Artisan Archive

Thread: New Powerups on TC-5 *listing and test results*

Ackehece
Thu Apr 07, 2005 8:41 am
#40





NikkiT wrote:
If you want to get more hit opportunities (maybe because you want that bleed to stick on that hard-to-hit opponent), go for speed. If you want to conserve action/mind, you would go for more damage, less speed and thus less specials to use. Right?






QFE

this is exactly what happens with the damage vs speed trade off.

Message Edited by Ackehece on 04-07-2005 09:43 AM



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
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Ackehece - Eclipse | Tife - TestCenter




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Encoded as per Garva




TatterSalad
Thu Apr 07, 2005 8:42 am
#41






johnautry613 wrote:





Helios_SOE wrote:



That's not altogether the case. It does, like you said, equalize the potential DPS of the weapon. Depending on how often you are likely to hit your target, however, you may want a faster firing weapon. In other words, if you tend to miss alot you would want to fire more often thus giving you more opportunities to land a hit (statistically speaking). This is not to say the numbers (or the resources) on the powerups don't need to be adjusted (they do), but that they were designed with more or less equal tradeoffs in mind.






This idea has a problem with it.


Imaginary example weapon:


AVG damage 100, Speed 3.


DPS: 33.3



Put a power up on it, that, as you show, gives a balance between speed and damage. so -20% speed and + 20 % damage:


AVG damage 120, speed 3.6


DPS 33.3



Fire the weapon as many times as you can in say 120 seconds, 2 minutes.


120/3 = 40 shots. 40 * 100 = 4,000 damage caused.


120/3.6 = 33.3 Shots. 33.3 * 120 = 4,000 damage caused.



In ANY long run trial with a power up that treats itself as a pure balance between speed and efficency, then there is no point in using the power up. It would be a complete waste of yuour time and money.


Accuracy is not a factor. In both examples, you would miss the same average amount of times, so the Average damage caused at any point on a time line is statistically the same.








Excellent point, I am currious, was this ever considered?


Because, Accuracy would be the deciding factor in which weapon (faster/slower) would be the better choice, it then leads to an unbalance of professions. For example, If I were a rifleman (slow) and used a speed power up and I were facing a pistoleer (fast) who used a damage power up the damage per second would come more into balance. However, if the accuracy gained from master pistoleer is not the same accuracy has master rifleman the damage per second then becomes unballanced creating an ballance in the game. This example is probably not the best to use but the concern comes into play when talking about rifelman vs TKM or something along those lines, where the accuracy of a master rifleman is +160 and the accuracy of a TKM is +205. Yes, one is a ranged profesion and the other is a melee profession, but why would I want to choose a profession that can achieve relatively the same amount of damage per hit, but when considering the accuracy the damage per second is decreased for the ranged profession. On top of that the defenses are better for the melee.


Food for thought



"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." --Albert Einstein
omadnay
Thu Apr 07, 2005 8:50 am
#42



neinnunb wrote:

The powerup gets used up fairly quickly. Having to insert one every couple of minutes is a drag and if the benefit for one is going to be less after CU then people wont bother to buy them. The solution I think is to increase the uses powerups have, from lets say 100 to 500 or even 1000, but also increase the resources required to make them by the same multiplier.




I agree with this, just from a balance standpoint... also PERHAPS lessening the weapon-decay increase would be a good idea.

May the force be with you.

- Omadda Szool
Kauri

Ybagi
Thu Apr 07, 2005 9:04 am
#43


Can powerups be used on heavy weapons now? seeing how the stats of these weapons are comparable to everything else now, it would be a good idea.


Do we need separate Melee, Ranged and Grenade powerups now? why not just make powerups apply to any weapon class?


Uses on the powerups need to be increased in light of there decreased advantage.


My take on powerups is that they should provide a greater advantage than slicing as they have limited uses vs slicing being a permanent upgrade.


The higher weapon decay won't be much of a penalty for those using ADKs is this unbalancing?



Yv
Undead Warrior
Alchemist
Malganis Server
World of Warcraft
DarthTomm
Thu Apr 07, 2005 9:17 am
#44






Helios_SOE wrote:





Animi wrote:

Thanks for the info.


