Atlum wrote:
On average 1 point of healing will do 50% the hate 1 point of damage do. There are some other factors though but that's the basic rule.
I can tell you right now, mathematically this will need reduced right away... All because of resists... Think of it this way...
Typical MF with 5x excoms deals ~1600 dps to something. He generates 1600 points of hate? NO. He generates 800 points of hate because of resists n such...
Sniper deals 1100 dps with excom... Thats 550 points of hate...
Monkey heals the MF for -1500 dps... This causes 750 points of hate... Add in a transference facilitator, and you're up to over 850 points easy...
This means that a monkey would have a 50/50 chance of retaining aggro with a MF counterpart, and a damn near 100% chance of retaining aggro with a sniper izer or non DS sniper...
Atlum wrote:
If there are more then 1 enemies around, healing aggro will be "spread" between the AIs.
I don't know what you mean by this...
Atlum wrote:
They might need to dodge or run away a bit while the tanks try to aggro them off them.
Atlum, you fill at app ward with gear and try to dodge some gigo lasers... I can tell you now that it doesn't work. With exception to maybe an SD in a DS that can dodge vigi's catapults and midas's thoraxes, you can't dodge ubers projectiles, and the second you do, they start with the lasers. Most ubers have roughly 2k range... This means you have to burn out while taking damage, then come back in before the MF dies... I'm sorry, but MFs can't survive that long against ubers... Nor can snipers, nor can SDs... By the time the monkeys get back, the combat chars will be dead.
Atlum wrote:
Luckily healing ships tend to have a lot of shields.
In theory, this is correct... In practice, its not. A shield monkey might have 50-80k shield bank... A MF pax might have 25-50k shield bank...
App ward has 10% laser resists... That means an uber dealing 10k raw DPS is actually dealing about 9k dps, or 10-15% of the total shields per second...
Pax has ~65% laser resists (noone knows the exact amount)... That means the same uber dealing the same 10k raw DPS is actually only dealing 3500 dps, or 7-12% of total shields per second...
The only thing that a shield monkey's shields increase actually applies to is transference damage, because all resists are low for it... For damage tanking purposes, a monkey in an app ward is actually less able to tank damage in most cases than the combat tanking classes...
Atlum wrote:
...but healing aggro is a much needed feature that should have been in the game agos ago if you ask me.
I agree, but you NEED to impliment things to compensate... App wards already got HEAVILY nerfed, without any substantial bonus. This is putting even more strain on the already heavily reduced tech 20 ship...
Give app ward 50% resists to everything, put in a -15% damage augment, and a +30% transference power augment... This works out to a slight boost to the transference strength overall, while decreasing the damage output to make it ineffective as a damage dealing ship...
Also, increase the effect of the +/- hostility skills from bipolar... Allow it to go either +/-25% or +/-50% hostility... Allow people to design their characters to strategically take aggro/avoid taking aggro...
You could also introduce some hostility boosting augs and items that aren't 100% useless in combat...