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Forlorn Destrier
Bullet Cluster
1437
|
Posted - 2013.08.17 23:41:00 -
[1] - Quote
I posted this in another thread, but want to make sure that people see this. Forgive me my double posting ways
*****
Mass drivers do 80% damage to shields but only do 120% damage to armor (see this link)
Now, let's apply this to a real world application. I have a Gallente Logi alt I like to use. With the alt's mediocre skills, I run an advanced suit that has 134 HP in shields, and 300 HP in armor. Let's pretend I've fit a standard Mass Driver on my suit, and I run into the exact same suit, worn by a merc with the exact same skill points I have, but he has a standard Assault Rifle. With no SP spend on extra damage for either weapon, each weapon is at it's base:
1) Standard Mass Driver: 242 damage (direct), 116 (splash), 60 rounds/minute, clip size is 6, and reload is 4 seconds 2) Standard Assault Rifle: 34 damage (direct), no splash, 750 rounds/minute, clip size is 60, and relaad is 3 seconds
Now, assuming both me and my mirror are complete morons, and we are standing completely still, and we are landing our shots perfectly, what will happen?
Here is our damage per second factoring in reload times:
1) MD (36 shots per minute @ 242 damage per shot divided by 60 seconds): 145.2 DPS 2) AR: (461 shots per minute @ 34 damage per shot divided by 60 seconds): 261.5 DPS
First thing we notice, is that the DPS of the MD is significantly lower than the AR (but keep in mind that the % of damage applied is different for each weapon.
So how this actually apply in the above scenario?
MD shot 1: 134 damage to shields - accounting for 20% reduction in damage, this takes the first 167.6 HP of damage from the first round, and the rest is applied to the armor. The remaining 74.4 is applied to the armor with a 20% bonus, making this shot effectively 89.2 HP of damage to armor. This leaves my enemy at 210.7 HP or armor
At the same time, my enemy is firing his AR at me. In the 1 second it took me to do the above damage, he places 7.68 bullets on me (let's round this down to 7 given you can't hit with a partial bullet). It will take 121 points of damage to knock out my shields of 134 due to the 10% bonus to shield damage he gets, leaving him 117 points of damage to apply to my armor at a 10% penalty. Effectively, he just did another 105 points of damage to my armor reducing me to 195 HP of armor left.
After 1 second of direct fire, my enemy is in a better position than I am with my Mass Driver. At this rate, the Mass Driver and Assault Rifle are pretty much a draw. We can't calculate further because I don't know the flight times of the round from the MD and the AR, so you can't gauge how many more rounds from the AR will hit me before my next round hits my enemy.
I am not a Mass Driver user, and do prefer the AR (I'm not too proud to admit it). To me, though, the mass driver is not OP vs armor in this scenario, and people that say otherwise are probably forgetting other factors (like flux grenades, that guy over there that you didn't notice that is hitting you outside his AR optimal scratching you for more damage, etc). Both weapons are pretty close to the same effectiveness, and given that the mass driver is meant to be an area denial tool, the lower DPS is expected.
If you factor in flux grenades, you will need to remember a couple of things - 1) the grenade takes time to throw, and if both mercs have nerves of steel, the AR using is getting shots off while the flux is in the air, and while the the MD user attempts to bring the MD to bear after throwing the flux (you all have played enough to know that there is a delay after throwing a grenade before you can use a weapon again). Since again I don't know the time it takes to throw a grenade and then bring a weapon to bear, I can't calculate this. Also this will vary widely with the enemy and their amount of shields.
I am happy to work up the numbers for other weapons if you all like using this same scenario, but I think I have effectively shown that the MD is not OP (at least in this situation), and is in fact in line slightly less effective than the AR given its role of area denial. |
ReGnYuM
TeamPlayers EoN.
739
|
Posted - 2013.08.17 23:46:00 -
[2] - Quote
Forlorn Destrier wrote:I posted this in another thread, but want to make sure that people see this. Forgive me my double posting ways ***** Mass drivers do 80% damage to shields but only do 120% damage to armor (see this link) Now, let's apply this to a real world application. I have a Gallente Logi alt I like to use. With the alt's mediocre skills, I run an advanced suit that has 134 HP in shields, and 300 HP in armor. Let's pretend I've fit a standard Mass Driver on my suit, and I run into the exact same suit, worn by a merc with the exact same skill points I have, but he has a standard Assault Rifle. With no SP spend on extra damage for either weapon, each weapon is at it's base: 1) Standard Mass Driver: 242 damage (direct), 116 (splash), 60 rounds/minute, clip size is 6, and reload is 4 seconds 2) Standard Assault Rifle: 34 damage (direct), no splash, 750 rounds/minute, clip size is 60, and relaad is 3 seconds Now, assuming both me and my mirror are complete morons, and we are standing completely still, and we are landing our shots perfectly, what will happen? Here is our damage per second factoring in reload times: 1) MD (36 shots per minute @ 242 damage per shot divided by 60 seconds): 145.2 DPS 2) AR: (461 shots per minute @ 34 damage per shot divided by 60 seconds): 261.5 DPS First thing we notice, is that the DPS of the MD is significantly lower than the AR (but keep in mind that the % of damage applied is different for each weapon. So how this actually apply in the above scenario? MD shot 1: 134 damage to shields - accounting for 20% reduction in damage, this takes the first 167.6 HP of damage from the first round, and the rest is applied to the armor. The remaining 74.4 is applied to the armor with a 20% bonus, making this shot effectively 89.2 HP of damage to armor. This leaves my enemy at 210.7 HP or armor At the same time, my enemy is firing his AR at me. In the 1 second it took me to do the above damage, he places 7.68 bullets on me (let's round this down to 7 given you can't hit with a partial bullet). It will take 121 points of damage to knock out my shields of 134 due to the 10% bonus to shield damage he gets, leaving him 117 points of damage to apply to my armor at a 10% penalty. Effectively, he just did another 105 points of damage to my armor reducing me to 195 HP of armor left. After 1 second of direct fire, my enemy is in a better position than I am with my Mass Driver. At this rate, the Mass Driver and Assault Rifle are pretty much a draw. We can't calculate further because I don't know the flight times of the round from the MD and the AR, so you can't gauge how many more rounds from the AR will hit me before my next round hits my enemy. I am not a Mass Driver user, and do prefer the AR (I'm not too proud to admit it). To me, though, the mass driver is not OP vs armor in this scenario, and people that say otherwise are probably forgetting other factors (like flux grenades, that guy over there that you didn't notice that is hitting you outside his AR optimal scratching you for more damage, etc). Both weapons are pretty close to the same effectiveness, and given that the mass driver is meant to be an area denial tool, the lower DPS is expected. If you factor in flux grenades, you will need to remember a couple of things - 1) the grenade takes time to throw, and if both mercs have nerves of steel, the AR using is getting shots off while the flux is in the air, and while the the MD user attempts to bring the MD to bear after throwing the flux (you all have played enough to know that there is a delay after throwing a grenade before you can use a weapon again). Since again I don't know the time it takes to throw a grenade and then bring a weapon to bear, I can't calculate this. Also this will vary widely with the enemy and their amount of shields. I am happy to work up the numbers for other weapons if you all like using this same scenario, but I think I have effectively shown that the MD is not OP (at least in this situation), and is in fact in line slightly less effective than the AR given its role of area denial.
Dude your post just showed how little you understand the game
A+ for at least trying to look smart.
Lord of General Discussion Winner of Closed Beta Tester Tournament Winner of Eve/Dust 514 PvP Fanfest Tournament
KDR > EVERYTHING |
Argon Gas
Krusual Covert Operators Minmatar Republic
120
|
Posted - 2013.08.17 23:49:00 -
[3] - Quote
I will go with Regnum on this one.
