstraction.

Using Proph and Myrm with T2 Med Repper for this example, now what happens in reality is this:

Prophecy takes less incoming damage due to higher resists. It's reppers rep as much as on say, Ferox. Which in case of medium reppers is not a lot, infact it's nothing, 320 HP every 9 seconds (make it shorter, you want to, reps happen at the end of the cycle ffs!). The difference is 25% from whatever is between base resists and 100%. (for example BC V raises base armor EM resist from 50% to 62.5%).

Myrmidon takes more damage, all other things being equal... but it's reppers rep 1.375 times more raw hitpoints per cycle. 440 HP per cycle to be exact. Cycle time stays the same, 9 seconds.

Now the kicker is the fact that neither DPS exists on Tranquility. Guns shoot in volleys every X seconds, so what you get is for example 4500 points (-your resists) of damage every 4.5 seconds, which simulates a Blastos in this example. Scary, I know. It does hurt. We'll simplify this to pure Kinetic dmg because ~too many maths~.

Now let's start piling those MAR IIs and resist modules on our ships, and we'll find out why there is a legend called Triple Rep Myrm, but nobody ever flies a triple rep Proph because in active tanking the resist bonus is not as good as rep bonus when actually cycling the modules, even tho it looks equal in EFT.

Myrm, 3xMAR II: 1320 per cycle
Prop, 3xMAR II: 960 per cycle

Difference is more than one MAR II on raw HP level, 360 HP.

I addition to three reppers, we slap a DCU II and two EANM IIs on both ships, and assume all V skills.

Proph has 71.9% against Kinetic. so 1265 points of damage are reduced from our Prophs armor every 4.5 seconds.
Myrm has 67.6%, against Kinetic, so 1458 points of damage are reduced from our Myrms armor every 4.5 seconds.

Difference in received damage is only 193 HP.

Meaning that the Myrm is 167 HP ahead because it can rep more in one go - in theory, in practice getting any benefits this means that you need to time your reps right, but due to to the nature of EVE's hit formula and the human element, your cycles and incoming volleys are never synced like they are in EFT calculations, resulting in a situation where the ability to repair a larger chunk of received damage is superior to receiving less damage. If the volleys and reps are in perfect sync, there is very little difference between resist and rep bonus, like EFT says.

But the practical TQ difference is further highlighted by Exile (%-bonus to rep amount) and gang links (cycle time reduction) to an extent where Myrmidon pulls ahead also in the theoretical EFT hp/s calculation.

This is also why flying a multirepper tank highlights piloting skill, is insanely fun and can lead to priceless sensations of triumph.

Only question remains if the actual repping bonus % per level is enough, I say no, as in our example where both ships woudl have exploded rather promptly :D

10% per level would highlight the difference and promote the Art of Active Tanking, which I think is good for the game by virtue of enabling thrilling engagements for both parties.

(sorry for terrible sentences, no time to make this a blog post)

.

Jerick Ludhowe
Internet Tuff Guys
#155 - 2013-01-15 15:38:03 UTC
Crimeo Khamsi wrote:




If it's easier for you to see with a more extreme example, imagine that you have 99% resistance. Now you add a module that offers 50% resistance. Your new resistance will be 99.5% WITHOUT stacking penalties, which means that was basically a complete waste of a module. However, the same module applied to a ship with 0% resistance will boost it to 50%, which makes it a super effective module.



Um... Going from 99 to 99.5% is a MASSIVE increase in resistance. It's halving the incoming damage that you are taking....

Relative to a ship with 0% resistance, the module that you describe (50%) resistance is going to have the exact same relative change in tank as one that starts at 99% (50% increase)...

I will repeat, I do not think you understand how this works. Applying an eanm to a ship with a resistance bonus does not make the eanm less effective... Sure the "added" resistance % in your eft/fitting window will be a smaller number, however it's still having the same % effect on your tank. Regardless if you start with 0% or 80% (not factoring in stacking pens), adding an eanm WILL be decreasing incoming damage by 15%.


