Umbre, on May 04 2013 - 09:07 AM, said:
Oh, want to know something funny about TTK_
I've done the calculations and even with the detonator nerf, an EOC Raider can still instagib an A class in one alpha-strike.
EOC: 180 damage optimized to 193
MIRV: 210 damage optimized to 226
Detonator: 140
Total: 559
If using HE Charge instead of Detonator, Total: 594
The A class when optimized for maximum health has: 602
Unless the A class is optimized, it will be obliterated instantly. An optimized A class likely only surviving for about 1/2 - 1 second longer.
Got a few issues with the way you present these numbers. As one who has called out the burst issue with the eoc myself, there are a few things I want to go over. Also it will be done via stock values instead of bonus internal and tree changes. As people can spec for additional dmg or additional health. And at the A class level they basically cancel each other out, though O does win out. So no point in going down that road for shock value.
First off let me point out the stock dmg potential minus any items at all.
EOC (180) +:
kla-mirv (210) =
390 dmg = "raider-M"
hfm (183*_) =
363 dmg = "rocketeer" or "rocket"
kla-slug (170) =
350 dmg = "raider-S"
tow or sabot (155) =
335 dmg = "T/S" **
gl (150) =
330 dmg = "infiltrator" or "inf"
ke-sabot (95) =
275 dmg = "ke" **
*I am not positive of this number, but I also feel it is close enough to make the point.
**Showing possibilities of all secondaries. As the EOC is the reason this is an issue so we need to look at it from all secondary standpoints. I also don't know the number for the current zoomed sabot, so I had to skip that sadly. But I have a feeling it is still less than the kla-Mirv.
So now lets look at stock dmg burst potential with items:
HE (175) +:
raider-M = 565 dmg
rocket = 538 dmg
raider-S = 525 dmg
T/S = 510 dmg
inf = 505 dmg
ke = 450 dmg
Range of 565 to 450.
Det (140) +:
raider-M = 530 dmg
rocket = 503 dmg
raider-S = 490 dmg
T/S = 475 dmg
inf = 470 dmg
ke = 415 dmg
Range of 530-415 dmg.
So out of all those numbers.. only ONE is an instant gib on an A class mech (550 armor) in the new patch. This doesn't do much to show the EOC is what is broken here.
Infact I would rather say the HE needs changed to 140 as well and maybe have it's CD reduced another 5-10 seconds. This would also promote higher skill (HE) over easy of use(Det) with the ability to use the HE more often. It will be tough finding that sweet spot but it does exist. So the top damage the raider-M (highest eoc burst combo) could do with an item would be 530 dmg. Thus taking away all abilities to instant gib someone in the game solo (minus funny reverse goomba stomps that also need fixed and possibly SS PS combo + item which is an ability/primary/secondary AND an item combo that I don't know what damage it does).
These numbers are a FAR cry from what they were a few patches ago. The fact is the devs have listened to us not enjoying the effects of burst and have changed how much burst we can do.
As it stands I feel that the EOC could use a slight reduction in heat cost. It felt really good in the previous patch and with the 15% dmg reduction and no heat change, I can seriously feel the difference. Combine that with the Raider secondary balancing the heat gain on that mech in question is through the roof. As it stands the Raider is now a High Skill / High Reward mech. It is very unforgiving on missing any shots, even more so than the SS which is easier to use and has more utility.
I am looking forward to the 50 health gain across the board and the changes to the repair charge. No more almost dead A class mechs diving behind a wall and 3 seconds later having full health again.