[11:21] <rocket_x> shadows do 900k damage with their weapon thingy
[11:22] <rocket_x> just used a polarized moros to test it :3
[12:32] <jezza_mcwaffle> @ccp_larrikin: With the bonuses on the FAX and Dreads the 7.5% boost bonus is really nice since it buffs both your tank in terms of DPS repped but also the HP/Gj ratio, which is really important when neut warfare is involved (and wormholes are all about neuts). Whereas the cycle time on the Nag and Moros is kinda meh, because while it boosts your burst tank your HP/Gj remains the same so its not great.
[12:34] <jezza_mcwaffle> The boost bonus also allows for more interesting fits with ancillary reppers, you really don't want a cycle time for ancils, and while the rep speed for armour reppers is nice because you can almost get alphad through the cycle time I think editing the modules would be better than a cycle time bonus.
[13:24] <ccp_larrikin> editing the modules?
[14:19] <titus.tallang> reduce both rep amount and cycle time by X% on the base module i guess
[14:19] <titus.tallang> is what @jezza_mcwaffle meant i guess
[14:22] <jezza_mcwaffle> I meant specifically with the capital armour repairers. The cycle time reduction is not a great bonus compared to amount since it doesnt change your rep per gj spent. However it does bonus the armour repairer slightly because with the reduced EHP and long cycle time you can get alphad or at least put very low armour between rep cycles. I know it wasn't the intention or anything but could you look at switching to an amount bonus on the Moros and Nag rather than a cycle time and also look at reducing the cycle time on capital armour repairers, even if only by 25% and balancing the HP amount to keep the repping power the same.
[14:29] <jezza_mcwaffle> Capital shield boosters in comparison are in a much better spot because you get the rep at the start of the cycle and the cycle time is shorter, so your not worried about the alpha.
[16:41] <ccp_fozzie> The idea is that the two sets of bonus have different strength and weaknesses
[16:42] <ccp_fozzie> the RR amount bonus is great since it gives better cap efficiency, and on the other side the RR cycle time bonus provides more raw rep/second and is paired with the extremely powerful cap booster bonus
[17:48] <jezza_mcwaffle> I'm not talking about the RR cycle time but the local reps, but does the same logic apply to both? The amount bonus either way is so much more powerful because it allows you to overheat better and the small difference in pure DPS tank between cycle time and amount is massively ofset by the difference in rep/cap efficiency.
[17:53] <jezza_mcwaffle> If you take a look for example at the Lif and the Naglfar, both have local rep bonuses versus the uniform resistance compared to the Amarr and Caldari. But the amount bonus on the Lif means you can use ancillary reppers as a viable tank choice whereas the Nag kinda sucks because you'll run out of booster charges before you reload (if you fit double repper), the resist bonus ends up being a better bonus for local tanking when your at all worried about capacitor because it improves your HP/Gj repping power, which is very important.
[17:55] <jezza_mcwaffle> I'm not saying the cycle time bonus on the Nag is only bad because of ancillary reppers its just an example, not the only one. The only saving grace is that armour tanking capitals dont need slaves to survive the massive cycle time of the reppers.
[18:54] <rocket_x> https://pbs.twimg.com/media/Cfs-QhtWsAIMXCl.jpg:large
[18:55] <rocket_x> i been busy :smile: