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KenKaniff69
Subdreddit Test Alliance Please Ignore
783
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Posted - 2013.10.29 18:18:00 -
[1] - Quote
Here is the math behind the upcoming changes to swarms and vehicles. When forges are released I will do the same calculations for them. Before you comment, make sure you actually understand what you are talking about when it comes to resist and the new rep/regen mechanics.
The shortened range will be nice and the reduced damage should have been implemented a long time ago given the fact that we only have modules up to meta level 3 and no hulls further than standard. Swarms are still going to r@pe as the proto version will deal 1782 to armor and 1056 to shields. With the new mechanics for armor reps and shield regen/boosters, armor will take 9.83 seconds to regen and shield will take 9.28 seconds. Note that the calculations for shield imply an unharmed 3 second regen delay. Armor reps are passive so they continue to rep, while shield regen is finicky, but strong.
Basically, for every 1000 damage taken to armor or shield, tanks will take 5.15 seconds (armor) or 6.28 seconds + 3 seconds of regen delay (shields). Using this we can get a rough idea of the time it would take each to fully recover from a full volley of proto swarms. The time for armor recovery is 29.49 seconds, while the shield takes 21.85 seconds.
AV grenades are nothing but a lie on CCP's part. The stories are true of the proto lai dai packed AV dealing somewhere between 3000-4000 damage per grenade. My typical tank with close to 12k ehp went pop after roughly 4 the other day. Based on CCP's lies they say they will be reduced to 1470-1015. Their figures are off by a factor of 1.5 at the very least. The old proto AV grenade dealt 2592 damage. According to what I just found they will yield 1788 damage. This equates to 2414 damage to armor and 1430 to shield. Armor would need 13.32 seconds to recover, while shield would need 21.86 seconds to recover. Again, assuming the regen delay is not interrupted.
Damage mods on AV weapons are the next big concern. assuming the typical proto swarm has 3 complex damage mods plus a proficiency level or 2 puts us up to 1767 standard damage. Multiply by efficiency and we get 2385 damage vs armor and 1414 damage vs shield. The recover times would then be 13.16 seconds for armor or 11.42 seconds for shield.
What about resist? When one resist is factored in along with efficiency we get 1431 damage for one swarm volley vs armor and 848.4 damage for one proto swarm volley vs shield. The recovery times are reduced to 7.9 sec for armor and 8.05 sec for shield. Full volley recovery times are 23.7 sec for armor and 18.14 sec for shield.
With two resists factored in we get 933 damage for one swarm volley vs armor and 270.3 damage for one proto swarm volley vs shield. The recovery times are reduced to 5.15 sec for armor and 4.61 sec for shield. Full volley recovery times are 15.45 sec for armor and 7.83 sec for shield.
They need to abolish the BS efficacy system they implemented in 1.3 where forges AND explosive weapons got a huge kick towards armor. Currently forges deal 110/90 to armor/shield and explosives deal 80/135 to shield/armor. Put it back to where it was in Chromosome where forges dealt 110/90 to shield/armor and explosives dealt 90/110 to shield/armor.
So what does this all mean? Efficacy rating need to be reverted to Chromosome levels. Shield resists are strong, but short lived. Armor resists are weaker, but last longer. Shield regen is very finicky and can be interrupted by any AV weapon meaning it is not very good for CQC interaction. Armor reps are decent, but they are not sufficient enough for long term combat. If you have noticed the cooldown times on all modules, you can accurately predict that there will be a lot of time sitting in the redline or behind cover waiting for modules to cycle.
