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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] |
Leadfoot10
Molon Labe. RISE of LEGION
66
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Posted - 2013.10.01 05:18:00 -
[2] - Quote
Very interesting theory, and well thought out.
I've never really used damage modifiers on any of my suits, but may just play around and see how it works.
Thanks. |
Rogatien Merc
Red Star. EoN.
1285
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Posted - 2013.10.01 05:18:00 -
[3] - Quote
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 |
Rogatien Merc
Red Star. EoN.
1285
|
Posted - 2013.10.01 05:22:00 -
[4] - Quote
also, higher HP can be preferable if you are flying blind and might end up confronting multiple enemies on their terms and need to retreat. if you can scan and select engagements to ambush opponents and 1v1, then higher DPS is preferable so you can kill them before they even shoot back (dps tanking). this is one reason a scout might prefer damage mods over shields even if shields provide a greater % HP boost. |
Ghost Kaisar
Pradox One
390
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Posted - 2013.10.01 05:25:00 -
[5] - Quote
Damage mods are excellent for scout suits as well.
Being able to deal more DPS is essential for a hit and run suit. Just don't sacrifice all of your shields for it.
EX: On my ADV suit, I run a complex shield and an Enhanced Sidearm damage mod. Meshes well with my Knives/SMG combo. |
Noremac Nagaho
Red Hand Syndicate
4
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Posted - 2013.10.01 05:26:00 -
[6] - 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. |
Chunky Munkey
Amarr Templars Amarr Empire
1644
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Posted - 2013.10.01 10:32:00 -
[7] - Quote
The %ages are helpful. But there are too many variables to say outright that a damage mod would be better at high HP or shield extender at low. I have speed-fit & damage tanked logis that undoubtedly work best that way. |
ChromeBreaker
SVER True Blood Public Disorder.
1321
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Posted - 2013.10.01 10:40:00 -
[8] - Quote
My therory is to put 2 complex dmg mods on everything and then move on from there...
2 complex dmg mods = ... what 18% extra dmg? That reduces your dmg by 18% regardless if they are armour or shield tanked or what weapon they have... A complex shield extender means nothing against a Scrambler rifle ... however if the guys dead he cant hurt you any more |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
975
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Posted - 2013.10.01 12:11:00 -
[9] - Quote
Choosing between more shields and more damage is always a tough one for me.
3 extenders will boost me to 326 to cover my 500 armor...but not being able to put the hurt on the enemy ends up bringing me lower into my armor than I'd like to be after combat. This is why I usually run with at least one damage mod. However, having more shield makes it more likely that you will quickly regenerate health after battle instead of waiting for the shield depleted delay.
Because of this, my main strategy is to keep my shields up protecting my armor, so I need a good buffer. Too small and I won't have enough health for a second encounter. Too large and I can't kill anything.
Prototype suits always seem to be much harder to fit since I don't increase my health/damage enough, and I end up dying just as easily. |
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