Jump to content

(PSN)Ub3rM1k3

PSN Member
  • Posts

    91
  • Joined

  • Last visited

Posts posted by (PSN)Ub3rM1k3

  1. The damage reduction from armor is as follows:

     

    Damage Reduction = 1 - ( 300 ÷ ( 300 + Net Armor ) )

     

    A net armor value of 300 will reduce incoming damage by 1 − ( 300 ÷ 600 ) = 1 − 0.5 = 50%, so only half of the weapon's damage is inflicted in total. At 600, you receive only 33% of a weapon's outgoing damage. At 900 armor, damage is divided by 4, and so on. 

     

    *snip*

     

    Effective Health = Nominal Health x ( 1 + ( Armor ÷ 300 ) 

    • Nominal Health means "health in name", referring to the Health points in your screen's upper right corner.
    • Effective Health becomes your "health in effect", reflecting a "truer" measurement of survivability.

    The reason it is so important to understand effective health is because it allows you to compare the benefit armor provides to your survivability compared to the benefit that health provides, and it shows you that each additional point of armor increases your time to live by the same amount. While it is common for people to remark that "each point of armor gives you less damage reduction than the previous point", it is not an accurate sentiment—each point of armor confers linear, not diminishing, returns.

  2.  

    1. Buff Steel Fiber
    110% sounds great and all, but with diminishing returns on armor's DR calculation, the more you rank it up, the less effective it gets. Buffing it to 220% will make all those with decent but not high armor, like Ash/Prime or Hydroid, actually benefit noticeably from its addition. Frames with massive armor, like Chroma or Valkyr, get some more DR but not as much since it's already so high.

     

    While the broad point of this statement is true, I feel obligated to point something out.

    With the way armor works, Steel Fiber actually has linear returns.

     

    Effective health is the concept that each single point of health you have actually absorbs more than one point of damage, so you effectively have more hit points than indicated. Therefore, there are two ways that armor functionality can be imagined: either as a reduction to damage, or as an increase of effective health and incoming heals.

     

    *snip*

     

    An armor value of 300 will multiply the nominal health by 2, so the effective health will be double the nominal health. At 600 armor, it’s three times the nominal health, and so on.

     

    Here's a couple pictures too:

     

    RDI.jpg

     

    REH.jpg

     

  3. In parallel with the above, Limbo functions best with a team, especially with power-centric frames. He can banish his teammates just as easily as he can banish his enemies, and AOE powers can hit targets regardless of what side of the rift they're on.

  4. If I cast the Hydroid tentacles at some useless place (like the power often unintentionally happens), then I can't use it again for a while. That is effectively a cooldown.

     

    And if semantics is that important, you can give Greedy Pull some less powerful side effect after activation, that would make it last 15 sec and keep it from being the dreaded "cooldown".

     

    If you cast the tentacles somewhere useless, then they're still being used. That hasn't changed.

     

    Even if that were the case, what would it solve? So instead of spamming the ability button to collect each item as it drops, you're gathering massive piles all at once periodically. To me, it sounds like the abuse would increase rather than decrease, seeing how much less energy the ability would be using throughout a mission. The only way the cooldo- sorry, "secondary effect" would sufficiently nerf Greedy Pull is if the "secondary effect" lasted minutes at a time, which is blatantly ridiculous, thoroughly unreasonable, and would actually piss the greedy pull abusers more than the solution that DE has already implemented.

     

    tl;dr Greedy pull is exactly the kind of ability that cooldowns would not work for, because how much you can grab with it increases as time goes on.

  5. Yeah, like Cooldowns are not already in game with "power in use" that you can't switch off.

    If I cast tentacles with Hydorid in a certain place, then that power is not "in cooldown", right? I just can't use it again until a certain amount of time has passed, which is a totally different thing.

    How about we make it "Greedy Pull will be "power in use" for 15 seconds".

    Is that semantically kosher enough?

     

    The power in use message simply says that we can't have more than one active instance of a power in use by a frame at a given time, so you have to wait for the currently active instance of the to resolve before it can be cast again. Hydroid's tentacles are constantly in use for their entire duration, and there is no cooldown before you can recast it once the duration has expired. Mag's pull has no duration and resolves immediately. In that case, the only excuse for a 15 second long power in use message is 15 straight seconds of pulling.

  6. I thought De Megan said that the Excalibur rework comes with the next major update which is 17

     

    Don't forget that PS4 is behind PC in terms of our updates. PC already has the Excalibur rework, and the next update we receive on PS4 will include it.

     

    To be fair though, it is our next major update. Said update is not U17 though.

×
×
  • Create New...