The DPS is lower, but how much of that DPS does an AR apply? Shots miss. A MD can't miss.
Plus MD's throw smoke everywhere and mess up your aim.
It all adds up. |
Keyser Soze VerbalKint
Holdfast Syndicate Amarr Empire
544
|
Posted - 2013.08.17 23:49:00 -
[4] - Quote
Here comes the idiot brigade trying to use numbers to make a point when they can't even put together all the proper parameters together.
DPS is not a valid argument in a Shooter. Mainly because TTK is the more important factor. One thing all you lol numbers fail to take into account is effective DPS for a given level of accuracy. Also effective range as the DPS of a rifle decreases once out of optimal. A MD retains optimal at all ranges in need only be within the blast radius.
Nobody is outputting 400+ DPS on a rifle nobody is dropping in under 3 seconds because bullets have to travel ergo can be dodged and between RBS(worst mechanic ever in a shooter) AND recoil accuracy is not 100% Why dont you play with a rifle exclusively and note the accuaracy of your weaponry after the fact end game. I bet it doesn't even reach 50% if it does you are either a wicked great shot that either burst fires and only shoots in every ideal situation (in which case you arent outputting maximum DPS) or your opponents are idiots literally standing still so all you have to do is point and shoot. Since your DPS calculations are based upon a nonstop barrage of gunfire without break from full to empty clip which is never the case and rarely will exceed 40% accuracy even in ideal conditions.
So tell me again why we should even listen to you if you cant even design a comparitive study properly. Sounds like you need to go back to the chalkboard and start again. |
Forlorn Destrier
Bullet Cluster
1438
|
Posted - 2013.08.17 23:49:00 -
[5] - Quote
There are a lot of other factors, and I did mention that this isn't perfect (even called myself a moron for not moving while shooting). Factor in strafing, player skill, draw range, elevation, who sees who first, etc, and it all changes. This was just an example showing how the math works. Also didn't factor in splash damage that applies if you miss - this was all just talking about direct damage.
As for the fact that DPS doesn't matter - I didn't actually use that for my calculations. I used the direct damage per shot. I included the DPS as extra information in case anyone was curious. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
2768
|
Posted - 2013.08.17 23:51:00 -
[6] - Quote
Grats, you just showed us what weapon does more DPS, which we all already knew. All other factors have been left out of your math and can't actually be expressed as numbers. |
Sgt Kirk
SyNergy Gaming EoN.
1177
|
Posted - 2013.08.17 23:52:00 -
[7] - Quote
lulls |
Forlorn Destrier
Bullet Cluster
1438
|
Posted - 2013.08.17 23:53:00 -
[8] - Quote
TheAmazing FlyingPig wrote:Grats, you just showed us what weapon does more DPS, which we all already knew. All other factors have been left out of your math and can't actually be expressed as numbers.
I acknowledged that - I'm just talking direct damage applied at full strength, using the %'s that CCP gave us. Think what you like. It's all good. |
Keyser Soze VerbalKint
Holdfast Syndicate Amarr Empire
544
|
Posted - 2013.08.17 23:55:00 -
[9] - Quote
Forlorn Destrier wrote:There are a lot of other factors, and I did mention that this isn't perfect (even called myself a moron for not moving while shooting). Factor in strafing, player skill, draw range, elevation, who sees who first, etc, and it all changes. This was just an example showing how the math works. Also didn't factor in splash damage that applies if you miss - this was all just talking about direct damage.
As for the fact that DPS doesn't matter - I didn't actually use that for my calculations. I used the direct damage per shot. I included the DPS as extra information in case anyone was curious.
