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Cpl Foster USMC
ENDTIME INDUSTRIES
185
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Posted - 2013.09.09 23:11:00 -
[1] - Quote
so...5 complex light damage mods on a Charge Sniper rifle with 5 Prof weapon class....
check-it:
Charge(321.9) x 5 com dam mods (31.34 %) = 100.88 bonus
100.88 + 321.9 = 422.78 hp
422.78 x 25 % 5 Prof = 105.7 bonus
105.7 + 422.78 = 528.48 hp per round
"in theory, if I were ever to try such a thing..." |
Chances Ghost
Inf4m0us
738
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Posted - 2013.09.09 23:16:00 -
[2] - Quote
in theory skills are calculated before mods.
so proficiancy is before damage mods.
not sure if that changes the numbers.
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Cpl Foster USMC
ENDTIME INDUSTRIES
185
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Posted - 2013.09.09 23:21:00 -
[3] - Quote
Chances Ghost wrote:in theory skills are calculated before mods.
so proficiancy is before damage mods.
not sure if that changes the numbers.
haha...yeah, makes it 528.47...!!...
thanks.... |
Kane Fyea
DUST University Ivy League
1631
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Posted - 2013.09.09 23:37:00 -
[4] - Quote
Cpl Foster USMC wrote:so...5 complex light damage mods on a Charge Sniper rifle with 5 Prof weapon class....
check-it:
Charge(321.9) x 5 com dam mods (31.34 %) = 100.88 bonus
100.88 + 321.9 = 422.78 hp
422.78 x 25 % 5 Prof = 105.7 bonus
105.7 + 422.78 = 528.48 hp per round
"in theory, if I were ever to try such a thing..." I suggest stacking no more then 3 damage mods. 4-5 are just a waste of module slots. |
Chances Ghost
Inf4m0us
740
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Posted - 2013.09.09 23:39:00 -
[5] - Quote
Kane Fyea wrote:Cpl Foster USMC wrote:so...5 complex light damage mods on a Charge Sniper rifle with 5 Prof weapon class....
check-it:
Charge(321.9) x 5 com dam mods (31.34 %) = 100.88 bonus
100.88 + 321.9 = 422.78 hp
422.78 x 25 % 5 Prof = 105.7 bonus
105.7 + 422.78 = 528.48 hp per round
"in theory, if I were ever to try such a thing..." I suggest stacking no more then 3 damage mods. 4-5 are just a waste of module slots.
it depends on what your doing really.
if this is a sniper dedicated to staying the hell away from everyone and everything and not seeing combat then its fine.
you will even drop the low slots to stam mods to reposition faster |
Wakko03
Better Hide R Die
345
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Posted - 2013.09.09 23:41:00 -
[6] - Quote
Cpl Foster USMC wrote:so...5 complex light damage mods on a Charge Sniper rifle with 5 Prof weapon class....
check-it:
Charge(321.9) x 5 com dam mods (31.34 %) = 100.88 bonus
100.88 + 321.9 = 422.78 hp
422.78 x 25 % 5 Prof = 105.7 bonus
105.7 + 422.78 = 528.48 hp per round
"in theory, if I were ever to try such a thing..."
Okay so the weapon has a damage of 321.9
5% ( 16.095 per level) so it is 321.9 X 25% = 80.475
Now the damage mods have a stacking penalty of 80% for the second, 60% for the third, 40% for the fourth, 20% for the fifth
So the first dam mod does 10% of 321.9 = 32.19 , 80%-> 25.752 , 60%-> 19.314 , 40%-> 12.876 , 20%-> 6.438 ='s 96.57 **
This is close enough; 321.9 + 80.475 + 96.57 ='s 498.945 ** approx probably a little more as ccp does something extra that I forget right now, but it was the reason why the damage mod total from the dropsuits stats was removed from the fitting area.
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Kane Fyea
DUST University Ivy League
1631
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Posted - 2013.09.09 23:45:00 -
[7] - Quote
Chances Ghost wrote:Kane Fyea wrote:Cpl Foster USMC wrote:so...5 complex light damage mods on a Charge Sniper rifle with 5 Prof weapon class....
check-it:
Charge(321.9) x 5 com dam mods (31.34 %) = 100.88 bonus
100.88 + 321.9 = 422.78 hp
422.78 x 25 % 5 Prof = 105.7 bonus
105.7 + 422.78 = 528.48 hp per round
"in theory, if I were ever to try such a thing..." I suggest stacking no more then 3 damage mods. 4-5 are just a waste of module slots. it depends on what your doing really. if this is a sniper dedicated to staying the hell away from everyone and everything and not seeing combat then its fine. you will even drop the low slots to stam mods to reposition faster Well you only get 5% from the fourth and fifth dmg modules. I would rather put on some shield extenders or something. |
hackerzilla
Defenders of the Helghast Dream
267
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Posted - 2013.09.09 23:51:00 -
[8] - Quote
prof is 3% per level not 5
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Kane Fyea
DUST University Ivy League
1631
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Posted - 2013.09.09 23:54:00 -
[9] - Quote
hackerzilla wrote:prof is 3% per level not 5
And this. |
Chunky Munkey
Amarr Templars Amarr Empire
1451
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Posted - 2013.09.10 00:01:00 -
[10] - Quote
Proficiency is +3% per lvl. And you probably have to factor in stacking penalties for the Dmg mods if that's in effect. |
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gbghg
L.O.T.I.S.
3412
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Posted - 2013.09.10 00:17:00 -
[11] - Quote
Wakko03 wrote:Cpl Foster USMC wrote:so...5 complex light damage mods on a Charge Sniper rifle with 5 Prof weapon class....
check-it:
Charge(321.9) x 5 com dam mods (31.34 %) = 100.88 bonus
100.88 + 321.9 = 422.78 hp
422.78 x 25 % 5 Prof = 105.7 bonus
105.7 + 422.78 = 528.48 hp per round
"in theory, if I were ever to try such a thing..." Okay so the weapon has a damage of 321.9 5% ( 16.095 per level) so it is 321.9 X 25% = 80.475 Now the damage mods have a stacking penalty of 80% for the second, 60% for the third, 40% for the fourth, 20% for the fifth So the first dam mod does 10% of 321.9 = 32.19 , 80%-> 25.752 , 60%-> 19.314 , 40%-> 12.876 , 20%-> 6.438 ='s 96.57 ** This is close enough; 321.9 + 80.475 + 96.57 ='s 498.945 ** approx probably a little more as ccp does something extra that I forget right now, but it was the reason why the damage mod total from the dropsuits stats was removed from the fitting area. There's also the diminishing of what your calculating the percentage of as well.
100 * 10%
Then we get
(100 -10%)*10%
So in effect we end up with the first skill/module working off the base damage, then the second one working at whatever percentage of the base number the first skill/module took off.
Okay I'm kinda botching this up, let's try again.
The first 10% module will work of 100% So 10% of a 100 =10
The second module then works off of 100% - 10% so it turns out like this 10% of (100-10%) =19
This is because 10% of 90 is 9
And so on and so on.
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