I'm sad to see they've made damage and speed opposing pairs. It seems to me that increasing one at the expense of the other negates the benefit of the powerup altogether.


We'll have to see what the DPS numbers are with that type of powerup equipped and unequipped.







That's not altogether the case. It does, like you said, equalize the potential DPS of the weapon. Depending on how often you are likely to hit your target, however, you may want a faster firing weapon. In other words, if you tend to miss alot you would want to fire more often thus giving you more opportunities to land a hit (statistically speaking). This is not to say the numbers (or the resources) on the powerups don't need to be adjusted (they do), but that they were designed with more or less equal tradeoffs in mind.


We need to balance our weapons by the full potential of a weapon's power (including crafting, slicing & powerups). In tandem with that effort, we are also trying to make sure that you don't absolutely need a slice or powerup (or both) to use your weapon effectively. Not to say that these things won't give you an overall edge in combat (because they should), but they can't be "make-or-break" portions of the weapon. This is why you won't see a "free" 30% dmg increase on a powerup any more.


All of that being said, I look forward to your ideas. We will most likely not be making sweeping changes to how the powerups work, but if you have some good ideas (with supporting arguments) as to how the system might be tweaked without breaking weapon balance, I'll be happy to listen to them.








While I understand your need to balance. There has to be a benefit or no one will waste the time to A. make them and B. buy them. Plus you will destroy any niche market certain artisans have built up. I know a crafter in my PA that makes most of his credits from the sale of PUs.


I understand not wanting them to be a must have, but an equal + to dmg - to speed is not very smart. Why would anyone invent something that equally hurts a weapon as it helps, thus negating the benifit of the intended increase. I'm not saying you should drastically overhaul, but if you leave it as is, no one will make them, because no one will buy them.




TYTAN®
Master Rifleman ► ◄ Master Teräs Käsi ► ◄ Master Brawler
LUCAN' ROKA®
Master of Lightsabers ► ◄ Master Defender ► ◄ Healer 4004
RSQViper
Thu Apr 07, 2005 9:29 am
#45

The thing with powerups is they are used up SO fast.


I'd rather they took more resources but lasted that much longer. Like a 1000 use or 500 use powerup.


Also, and I may be alone in this, I think that slicing should be moreeffective than a powerup. The reasoning behind that would be because they are illegal. But, I would also like to see that those weapons that are sliced to reject powerups. That way you avoid the sliced w/powered up weapons. The advantage to the powerup would be passing scans vice failing them with a sliced weapon.



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omadnay
Thu Apr 07, 2005 9:55 am
#46


RSQViper wrote:
The thing with powerups is they are used up SO fast.
I'd rather they took more resources but lasted that much longer. Like a 1000 use or 500 use powerup.
Also, and I may be alone in this, I think that slicing should be more effective than a powerup. The reasoning behind that would be because they are illegal. But, I would also like to see that those weapons that are sliced to reject powerups. That way you avoid the sliced w/powered up weapons. The advantage to the powerup would be passing scans vice failing them with a sliced weapon.





I think that is a Great balanced relationship between slicing and powerups.
/thumbsup
You are not alone, I definately agree with you on that one and I would absolutely love to see the Devs take that approach!

By making sliced weapons unable to accept powerups, making powerups a little longer lasting than previous powerups, and making their effectiveness a couple of percentage points below slice-jobs... you are creating a clear divide.
Legal weapon modifications or ilegal mods that are better but offer risk.

The way it is now, just about everyone has their weapon sliced.
Those that choose not to are basically playing with a large handicap.

By making the legal alternative unable to combine with the ilegal, you are taking away a clear advantage that the ilegal users get (Combining both stat mods).
They'd still have the advantage... as they'd have better mods that last much longer. And of course they'd still have the risk of getting caught.

The law-abiding citizens woul be able to obey the law, while still being able to acquire decent modifications... all the while knowing that those that break the law cannot double modify their weapons.
This idea would make it so that Players have more of a reason to choose NOT to carry ilegal weapons.
It would cut into both the artisan's market and the smugglers market, but I think it's a great balance.