Wrong you used DPS to and the stark difference in numbers that can be generated b/w the 2 weapons to show they are widely different in damage potential. If you want to backtrack and admit you effed up its okay, you arent the first you wont be the last. DPS is a MMO statistic where it makes sense since spells/weapons etc are almost universally 100% effective, but even there are other factors in MMO like resists, buffs, de/buffs, parry, all of which can effect net DPS but in the end DPS is DPS there is no human error to factor into most MMO because they are tab target. Dust is not a tab target shooter, yet |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
2768
|
Posted - 2013.08.17 23:55:00 -
[10] - Quote
Forlorn Destrier wrote:TheAmazing FlyingPig wrote:Grats, you just showed us what weapon does more DPS, which we all already knew. All other factors have been left out of your math and can't actually be expressed as numbers. I acknowledged that - I'm just talking direct damage applied at full strength, using the %'s that CCP gave us. Think what you like. It's all good. No serious mass driver user goes for direct shots.
Those feet, however... *stares at the feetses* |
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Taeryn Frost
Zumari Force Projection Caldari State
48
|
Posted - 2013.08.17 23:56:00 -
[11] - Quote
If only bullets had splash damage for going near an enemy. Ah well |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1895
|
Posted - 2013.08.17 23:57:00 -
[12] - Quote
You did not factor in shot dispersion from the AR, that is if it is continuously during. Also damage drop off from the AR. You also forgot that the MD's explosion causes one to aim for the sky temporarily.
This format fails to factor in these crucial details. |
Jason Pearson
Seraphim Auxiliaries
2565
|
Posted - 2013.08.17 23:58:00 -
[13] - Quote
Dropping my signature here with nothing else to add because everyone else has already made it quite clear.
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here! |
Csikszent Mihalyi
DUST University Ivy League
49
|
Posted - 2013.08.18 00:01:00 -
[14] - Quote
Taeryn Frost wrote:If only bullets had splash damage for going near an enemy. Ah well
You know what... That actually sounds like an idea for a rather creative Sci-Fi weapon. Why _wouldn't_ they invent something like that in the far future? Bullets which create some kind of field around them as they fly, which damages anything it passes. Don't think I've seen that in a shooter yet. |
BL4CKST4R
WarRavens League of Infamy
1104
|
Posted - 2013.08.18 00:07:00 -
[15] - Quote
Forlorn Destrier wrote:I posted this in another thread, but want to make sure that people see this. Forgive me my double posting ways ***** Mass drivers do 80% damage to shields but only do 120% damage to armor (see this link) Now, let's apply this to a real world application. I have a Gallente Logi alt I like to use. With the alt's mediocre skills, I run an advanced suit that has 134 HP in shields, and 300 HP in armor. Let's pretend I've fit a standard Mass Driver on my suit, and I run into the exact same suit, worn by a merc with the exact same skill points I have, but he has a standard Assault Rifle. With no SP spend on extra damage for either weapon, each weapon is at it's base: 1) Standard Mass Driver: 242 damage (direct), 116 (splash), 60 rounds/minute, clip size is 6, and reload is 4 seconds 2) Standard Assault Rifle: 34 damage (direct), no splash, 750 rounds/minute, clip size is 60, and relaad is 3 seconds Now, assuming both me and my mirror are complete morons, and we are standing completely still, and we are landing our shots perfectly, what will happen? Here is our damage per second factoring in reload times: 1) MD (36 shots per minute @ 242 damage per shot divided by 60 seconds): 145.2 DPS 2) AR: (461 shots per minute @ 34 damage per shot divided by 60 seconds): 261.5 DPS First thing we notice, is that the DPS of the MD is significantly lower than the AR (but keep in mind that the % of damage applied is different for each weapon. So how this actually apply in the above scenario? MD shot 1: 134 damage to shields - accounting for 20% reduction in damage, this takes the first 167.6 HP of damage from the first round, and the rest is applied to the armor. The remaining 74.4 is applied to the armor with a 20% bonus, making this shot effectively 89.2 HP of damage to armor. This leaves my enemy at 210.7 HP or armor At the same time, my enemy is firing his AR at me. In the 1 second it took me to do the above damage, he places 7.68 bullets on me (let's round this down to 7 given you can't hit with a partial bullet). It will take 121 points of damage to knock out my shields