Note: all calculations here are from in game experience and are backed by data. current efficiency for explosives is 135% for armor and 80% for shield. Current efficiency for non explosive weapons (forge) is 110% for armor and 90% for shield. 1st module efficiency is 100%, second is 87%, third is 57%. All data derived from https://forums.dust514.com/default.aspx?g=posts&t=113407&find=unreadhttps://forums.dust514.com/default.aspx?g=posts&t=117279&find=unread |
KenKaniff69
Subdreddit Test Alliance Please Ignore
783
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Posted - 2013.10.29 18:19:00 -
[2] - Quote
Reserved
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KenKaniff69
Subdreddit Test Alliance Please Ignore
783
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Posted - 2013.10.29 18:20:00 -
[3] - Quote
Reserved |
Atiim
Living Like Larry Schwag
455
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Posted - 2013.10.29 18:22:00 -
[4] - Quote
Lai Dai deals somewhere around 1700 damage
At least try using them
Soon my brothers shall see the light, free from the shackles of the Amarr Captors
All shall taste my Freedom SoonGäó
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Void Echo
Blades of Dust
1983
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Posted - 2013.10.29 18:23:00 -
[5] - Quote
Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them
far too easy
Youtube
Closed Beta Vet
Top 10 Tankers // Master Rail Gunner
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KenKaniff69
Subdreddit Test Alliance Please Ignore
783
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Posted - 2013.10.29 18:24:00 -
[6] - Quote
Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them Once again read the post Mr. I have no idea about resist. The numbers don't add up and real word evidence suggests else wise. Go away troll. Your ideas are not valid on anything related with vehicles. You have no idea about anything I just posted. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
783
|
Posted - 2013.10.29 18:25:00 -
[7] - Quote
Void Echo wrote:Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them far too easy Can we see that video. |
Takahiro Kashuken
Red Star. EoN.
1559
|
Posted - 2013.10.29 18:26:00 -
[8] - Quote
Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them
Low quality bait |
Atiim
Living Like Larry Schwag
455
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Posted - 2013.10.29 18:28:00 -
[9] - Quote
KenKaniff69 wrote:Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them Once again read the post Mr. I have no idea about resist. The numbers don't add up and real word evidence suggests else wise. Go away troll. Your ideas are not valid on anything related with vehicles. You have no idea about anything I just posted. Once again, I already knew about hardners, I just didn't use them (or nitrous
And if your using that logic, the why not HTFU about AV as you sure as heck don't use them or have any idea of what your talking about when it comes to AV
And if you look at the marketplace stats, they do around 1720 damage.
Soon my brothers shall see the light, free from the shackles of the Amarr Captors
All shall taste my Freedom SoonGäó
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Atiim
Living Like Larry Schwag
455
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Posted - 2013.10.29 18:29:00 -
[10] - Quote
KenKaniff69 wrote:Void Echo wrote:Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them far too easy Can we see that video. Yes please
Soon my brothers shall see the light, free from the shackles of the Amarr Captors
All shall taste my Freedom SoonGäó
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Atiim
Living Like Larry Schwag
455
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Posted - 2013.10.29 18:34:00 -
[11] - Quote
Void Echo wrote:Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them far too easy Yeah, if you can get close enough to the tank (assuming you are not a scout)
And why so many empty lines man?
Soon my brothers shall see the light, free from the shackles of the Amarr Captors
All shall taste my Freedom SoonGäó
|
KenKaniff69
Subdreddit Test Alliance Please Ignore
783
|
Posted - 2013.10.29 18:36:00 -
[12] - Quote
Atiim wrote:KenKaniff69 wrote:Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them Once again read the post Mr. I have no idea about resist. The numbers don't add up and real word evidence suggests else wise. Go away troll. Your ideas are not valid on anything related with vehicles. You have no idea about anything I just posted. Once again, I already knew about hardners, I just didn't use them (or nitrous And if your using that logic, the why not HTFU about AV as you sure as heck don't use them or have any idea of what your talking about when it comes to AV And if you look at the marketplace stats, they do around 1720 damage. Right from my post 1720 dmg *1.35 armor efficiency*1.3 weak spot glitch=3018.6 dmg. The weak spot seams to be all over the tank, which then makes all of CCP's AV grenade numbers off by a factor between 1.5 or 2. Prove my math wrong please.
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Void Echo
Blades of Dust
1983
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Posted - 2013.10.29 18:36:00 -
[13] - Quote
KenKaniff69 wrote:Void Echo wrote:Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them far too easy Can we see that video.
being uploaded now...
il link it when its done
Youtube
Closed Beta Vet
Top 10 Tankers // Master Rail Gunner
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Void Echo
Blades of Dust
1983
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Posted - 2013.10.29 18:38:00 -
[14] - Quote
Atiim wrote:KenKaniff69 wrote:Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them Once again read the post Mr. I have no idea about resist. The numbers don't add up and real word evidence suggests else wise. Go away troll. Your ideas are not valid on anything related with vehicles. You have no idea about anything I just posted. Once again, I already knew about hardners, I just didn't use them (or nitrous And if your using that logic, the why not HTFU about AV as you sure as heck don't use them or have any idea of what your talking about when it comes to AV And if you look at the marketplace stats, they do around 1720 damage.
and if you use them in combat 6K HP on a tank is not that much when fighting AV especially a scrub like you
Youtube
Closed Beta Vet
Top 10 Tankers // Master Rail Gunner
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Mortedeamor
WASTELAND JUNK REMOVAL The Ascendancy
552
|
Posted - 2013.10.29 18:47:00 -
[15] - Quote
is that 4k dmg rating for lai dai's a rear end critical hit? must be straight to the hull baby |
Flix Keptick
Red Star. EoN.
866
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Posted - 2013.10.29 19:08:00 -
[16] - Quote
KenKaniff69 wrote:Void Echo wrote:Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them far too easy Can we see that video. Yea, how was it?
Please don't
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KenKaniff69
Subdreddit Test Alliance Please Ignore
786
|
Posted - 2013.10.29 19:29:00 -
[17] - Quote
Mortedeamor wrote:is that 4k dmg rating for lai dai's a rear end critical hit? must be straight to the hull baby Based on a straight armor calculation the lai dai does 3018.5 dmg. I have witnessed them do even more but that is what the calculations show. CCP doesn't even know their own math. |
Soldiersaint
Deepspace Digital
501
|
Posted - 2013.10.29 19:34:00 -
[18] - Quote
Wait correct me if im wrong but the best way to use the swarm launcher now is to do taliban style ambushes ? |
Atiim
Living Like Larry Schwag
456
|
Posted - 2013.10.29 19:37:00 -
[19] - Quote
Soldiersaint wrote:Wait correct me if im wrong but the best way to use the swarm launcher now is to do taliban style ambushes ? It's always been that way.
AV is only OP in the eyes of QQers like Void and Tankashiro because they are biased, and have never gone up against people with AV that don't hide in the redline.
And now AV is on the chop block because CCP has to many buckets of thier tears
Soon my brothers shall see the light, free from the shackles of the Amarr Captors
All shall taste my Freedom SoonGäó
|
KenKaniff69
Subdreddit Test Alliance Please Ignore
786
|
Posted - 2013.10.29 19:37:00 -
[20] - Quote
Soldiersaint wrote:Wait correct me if im wrong but the best way to use the swarm launcher now is to do taliban style ambushes ? Just get a tank out in the open or when its modules are down. Miltia AV owns everything currently when modules are down and will in the future when modules have extended cooldown times. |
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chase rowland
The Enclave Syndicate Dark Taboo
53
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Posted - 2013.10.29 19:40:00 -
[21] - Quote
KenKaniff69 wrote:Here is the math behind the upcoming changes to swarms and vehicles. When forges are released I will do the same calculations for them. Before you comment, make sure you actually understand what you are talking about when it comes to resist and the new rep/regen mechanics. The shortened range will be nice and the reduced damage should have been implemented a long time ago given the fact that we only have modules up to meta level 3 and no hulls further than standard. Swarms are still going to r@pe as the proto version will deal 1782 to armor and 1056 to shields. With the new mechanics for armor reps and shield regen/boosters, armor will take 9.83 seconds to regen and shield will take 9.28 seconds. Note that the calculations for shield imply an unharmed 3 second regen delay. Armor reps are passive so they continue to rep, while shield regen is finicky, but strong. Basically, for every 1000 damage taken to armor or shield, tanks will take 5.15 seconds (armor) or 6.28 seconds + 3 seconds of regen delay (shields). Using this we can get a rough idea of the time it would take each to fully recover from a full volley of proto swarms. The time for armor recovery is 29.49 seconds, while the shield takes 21.85 seconds. AV grenades are nothing but a lie on CCP's part. The stories are true of the proto lai dai packed AV dealing somewhere between 3000-4000 damage per grenade. My typical tank with close to 12k ehp went pop after roughly 4 the other day. Based on CCP's lies they say they will be reduced to 1470-1015. Their figures are off by a factor of 1.5 at the very least. The old proto AV grenade dealt 2592 damage. According to what I just found they will yield 1788 damage. This equates to 2414 damage to armor and 1430 to shield. Armor would need 13.32 seconds to recover, while