Veshta Yoshida
PIE Inc.
Khimi Harar
#156 - 2013-01-15 15:40:32 UTC
Roime wrote:
...10% per level would highlight the difference and promote the Art of Active Tanking, which I think is good for the game by virtue of enabling thrilling engagements for both parties...

It would but .. if the bonus was 10% the ships with said bonus would be unbeatable in solo/duo engagements .. the only counter to them would be precisely timed neuts, *yawn* kiting or MOAR! dudes. If the bonus was to be increased then you'd have to tweak their capacitors to balance it out somewhat (read: mandatory injector).

My eyes almost literally popped out when I saw the pull-back on what I assume was a heated dual-rep Incursus and would hate to see that on ships with far less predators.
Jerick Ludhowe
Internet Tuff Guys
#157 - 2013-01-15 16:05:46 UTC
Veshta Yoshida wrote:

It would but .. if the bonus was 10% the ships with said bonus would be unbeatable in solo/duo engagements .. the only counter to them would be precisely timed neuts, *yawn* kiting or MOAR! dudes. If the bonus was to be increased then you'd have to tweak their capacitors to balance it out somewhat (read: mandatory injector).

My eyes almost literally popped out when I saw the pull-back on what I assume was a heated dual-rep Incursus and would hate to see that on ships with far less predators.


Since when does increasing rep bonus by 12.5% make ships that were commonly comedy setups in the past unbeatable?

We have XL Dead space (with an amp or 2) shield tanks that already tank more than twice dead space dual large rep setups, and obviously single xl shield tanks that tank twice as much as dual medium rep setups... Factor in Dual XL ASB setups and the difference in tank is even more...

I don't get how armor gaining a modest increase in tankability would even come close to the capabilities of the previous tanks listed... BTW a dual rep brutix with 6 lows and a 10% rep amount per level bonus won't really be tanking more than 600 dps. Compare that to a dual xl asb cyclone or even single xl asb.
Veshta Yoshida
PIE Inc.
Khimi Harar
#158 - 2013-01-15 16:54:34 UTC
True, but what if/when MAR's and LAR's are brought up to par with SAR's and those 600dps tanked comes from one permanent + one intermittent cycled repper?

Until we have a better idea of what is planned for armour tanking, theorizing about and asking for larger bonuses is rather futile. Hell, for all we know the amount bonus could benefit from becoming a cap bonus when all is said and done Smile
Ager Agemo
Rainbow Ponies Incorporated
#159 - 2013-01-15 17:28:22 UTC
The problem with active tanking is, that it is only usefull as long as you can heal faster than you get damaged.

which in turns means most of time you either die because your capacitor died, or you plain out got alphaed.


Also in a sense active tanking its a buffer tank, by the fact that each cycle adds more HP with resistances that needs to be taken down before you die, but the problem is , currently this HP boost is not enough to add sufficient HP to compare your EHP in the end.

UNLESS you have a cap stable tank, in this case by definition your EHP its infinite as long you don't get hit by more damage than you can heal. but almost always in this situation Active tanking heals very slowly so you die anyway.


my suggestion would be to make active tanking heal comparable amounts to what Buffer tanks end EHP wise. but to make it impossible to run cap stable builds. (we don't want ships healing 2000 dps infinitely).


One interesting option would be to add a secondary bonus to Armor resistance modules:
for example:

Energized plating should add a 10% more armor rep without penalties.

and in shields increase the amount of HP healed by all the modules, but also the capacitor usage. so they can heal faster but also their capacitor dies faster, this way their effective final HP will be similar to that of buffer tank ships.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#160 - 2013-01-15 19:27:29 UTC
Veshta Yoshida wrote:
True, but what if/when MAR's and LAR's are brought up to par with SAR's and those 600dps tanked comes from one permanent + one intermittent cycled repper?

Until we have a better idea of what is planned for armour tanking, theorizing about and asking for larger bonuses is rather futile. Hell, for all we know the amount bonus could benefit from becoming a cap bonus when all is said and done Smile


Fozie seems quite decided on overheat mechanics for active armor tanking.

Can't see anything good on this but whatever, since I can shield/armor tank I shouldn't really care how bad it will be sorted.

removed inappropriate ASCII art signature - CCP Eterne