Mevanna wrote...
Why is the Hunter Mode nerf silly? Take a look at the damage bonuses from various abilities:
Total/Weapon damage bonus (with right type of weapon)
Hunter Mode 17.5% (formerly 25%)
Tactical Scan 32.5% (7.5% from rank 4 evolution)
Adrenaline Rush 70%
Tactical Cloak 130%
Power Damage only
Fortification 20%
Tech Armour 30%
Barrier 25%
(not listing the potential melee damage bonuses since that is completely unrelated)
So the Geth Engineer has his total damage bonus reduced by 30% (25 -> 17.5)
Geth Infiltrator: 130% TC + 17.5% HM + 20% Proximity Mine = 167.5 % bonus damage (formerly 175%)
That's a 4.3% reduction of the total bonus. Yeah guys, that really hurts him
Compare the two higlighted lines... now which character was that nerf aimed at, precisely?
So... they tried to balance the Geth Infiltrator by nerfing the ability that already had a lower damage bonus than comparable powers while happily leaving him with the Cloak that gives almost twice as much of a bonus as the next best comparable power while still making you invisible.
Really, Bioware? *facepalm*
EDIT:
Didn't add in the Networked AI bonus, which can be up to 32.5% more weapon damage or 40% power damage, simply because GE and GI would spec it differently so it's not comparable.
Turns out the 40% SR bonus on the Cloak and 20% from Proximity Mine are actually multipliers, not simply added.
This brings TC to 166% damage bonus instead of 130%
( [ { 100% base damage + 90% bonus } x 1.4 SR bonus] - 100% base damage )
Total GI bonus would actually be 249% (formerly 261%), so that's a 6.5% damage bonus reduction, but it doesn't change the argument much.
( [ { 100% base damage + 90% TC + 17.5% HM } x 1.4 SR x 1.2 PM ] -100% base damage)
Math!!! the bane of Bioware balancers
If you are going to NERF anything in this game is should be tactical cloak, yeah the thing doesn't work 100%, but the damage bonus provided by it is just SILLY.
TC needs to give both more attack and defense.
+30% damage and 20% more defense





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