shield would need 21.86 seconds to recover. Again, assuming the regen delay is not interrupted. Damage mods on AV weapons are the next big concern. assuming the typical proto swarm has 3 complex damage mods plus a proficiency level or 2 puts us up to 1767 standard damage. Multiply by efficiency and we get 2385 damage vs armor and 1414 damage vs shield. The recover times would then be 13.16 seconds for armor or 11.42 seconds for shield. What about resist? When one resist is factored in along with efficiency we get 1431 damage for one swarm volley vs armor and 848.4 damage for one proto swarm volley vs shield. The recovery times are reduced to 7.9 sec for armor and 8.05 sec for shield. Full volley recovery times are 23.7 sec for armor and 18.14 sec for shield. With two resists factored in we get 933 damage for one swarm volley vs armor and 270.3 damage for one proto swarm volley vs shield. The recovery times are reduced to 5.15 sec for armor and 4.61 sec for shield. Full volley recovery times are 15.45 sec for armor and 7.83 sec for shield. They need to abolish the BS efficacy system they implemented in 1.3 where forges AND explosive weapons got a huge kick towards armor. Currently forges deal 110/90 to armor/shield and explosives deal 80/135 to shield/armor. Put it back to where it was in Chromosome where forges dealt 110/90 to shield/armor and explosives dealt 90/110 to shield/armor. So what does this all mean? Efficacy rating need to be reverted to Chromosome levels. Shield resists are strong, but short lived. Armor resists are weaker, but last longer. Shield regen is very finicky and can be interrupted by any AV weapon meaning it is not very good for CQC interaction. Armor reps are decent, but they are not sufficient enough for long term combat. If you have noticed the cooldown times on all modules, you can accurately predict that there will be a lot of time sitting in the redline or behind cover waiting for modules to cycle. Note: all calculations here are from in game experience and are backed by data. current efficiency for explosives is 135% for armor and 80% for shield. Current efficiency for non explosive weapons (forge) is 110% for armor and 90% for shield. 1st module efficiency is 100%, second is 87%, third is 57%. All data derived from https://forums.dust514.com/default.aspx?g=posts&t=113407&find=unreadhttps://forums.dust514.com/default.aspx?g=posts&t=117279&find=unread i just did the math and your right.... good job |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3742
|
Posted - 2013.10.29 19:42:00 -
[22] - Quote
Atiim wrote:Soldiersaint wrote:Wait correct me if im wrong but the best way to use the swarm launcher now is to do taliban style ambushes ? It's always been that way. AV is only OP in the eyes of QQers like Void and Tankashiro because they are biased, and have never gone up against people with AV that don't hide in the redline. And now AV is on the chop block because CCP has to many buckets of thier tears It was arrogance like yours, and all those who think swarming requires skill, all of those who could freely spam their AV grenades and think they were bad asses for doing jack all, it was all of you who made this AV nerf possible.
Thank you for having vastly over inflated opinions of yourselves.
ALL HAIL THE REIGN OF THE VEHICLES!
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Eltra Ardell
Goonfeet Top Men.
183
|
Posted - 2013.10.29 19:48:00 -
[23] - Quote
If you're going to try and do an infodump, you should present your math and assumptions clearly and step by step, along with sources in the case of hidden or obscure game mechanics/glitches/:ccp: idiocy. You should present your information in a non-condescending manner and let the numbers speak for yourself. You shouldn't insist on anecdotal evidence being important, you should use proper spelling and grammar, and most importantly:
You shouldn't be posting it exclusively on General Discussions. |
Gloomy Cobra
Hostile Acquisition Inc
54
|
Posted - 2013.10.29 20:00:00 -
[24] - Quote
i never really understood why ccp made the forge guns really strong agianst armor...Its based on electric energy, which should do more damage on shileds than armor yet that not true..... Oh well. Btw really good post, i enjoyed reading it :)
The so called negative feedback is often love in disguise. Take full advantage!