of 134 due to the 10% bonus to shield damage he gets, leaving him 117 points of damage to apply to my armor at a 10% penalty. Effectively, he just did another 105 points of damage to my armor reducing me to 195 HP of armor left. After 1 second of direct fire, my enemy is in a better position than I am with my Mass Driver. At this rate, the Mass Driver and Assault Rifle are pretty much a draw. We can't calculate further because I don't know the flight times of the round from the MD and the AR, so you can't gauge how many more rounds from the AR will hit me before my next round hits my enemy. I am not a Mass Driver user, and do prefer the AR (I'm not too proud to admit it). To me, though, the mass driver is not OP vs armor in this scenario, and people that say otherwise are probably forgetting other factors (like flux grenades, that guy over there that you didn't notice that is hitting you outside his AR optimal scratching you for more damage, etc). Both weapons are pretty close to the same effectiveness, and given that the mass driver is meant to be an area denial tool, the lower DPS is expected. If you factor in flux grenades, you will need to remember a couple of things - 1) the grenade takes time to throw, and if both mercs have nerves of steel, the AR using is getting shots off while the flux is in the air, and while the the MD user attempts to bring the MD to bear after throwing the flux (you all have played enough to know that there is a delay after throwing a grenade before you can use a weapon again). Since again I don't know the time it takes to throw a grenade and then bring a weapon to bear, I can't calculate this. Also this will vary widely with the enemy and their amount of shields. I am happy to work up the numbers for other weapons if you all like using this same scenario, but I think I have effectively shown that the MD is not OP (at least in this situation), and is in fact in line slightly less effective than the AR given its role of area denial.
Your math is wrong right from the get go, the Mass driver does 70% to shields and 135% to armor. The Mass driver splash does 100/100 though. |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1895
|
Posted - 2013.08.18 00:12:00 -
[16] - Quote
Csikszent Mihalyi wrote:Taeryn Frost wrote:If only bullets had splash damage for going near an enemy. Ah well You know what... That actually sounds like an idea for a rather creative Sci-Fi weapon. Why _wouldn't_ they invent something like that in the far future? Bullets which create some kind of field around them as they fly, which damages anything it passes. Don't think I've seen that in a shooter yet. From a lore stand point, the blaster bolts from the AR already gave a field around them. The field collapses on itself when it hits a target and hot plasma does thermal damage.
Games like Battlefield have suppression aspects of bullets. That cause disorientation of players who have bullets flying around them, even if they do not hit them.
|
BL4CKST4R
WarRavens League of Infamy
1104
|
Posted - 2013.08.18 00:15:00 -
[17] - Quote
DeadlyAztec11 wrote:Csikszent Mihalyi wrote:Taeryn Frost wrote:If only bullets had splash damage for going near an enemy. Ah well You know what... That actually sounds like an idea for a rather creative Sci-Fi weapon. Why _wouldn't_ they invent something like that in the far future? Bullets which create some kind of field around them as they fly, which damages anything it passes. Don't think I've seen that in a shooter yet. From a lore stand point, the blaster bolts from the AR already gave a field around them. The field collapses on itself when it hits a target and hot plasma does thermal damage. Games like Battlefield have suppression aspects of bullets. That cause disorientation of players who have bullets flying around them, even if they do not hit them.
I wish I could shoot somebody in the face and melt their sensors. |
Stile451
Red Star. EoN.
189
|
Posted - 2013.08.18 00:22:00 -
[18] - Quote
As one of the few long time dedicated mass driver users this information is incorrect. Camera shake will make the AR miss a few rounds, about a quarter of them(1 to 2 shots). Dispersion of the AR may be an issue as well depending on the distance. The damage would be about equal in this case with the advantage to the MD after the second shot(due to the armor damage bonus). When you add in dodging the MD is the winner of this encounter.
ARs hit immediately with no travel time(absolutely none, dodging bullets only happens due to the inaccuracy of the shooter/weapon). The MD travels at a fair speed(firing across the road takes less than a half second). |
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