Maybe there needs to be one more factor that would make the powerups more worthwhile though... we wouldn't want it so that no one uses powerups at all because they all have their weapons sliced...

May the force be with you.

- Omadda Szool
Kauri

Message Edited by omadnay on 04-07-2005 01:09 PM

VemaGara
Thu Apr 07, 2005 10:01 am
#47


Accuracy is not a factor. In both examples, you would miss the same average amount of times, so the Average damage caused at any point on a time line is statistically the same.






Accuracy is a factor. Many specials have effects other than damage.



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
johnautry613
Thu Apr 07, 2005 10:06 am
#48






VemaGara wrote:



Accuracy is not a factor. In both examples, you would miss the same average amount of times, so the Average damage caused at any point on a time line is statistically the same.









Accuracy is a factor. Many specials have effects other than damage.






I think you missed it. I am talking about a pure trade off between damage and speed, accuracy is a constant. You will miss the same proportion in any situation.


So in any situation where dps is unchanged, then the average damge at any given point in time is equal on any time horizon. This is due to the fact that ALL other factors are equal.




Lazurk Autry
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Vendor Lazurk's Grenades
Lazurk's Forge
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(-1850, -4900)
ScyllaGivi
Thu Apr 07, 2005 10:12 am
#49





johnautry613 wrote:

This idea has a problem with it.


Imaginary example weapon:


AVG damage 100, Speed 3.


DPS: 33.3



Put a power up on it, that, as you show, gives a balance between speed and damage. so -20% speed and + 20 % damage:


AVG damage 120, speed 3.6


DPS 33.3



Fire the weapon as many times as you can in say 120 seconds, 2 minutes.


120/3 = 40 shots. 40 * 100 = 4,000 damage caused.


120/3.6 = 33.3 Shots. 33.3 * 120 = 4,000 damage caused.



In ANY long run trial with a power up that treats itself as a pure balance between speed and efficency, then there is no point in using the power up. It would be a complete waste of yuour time and money.


Accuracy is not a factor. In both examples, you would miss the same average amount of times, so the Average damage caused at any point on a time line is statistically the same.






I may have missed something, but what is happening to "speed caps?" Are they gone in the CU? My MP/MBH fires any shot once per second, so speed powerups are useless to me ATM. However, damage powerups are great on my ADK'd DE-10.


But anyway, to reply to Lazurk, if all you are looking at is DPS, then yes - the powerups are the same. If you are looking (as someone else said) to land a state, then you definitely want to hit more often in a shorter time to get it to stick, unless it's aDoT (unless DoTs no longer use the damage of the hit as the tick of the DoT) or a knockdown (in which case landing them too fast could stand them back up).


Sosay your accuracy is 70%. Using your above numbers:


Fire the weapon as many times as you can in say 120 seconds, 2 minutes.


120/3 = 40 shots. 40 * 70% = 28 hits/12 misses.


120/3.6 = 33.3 Shots. 33.3 * 70% = 23.3 hits/10 misses.


So while you miss only 2 less times, you hit almost 5 less times in those 2 minutes. It depends if you're looking at a long DPS fight or a short dizzy/KD/damage fight. And from what I understand, most PvP won't last long enough to get into statistical arguments anyway. If I want to land a dizzy with in6 seconds, I am better off with the speed at 3 and getting2 chances than at 3.6 with1 chance (and some change)...


My point, if I have one (hehe), is that the powerup may make no difference to you, but it might make a BIG difference to me. Stop being so selfish...




Melvis (Scylla): Master Pistoleer, Master Bounty Hunter
Ishu (Scylla): TKM, Master Doctor
Givi (Scylla): Master Commando, Novice Squad Leader


ScyllaGivi
Thu Apr 07, 2005 10:16 am
#50






johnautry613 wrote:





VemaGara wrote:



Accuracy is not a factor. In both examples, you would miss the same average amount of times, so the Average damage caused at any point on a time line is statistically the same.









Accuracy is a factor. Many specials have effects other than damage.






I think you missed it. I am talking about a pure trade off between damage and speed, accuracy is a constant. You will miss the same proportion in any situation.