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DUST Fiend
OSG Planetary Operations Covert Intervention
7331
|
Posted - 2013.10.29 20:01:00 -
[25] - Quote
Atiim wrote:Soldiersaint wrote:Wait correct me if im wrong but the best way to use the swarm launcher now is to do taliban style ambushes ? It's always been that way. AV is only OP in the eyes of QQers like Void and Tankashiro because they are biased, and have never gone up against people with AV that don't hide in the redline. And now AV is on the chop block because CCP has to many buckets of thier tears If changes happened thanks to tears this game would be ATIIM 514 by now.
YouTube / Twitch
Feed me ISK
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4427
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Posted - 2013.10.29 20:05:00 -
[26] - Quote
KenKaniff69 wrote: AV grenades are nothing but a lie on CCP's part. The stories are true of the proto lai dai packed AV dealing somewhere between 3000-4000 damage per grenade. My typical tank with close to 12k ehp went pop after roughly 4 the other day. Based on CCP's lies they say they will be reduced to 1470-1015. Their figures are off by a factor of 1.5 at the very least. The old proto AV grenade dealt 2592 damage. According to what I just found they will yield 1788 damage. This equates to 2414 damage to armor and 1430 to shield.
You are wrong. Either you are calculating resistances incorrectly or you are simply mistaken.
Empirical evidence to the contrary. Demonstrating a packed AV grenade vs vehicle armour.
Base packed AV grenade damage - 1312.50 HP.
6488 armour HP -> 4977 armour HP. Total damage 1511. This is in line with the explosive damage modifier being 120% - Here the modifier is approximately the same.
I will happily test again if you feel this was unfair.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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KenKaniff69
Subdreddit Test Alliance Please Ignore
795
|
Posted - 2013.10.29 20:23:00 -
[27] - Quote
Eltra Ardell wrote:If you're going to try and do an infodump, you should present your math and assumptions clearly and step by step, along with sources in the case of hidden or obscure game mechanics/glitches/:ccp: idiocy. You should present your information in a non-condescending manner and let the numbers speak for themselves. You shouldn't insist on anecdotal evidence being important, you should use proper spelling and grammar, and most importantly:
You shouldn't be posting it exclusively on General Discussions. Thanks for the tips but charts are not my thing and it doesn't require charts to prove how stupid CCP is when it comes to, well, anything |
KenKaniff69
Subdreddit Test Alliance Please Ignore
795
|
Posted - 2013.10.29 20:26:00 -
[28] - Quote
Gloomy Cobra wrote:i never really understood why ccp made the forge guns really strong agianst armor...Its based on electric energy, which should do more damage on shileds than armor yet that not true..... Oh well. Btw really good post, i enjoyed reading it :) Exactly my point. In chrome, forge was for shield and swarms were for armor. Now both have an efficiency rating towards armor. WTF CCP please revert the efficiencies. |
Kane Fyea
DUST University Ivy League
2142
|
Posted - 2013.10.29 20:27:00 -
[29] - Quote
Just one thing, my swarms do 120% damage vs armor not 135%.
Finally.
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KenKaniff69
Subdreddit Test Alliance Please Ignore
795
|
Posted - 2013.10.29 20:28:00 -
[30] - Quote
Arkena Wyrnspire wrote:KenKaniff69 wrote: AV grenades are nothing but a lie on CCP's part. The stories are true of the proto lai dai packed AV dealing somewhere between 3000-4000 damage per grenade. My typical tank with close to 12k ehp went pop after roughly 4 the other day. Based on CCP's lies they say they will be reduced to 1470-1015. Their figures are off by a factor of 1.5 at the very least. The old proto AV grenade dealt 2592 damage. According to what I just found they will yield 1788 damage. This equates to 2414 damage to armor and 1430 to shield.
You are wrong. Either you are calculating resistances incorrectly or you are simply mistaken. Empirical evidence to the contrary. Demonstrating a packed AV grenade vs vehicle armour. Base packed AV grenade damage - 1312.50 HP. 6488 armour HP -> 4977 armour HP. Total damage 1511. This is in line with the explosive damage modifier being 120% - Here the modifier is approximately the same. I will happily test again if you feel this was unfair. Something is broken then because I have regularly watch squadmates take out soma's with one AV grenade. It wouldn't surprise me at all if there was a glitch in the coding or something. My calculations match in game results. Your example is an isolated situation that is very close to what a packed AV grenade does on paper. |
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