Star Conflict OBT v.0.9.5 Discussion

  • I personally never paid attention vs coils, but on Russian forums some Dev said that Armadillo is a good implant vs Coil Mortars (apparently they are considered explosions)

  • Blue balls biggest threat is critical dmg - it is Plasma so it has 75% base crit dmg multiplier and combined with feds r6 (extra 50% crit dmg) it becomes 125% crit dmg. It has 3k projectile dmg so you hit for 6750 (zero resists) under crit buffs so EM resists combined with Armadillo on Hull tank will neutralize Singularity canons quite a lot. As an example my Desert Eagle build is Singularity canon with 2 crit modules+crit implant = making it in 40%+ crit chance for regular shots (activate Aiming overcharge and you hit next to 100% crit chance, imagine the pain)

… I want that.

25 resist will serve you as 5-15% dmg reduction depending on overall resists.

 

wwwwut? :smiley: i have to butt in here…

 

25 resists on 0 = 25/125 = 20%.

25 resists on 25 = 25/150 = 16.7%

25 resists on 50 = 25/175 = 14.3% ← about 15%, if you’re at 175 resists.

25 resists on 75 = 25/200 = 12.5%

25 resists on 100 = 25/225 = 11.1%

25 resists on 125 = 25/250 = 5%. i doubt your resists are that high.

 

technically it’s 12-20% damage reduction. 16% as some average.

 

but as to the original question: yes it is a better implant for inties when dealing with AOE spam.

 

it’s just that, all AOE spam is situational.

 

also, a 40% reduction in crit damage is like a 20% reduction in normal damage if they’re doing +100% crits.

 

(they’d need >80% crit chance for it to pay off vs the average 16% reduction, >60% vs a 12% reduction) which can only be sustained for a while on gunships.

 

which depends, i’m assuming it applies only to the crit damage portion, as i’ve never used that implant before for general-purpose.

wwwwut? :smiley: i have to butt in here…

 

25 resists on 100 = 25/125 = 20%.

25 resists on 125 = 25/150 = 16.7%

25 resists on 150 = 25/175 = 14.3% ← about 15%, if you’re at 175 resists.

25 resists on 175 = 25/200 = 12.5%

25 resists on 200 = 25/225 = 11.1%

25 resists on 225 = 25/250 = 5%. i doubt your resists are that high.

 

technically it’s 12-20% damage reduction. 16% as some average.

 

but as to the original question: yes it is a better implant for inties when dealing with AOE spam.

 

it’s just that, all AOE spam is situational.

 

also, a 40% reduction in crit damage is like a 20% reduction in normal damage if they’re doing +100% crits.

 

(they’d need >80% crit chance for it to pay off vs the average 16% reduction, >60% vs a 12% reduction) which can only be sustained for a while on gunships.

 

which depends, i’m assuming it applies only to the crit damage portion, as i’ve never used that implant before for general-purpose.

0 ->25 resists = 20% Dmg reduction Gain

25 ->50 = 13.3% dmg reduction gain

50 ->75 = 9%

75 ->100 = 7%

100->125 = 5.5%

Most of better players

a) already run resists in above zero values

b) use active modules for resists buff for 8 seconds effectively diminishing existent resists, that modules is better synergizes with armadillo or hp pool.

 i’m assuming it applies only to the crit damage portion

 

that would be a weird way of doing it. I assume it checks for crit, if yes then -40% from dmg on that hit.

It only helps against hull though, shields are unaffected by the implant. So although it’s a nice implant, I’ll stick with my resists :stuck_out_tongue:

0 ->25 resists = 20% Dmg reduction Gain

25 ->50 = 13.3% dmg reduction gain

50 ->75 = 9%

75 ->100 = 7%

100->125 = 5.5%

 

uhm yea, i just got up so the way i explained that was in fact incorrect. (fixed, subtracted 100)

 

but to calculate resists you add 100 to the denominator ;o

 

50 resists = 33% reduction. 50/150

 

100 resists = 50% reduction. 100/200

 

e = r/r+100, as long as you are in the positives.

 

edit - hmmm, but i suppose if you want to obtain the net gained from stacking resists, it would be:

 

0 res = 0%, 25 res = 20%… 20-0=20% reduction of total for 0-25.

25 res = 20%, 50 res = 33%… 33-20=13% reduction of total for 25-50.

50 res = 33%, 75 res = 43%… 43-33=10% for 50-75

75 res = 43%, 100 res = 50%… 50-43=7% for 75-100

100 res = 50%, 125 res = 44.5%… 50-44.5=5.5% for 100-125

 

above 125, it’s below 5%. but on average probably 8-12%. or 10% on average?

 

anyways, just slap an adaptive on, and you get your resists.

It only helps against hull though, shields are unaffected by the implant. So although it’s a nice implant, I’ll stick with my resists :stuck_out_tongue:

True but the resists are only for hull, too.

For me, the resists are better than the armadillo, since missiles are usually avoided, and crit builds…If I am in a position where they will kill me without it, they would likely kill me with it as well.

It only helps against hull though, shields are unaffected by the implant. So although it’s a nice implant, I’ll stick with my resists :stuck_out_tongue:

This is exactly why i am arguing for past month that in current meta game Hull tanking is that much more effective during actual encounter than Shield tanking. Shield does not have comparable dmg reduction possibility such as Hull has, on top of that since 0.9.4 there NO shield resist modules comparable to galvanized armor. 

For me, the resists are better than the armadillo, since missiles are usually avoided, and crit builds…If I am in a position where they will kill me without it, they would likely kill me with it as well.

Crit/explosion dmg is major source of dmg in the game ight now.

Edit At least in T3

Desert Eagle is THE beachball expert in T3, especially because it’s stats are close to that of a T4 gunship. Love it.

 

Armadillo is a hull tank implant, which I never took, actually. I also stick to the resists, giving me at least the chance of using some hull tanky ships, like the Swarm, as Recon, even if I love the Sai more. After all the Resists benefit hull in every damage source, even web.

 

I do see proxy mines as still effective, they do break the tank of bigger ships, I do not always consider a weapon to be “kill! or not at all!” in usage. The chance of getting primaried if you are nearly dead, or the dangerous exposure to incoming LRF fire makes mines still very nice against frigates, even if you dont kill them, but of course not dangerous if the target has still shields…

LRF Mines are still nice as defense of targets, or with a layed back defense style / hull tanking on LRF, if the LRF actually baits me into putting a proxy mine under him, and releases the mines in the last second, its devastating for my Recon.

 

Anyway, one thing I miss now with the nerf of the Heat Sinks are actually Heat Sinks - things which increase my overheat time, not my rate of fire.

I would rather say hull tanking has become more effective in terms of resist. However, Shields have more rapid healing sources, and always provide a healing, so it seems ok to me. Adaptive Armor still has the downside of being unreliable, you do not even know if it’s kicking atm, and weak to ECM.

This is exactly why i am arguing for past month that in current meta game Hull tanking is that much more effective during actual encounter than Shield tanking. Shield does not have comparable dmg reduction possibility such as Hull has, on top of that since 0.9.4 there NO shield resist modules comparable to galvanized armor. 

I’m still Jericho. Still kicking xxxx. I don’t need some silly omni-resist mod on my Guard to make sure I’m still alive, kicking and still applying my area denial debuffs.

 

Let’s be fair, if I actually use that resist mod, my Crus-S is, LITERALLY, going to be indestructible.

Desert Eagle is THE beachball expert in T3, especially because it’s stats are close to that of a T4 gunship. Love it.

 

To be honest i like BB more on Wolf M, well i like Wolf M more than DE in my play style (Wolf M is more of get in kill and get out, while DE is get in and kill everything) its just my WoflM is maxed out and i just fly DE to get extra moneys and free synergy, i keep it more as tool when i see too many frigs on enemy side. It destroys “not properly” build frigs of newer/or even veterans that caught out of the position so they get an impression that frigs are not worth it and switch to fighters intys :))

It’s worth noting that crit was hard capped at around 72% or 75% (can’t remember which), any crit stacked over that is lost.

 

And yes, not using armadillo right now is just bad. It’s LFR torps, EM torps and heavy crit singularity everywhere. Not to mention that most ints rely on crits as well, not that that is worth mentioning.

If it helps the decision making, here are the stats about damage taken from my last 1k battles:

 

Average PVP Stats for 1041 battles:
[...]
* Damage Taken: Collision 4.10%, Kinetic 13.23%, EMP 15.42%, Thermal 33.50%, Critical Hits 9.29%, Explosions 20.56%, Friendly Fire 3.89%

i logged in again to see if the devs fixed the game at least a bit.

in short: all my ships got fucked up and the options for fitting got dumbed down in such i way that there are hardly things to chose from for most ships. there are a few viable builds left, most options for the passives are just not worth it…

Thanks Snib for that info.  It could use new numbers unless you’ve played that many matches since the weapon change.  I know you can’t help change it, but knowing if it’s a hull shot or a shield shot would help tune it further.  But we should probably assume that people aren’t going to stop firing once shields are down so people can change weapons.  In any case, the Fed R1 implant seems to reduce damage about 12%, the Jericho R1 implant seems to reduce damage about 17%.  Right now, I’m sticking with Jericho.

 

Edit: The Jericho R1 implant should help even more, since crits and explosions are still a separate damage type and not generic.

Thanks Snib for that info.  It could use new numbers unless you’ve played that many matches since the weapon change.  I know you can’t help change it, but knowing if it’s a hull shot or a shield shot would help tune it further.  But we should probably assume that people aren’t going to stop firing once shields are down so people can change weapons.

For me it’s mostly shield damage but as you say it would be the same type of damage hitting hull.

Also all the patches seem to have changed little, the numbers come out basically the same regardless of which time period or tier I look at. Certainly depends on what and how you fly as well I suppose.

Edit: The Jericho R1 implant should help even more, since crits and explosions are still a separate damage type and not generic.

Crits and explosions are one of kinetic/thermal/EMP.

If it helps the decision making, here are the stats about damage taken from my last 1k battles:

 

Average PVP Stats for 1041 battles:
[…]

  • Damage Taken: Collision 4.10%, Kinetic 13.23%, EMP 15.42%, Thermal 33.50%, Critical Hits 9.29%, Explosions 20.56%, Friendly Fire 3.89%

Overall damage taken is actually about as relevant as mixing all tiers to see success rate of ships is relevant to balance.

 

What you need to see is what kind of damage actually KILLS you. Not the kind of damage you survive and walk away to engineer to get healed to full. And in most cases, that damage is critical damage and explosions. While most of the survived damage is the non-critical damage.