Noremac Nagaho
Red Hand Syndicate
0
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Posted - 2013.10.01 05:14:00 -
[1] - Quote
So I have been theory crafting on when to fit shied extenders versus damage modifiers and vice versa.
[scary numbers and words]
>>>I already understand / acknowledge that snipers and long range players prefer damage modifiers, this will be focusing mainly on assaults and heavies in mid to close range battles.<<<
At mid to close range, if you are 1v1ing an enemy and have equal suits, weapons, aim, tactics, and stats, and the only variable was you had damage mods and he/she had shield extenders, it would boil down to whoever got the larger net % bonus to their stats from said modules.
Damage mods give you................. Shield extenders give you: (at lv5) +3% for basic.............................................+25 for basic +5% for enhanced......................................+37 for enhanced +10% for complex.......................................+73 for complex
For shield extenders to be a BETTER fitting option they must give your suit MORE % total EHP than you would get as a % damage increase
For example:
Proto heavy with about 1200 HP - A complex shield extender gives +73 HP = only +6% additional hp -A complex damage mod = +10% DPS >>> Damage mod is more effective in terms of the % bonus it gives
A medium frame with about 500 HP - A complex shield extender gives +73 HP = 14.6% additional hp -A complex damage mod = +10% DPS >>> Sheild extender is more effective in terms of the % bonus it gives
Conclustion:
For all you suits out there with over 730 HP (without shield extenders applied), you will gain less than 10% additional health with a shield extender, so you may as well use a 10% damage modifier instead. (The opposite rule of thumb applies to suits with LESS than 730 HP)
NOTE: Because damage modifiers have a stacking penalty, always check each modules overall comparative % bonus.
[/scary numbers and words] |
Noremac Nagaho
Red Hand Syndicate
4
|
Posted - 2013.10.01 05:26:00 -
[2] - Quote
Rogatien Merc wrote:i concur with the conclusion (really oddly, my main fit has exactly 737 hp... lol) but not necessarily with the straight logic that % gained is the end all be all. It comes down to the necessity to be able to survive alpha damage (forge splash, MD, grenades) and walk away while being able to kill fast enough that an AR user is not able to kill you first.
it's a good rule of thumb though. +1
Good point,
I think I may agree with you if regarding medium and light frames, but less so for heavies then.
Here's why:
In extremes such as a 1300+ hp heavy (armor tanked), who already can withstand high alpha damage, a shield extender gives so little % hp as opposed to a 10% damage mod, there is almost no comparison. |