Topic: Regarding new Artemis Resistance Bonus
About the artemis bonus.
Id like to point out the alternative of giving straight out resist points as bonus as opposed to % based bonus.
Sure the % scales upwards a lot once you reach a certain point of resist with universals, but beeing laser based, you will never fit more than one resist plate on an artemis due to needing a acc. recharger.
And also a lightweight mod at all times, since the Thelodica speed changes (if i recall right). So 5 points per lvl would do better than 5% to base resist+module per lvl imho.
Sure you could fit 2 or 3 universals or actives in theory but you'd be dead in the water without repair capability and out of acc. -considering how acc intensive medium lasers and a med rep are, even when well skills and one or two rechargers fitted, so that would be senseless to even try.
Hence my argument to switch to a point based bonus instead of a % bonus on base resist.
Lets face it, 50% of 10% are just 5% and realy laughable for the time it needs to get the relevant extension (advanced robotics) to lvl 10.
I will however say that in exchange to this, the natural kinetic resist should be tweaked down a little, to avoid kinetic weapon/ammo doing jack all on a half-skilled artemis with universal mod.
Edit: Alternatively it would also be acceptable imho to lower acc cost on lasers to make the recharger modules more or less obsolete at a certain extension lvl on energy management and spec ops extensions. So to make reasonably room for a second resist mod to make use of the % based bonus more properly.
Edit2:Forgot to mention, i see 5points per lvl do ok instead of 5% to base.
Thanks for your time and great work so far!
Regards
Ushima
Last edited by Ushima Koranaki (2010-07-07 23:42:06)