Surgical Strike – Coming 15 April

LOL. I already explained exactly where. Your math assumes a base resistance of zero.

If you want to consider this the end of the world, feel free. I do Hi-Sec PVE and wormhole dives so I’m about as affected as anyone by this and while I don’t like it, we’ll adapt and carry on. We’ve already got a plan on how to adapt doctrine and while it’s a change, it’s not a killer change.

Have a great day

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Why would you openly support things that are detrimental to your interests though? I’ve never quite understood people who do that.

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I don’t support the change but I can adapt to it.

I agree 100%. Literally just bought my 2nd super and first titan. Very disappointing. 60B that will likely be collecting dust. Think Ill go fly my Carrack…

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MSG me, i can Build everything like before o7

Is there a clear list of what modules/effects will be affected by the Surgical Strike update?

Active shield modules (i assume yes)
Scriptable shield modules (i assume yes)
Passive shield modules (i assume yes)
Active armor modules (i assume yes)
Passive armor modules (i assume yes)
Reactive armor hardener (?)
Damage controls (?)
ADC active effect (?)
Capital Emergency hull energizers (?)
Rigs (?)
Command burst effects (?)
Marauder bastions (?)
Weather effects (?)

@CCP_Dopamine @CCP_Rattati

And still when you claim that the impact on pve will be “from 4% to 6” you are wrong .

the impact of REP on PVE is literally -8%. The impact on the LAYER that the logis will consider is ALSO -8% EHP.

I already listed them all along with the EHP/rep loss from those modules

here

Sorry, but i’m not interested in the long-ass list of every damn module. I asked if there is a confirmed (by devs) list of module and effect TYPES that will be affected.

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The list of modules (actually the groups) is given in the article.
The effect types are the same four for those groups.

Immediate interests, short-term interests, or long-term interests?

In the immediate, this makes my life harder. It annoys the hell out of me. It forces me to do a lot of previously unnecessary work and gives me stress.

In the short-term, this is going to cause upheaval and confusion, and disrupt day-to-day life. It will cause more stress. It will be annoying.

In the long-term, this is absoluletly a necessary part of bringing all the years of rampant BS back in line and putting us on a healthier footing.

I mean, those three statements could apply to this. They could apply to losing weight. They could apply to quitting smoking… long-term interests are often at odds with short-term and immediate desires.

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That list in the article can be speculated to be incomplete because there are more sources of where resistances may come form. Thus the question.

That’s literally 5 groups that exactly exist in the game files . Sure there can be more later, but I don’t get the point of asking for a correction if you have no reason to consider there is an error.

EEEEE!!! Easier work suicide squad’s in empire!! Nice nerf! R.I.P quiet life…

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But i do have a reason to consider there is an error/incomplete list:

in this update is a 20% reduction in the power of ALL modules that increase shield or armor resistances.

listed 5 types do not account for ALL modules as written in article. Bastions are modules, DCUs too, as well as RAH, as well as command bursts…

And then there are oddball effects like ADC active effect and capital panic stuff…

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I would agree with that. But, don’t make it sound as if gate camping is some difficult activity that pays nothing. It’s an extremely lucrative activity, with virtually no risk since you know you will lose your ship to concord anyways. Even the lowest levels of competence are enough to make good isk gate camping.

This change only makes gate camping even easier. Gate camping and ganking don’t need any buffs, it’s already mindlessly easy enough.

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Here is an example of the effect on a passive tanked Gila:

[Gila, …]

Drone Damage Amplifier II
Drone Damage Amplifier II
Damage Control II

Large Shield Extender II
Large Shield Extender II
Republic Fleet Large Shield Extender
10MN Y-S8 Compact Afterburner
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Rapid Light Missile Launcher II, Scourge Fury Light Missile
Rapid Light Missile Launcher II, Scourge Fury Light Missile
Rapid Light Missile Launcher II, Scourge Fury Light Missile
Rapid Light Missile Launcher II, Scourge Fury Light Missile
Medium Ghoul Compact Energy Nosferatu

Medium Core Defense Field Purger II
Medium Core Defense Field Purger II
Medium Core Defense Field Purger II

335 EHP/s passive regen before the changes

288 EHP/s after the changes

it’s actually a lot more than i expected, it’s about 14% loss of EHP/s but is this a bad thing?

Lots of titans of pilots and super long time saved up skill points. that they must do to do now ?
dreadnouts - rip

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DCUS, RAH don’t increase your resists.
burst are remote effect.
ADC and PANIC don’t either.
Bastion don’t either.
emergency hull energizer don’t either.

so, only burst are actually increasing resistance. all the other are actually decreasing resonnance. Which implies that reducing their effect would actually makes you take less damage ^^

Lol?

I wonder then, whats that thing that is shifted around every cycle of R(eactive)A(rmor)H(ardener) when you receive damage?

RAH

image

also

image of DCII

Bastion

Are those SHIELD and ARMOR resistances i see? It cant be, right?

And then there are rigs too.

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