So in any situation where dps is unchanged, then the average damge at any given point in time is equal on any time horizon. This is due to the fact that ALL other factors are equal.







Well if that's ALL you're talking about, then you're right. But there's more to fighting than DPS...



Melvis (Scylla): Master Pistoleer, Master Bounty Hunter
Ishu (Scylla): TKM, Master Doctor
Givi (Scylla): Master Commando, Novice Squad Leader


Bermag
Thu Apr 07, 2005 10:21 am
#51

First of all I think it is good to make powerups optional and instead let them switch attributes. As it is now you need to have powerups or two combatant with equal weapons are no longer equal. It just adds some more things you need to do as preparations. If everyone are using 33/16 damage powerups then you can just increase base damage of weapon instead (or just remove it).

I like how these pups work. It removes some complexity/preparation for average combat but it also adds some complexity to your options. It is not just looking at DPS. Depending on your speed skill increasing damage and lowering speed might be worth it.

One thing to think about. If humans will still have bonus to artisan experimentation it might become unbalanced for crafters. 14 pt experimentation for humans compared to 12 for all other races.



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
RSQViper
Thu Apr 07, 2005 10:30 am
#52





omadnay wrote:




RSQViper wrote:

The thing with powerups is they are used up SO fast.


I'd rather they took more resources but lasted that much longer. Like a 1000 use or 500 use powerup.


Also, and I may be alone in this, I think that slicing should be more effective than a powerup. The reasoning behind that would be because they are illegal. But, I would also like to see that those weapons that are sliced to reject powerups. That way you avoid the sliced w/powered up weapons. The advantage to the powerup would be passing scans vice failing them with a sliced weapon.




I think that is a Great balanced relationship between slicing and powerups.
/thumbsup
You are not alone, I definately agree with you on that one and I would absolutely love to see the Devs take that approach!

By making sliced weapons unable to accept powerups, making powerups a little longer lasting than previous powerups, and making their effectiveness a couple of percentage points below slice-jobs... you are creating a clear divide.
Legal weapon modifications or ilegal mods that are better but offer risk.

The way it is now, just about everyone has their weapon sliced.
Those that choose not to are basically playing with a large handicap.

By making the legal alternative unable to combine with the ilegal, you are taking away a clear advantage that the ilegal users get (Combining both stat mods).
They'd still have the advantage... as they'd have better mods that last much longer. And of course they'd still have the risk of getting caught.

The law-abiding citizens woul be able to obey the law, while still being able to acquire decent modifications... all the while knowing that those that break the law cannot double modify their weapons.
This idea would make it so that Players have more of a reason to choose NOT to carry ilegal weapons.
It would cut into both the artisan's market and the smugglers market, but I think it's a great balance.

Maybe there needs to be one more factor that would make the powerups more worthwhile though... we wouldn't want it so that no one uses powerups at all because they all have their weapons sliced...

May the force be with you.

- Omadda Szool
Kauri



Good to see I'm not alone here.


And you are right, it would cut into both markets which is why I thought people may dislike it. But on a balance standpoint I believe it makes sense.


As far as how to make a powerup more worthwhile: well, one would be to make them last longer (of course). Another would be to allow any weapon to have a powerup on it. As it stands right now a flamethrower cannot use one so with that system every flamethrower would be sliced. This way you would have a choice.


Powerups as they stand now are far less credits than slicing. If they could last longer than they do now it would add much more to their use.


Maybe even allow up to 2 powerups on a weapon ata time? Not stackable though, but one with +range, -accuracy and another with +speed, -power. Something like that may work as long as you can't put two +power on a weapon. Maybe make it so each area can only be effected by one +factor.


That would make them something to drool over a bit, but still hold them under what slicing can do, but legally.

Message Edited by RSQViper on 04-07-2005 01:32 PM



JTL FAQ [FX] Summ'er Soleil & Sskik Stoksss [MEMS] Corvette
{CorSec, Arca Effex Division [ Swoop Quad-Champion%%%%
Rebel Commando, Carbineer, Alliance Pilot Trandoshan Privateer, Smuggler, Pistoleer
- I support live entertainers!
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