Author Topic: Enviromental Implant change/balance  (Read 2850 times)

hejmr

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Enviromental Implant change/balance
« on: March 21, 2014, 19:11 »
Hi, here's the thing:

Enviromental implant:


This implant's current bonuses:
+ 10 Healing Rate.
+ 40% Poison Resistance.
+ 50% Radiation Resistance.

Suggested bonuses:
+ 10 Healing Rate.
+ 40% Poison Resistance. (this is useless anyway)
+ 50% Radiation Resistance.
Metabolic rate twice as normal (meaning 30s w/o Fast Metabolism, 15s w/)

Reasoning:

When you compare this implant's abilities to Chem Control implant, it's much weaker. Chem Control gives you a better healing ability + it gives you a free trait (Chem Reliant). Enviromental implant is also aimed for better survivability therefore it should be something similar. Here's an example of 2 characters which both have 400hp and Fast Metabolism trait. One of them has Enviromental implant, the other has Chem Control:

(Enviromental)
HP healed every 30s from healing rate: 23*400/100 = 92 (with change it would be 184)
HP healed in 30s from eating SS: 100*30/6 = 500
HP healed in 30s, total: 592 (with change it would be 684)

(Chem Control)
HP healed every 30s from healing rate: 13*400/100 = 52
HP healed in 30s from eating SS: 130*30/6 = 650
HP healed in 30s, total: 702

Thanks.
« Last Edit: March 21, 2014, 19:28 by hejmr »

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Red Dot

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Re: Enviromental Implant change/balance
« Reply #1 on: March 21, 2014, 20:36 »
Can u calc Fast Metabolism + Enviromental implant? Most ppl make this combo.

Dequ

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Re: Enviromental Implant change/balance
« Reply #2 on: March 21, 2014, 20:39 »
(Enviromental)
HP healed in 30s from eating SS: 100*30/6 = 500

That is not right, when you have 20+ healing rate it reduce medication cd for 1s
so that makes it:

HP healed in 30s from eating SS: 100*30/5 = 600


So the total diverce is
692 hp/30s Enviromental
702 hp/30s Chem Control

Seems balanced, right?
« Last Edit: March 21, 2014, 20:40 by Dequ »

Red Dot

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Re: Enviromental Implant change/balance
« Reply #3 on: March 21, 2014, 20:41 »
Plus u dont need ap for heal from regen. U can just runing.

T-888

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Re: Enviromental Implant change/balance
« Reply #4 on: March 21, 2014, 21:48 »
Everything already accounted for the balance.

The maximum healing rate is 26, legitimately available.

Like someone already pointed out, healing rate does not consume your action points. Medication allows you to consume more SS in a shorter period of time, which is quite crucial for survivability.

The radiation resistance is going to come in quite handy in the future. I am of course, as always at no liberty to tell you or anyone else anything, unfair advantage and all that stuff.

Xsarq

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Re: Enviromental Implant change/balance
« Reply #5 on: March 21, 2014, 22:48 »
Hejmr it does play huge rol in 1 vs Many when you cant afford to stop moving as you woud get instantly smashed. Now when you're both in running state you safes ap you woud had to invest into healing.

If used wisely this implant is good weapon.

T-888

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Re: Enviromental Implant change/balance
« Reply #6 on: March 21, 2014, 23:03 »
@T8: But it won't play any role in PVP anyway.

The total amount of health healed in the same time exceeds Chem Control, it's just partially based on an unreliable healing rate, but it also does not cost any action points, works while moving, is totally free.

Personally I wouldn't make a build for this, because I have something else in mind, but I would see more appeal to such build if the healing rate occurred more often, but with less health healed.

I don't like how the healing rate mechanic works, the implant is fine.

skycast

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Re: Enviromental Implant change/balance
« Reply #7 on: March 22, 2014, 00:45 »
Ye, most probably healing time and health healed can be halved.
   

   

T-888

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Re: Enviromental Implant change/balance
« Reply #8 on: March 22, 2014, 01:03 »
I was thinking about reduction of 2/3 (10s), so it would be something between a SS (5s) and maxed out First aid (15s) with Medic perk, for consistency and variety. Quite relative of course, 1/2 (15s) then can be compared with a non-medic First aid (30s) between a SS.

Shorter, faster rate spikes will produce less over-heal in general, therefore increase the efficiency of the healing rate by a slight %.

So, that's another option to choose from. Either way the changes are optimal.

SaintHell

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Re: Enviromental Implant change/balance
« Reply #9 on: March 22, 2014, 02:18 »
The maximum healing rate is 26, legitimately available.

27

Ye, most probably healing time and health healed can be halved.

Good! Maybe even less. Healing rate seems to be triggered by hp loss due to superstimps, thats anoying waste.
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skycast

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Re: Enviromental Implant change/balance
« Reply #10 on: March 22, 2014, 16:59 »
Good! Maybe even less. Healing rate seems to be triggered by hp loss due to superstimps, thats anoying waste.
Healing rate spikes not triggered by anything except random *)