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Thumb Green
Novashift
532
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Posted - 2013.12.07 04:23:00 -
[1] - Quote
Well, here recently hit detection has been pretty sh!tty for the sniper rifle. I can't even begin to count the times in the past month that I've shot someone standing completely still and at most only got the shields flare. I hardly ever get a hit on a moving target that does damage anymore unless it's a heavy; they're pretty reliable targets but even they get away with no damage from time to time.
Never mind the president, let's overgrow the government.
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Thumb Green
Novashift
532
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Posted - 2013.12.07 04:28:00 -
[2] - Quote
Uhm... not much. You'll have to forgive me, fried too many braincells and have trouble recalling people I don't interact with on a regular basis.
Never mind the president, let's overgrow the government.
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Thumb Green
Novashift
545
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Posted - 2013.12.07 19:16:00 -
[3] - Quote
Poonmunch wrote:
It depends on what sniper rifle you are using.
Depending on the source explaining how damage mods work I think the following calculations are correct.
The NT-511 base damage per shot is 219. With 3 complex damage mods the per shot damage is 318. With 4 complex damage mods the per shot damage is 327. With 5 complex damage mods the per shot damage is 330. For two rounds (a reasonable number of shots you can get on one target) at maximum, this is 660. For the whole clip (5 shots) at maximum, this is 1650.
The Thale base damage per shot is 355. With 3 complex damage mods the per shot damage is 516. With 4 complex damage mods the per shot damage is 530. With 5 complex damage mods the per shot damage is 536. For two rounds (a reasonable number of shots you can get on one target) at maximum, this is 1072. For the whole clip (5 shots) at maximum, this is 2680.
With several shots these numbers can be the difference between a few ticks of armor left on a target (which happens quite a bit) and a proto fatty on the ground in a smoking heap.
Munch
If I remember correctly the formula goes something like this: 219 * 1.1 * 1.1 * 1.08 * 1.05 = 300.46 with 3 complex damage mods (have to remember to take into account the extra 10% damage all handheld weapons get). I'll skip the other damage mods for this one.
Thale's would be 355 * 1.1 * 1.09 * 1.1 * 1.08 * 1.05 = 530.94 with 3 complex damage mods (1.09 is the pof 3 required to use the Thale's)
355 * 1.1 * 1.09 * 1.1 * 1.08 * 1.05 * 1.03 = 546.87 with 4, and 552.34 with 5.
The max it could do not taking into account armor/ shield resistances is 355 * 1.1 * 1.15 * 1.1 * 1.08 * 1.05 * 1.03 * 1.01 = 582.75 to the body and 355 * 1.1 * 1.15 * 1.1 * 1.08 * 1.05 * 1.03 * 1.01 * 1.9 = 1107.22 to the head. (at least I've been lead to believe sniper rifle head shot bonus is 190%. Though I'm not sure if it's applied to base damage or total damage at impact.)
Never mind the president, let's overgrow the government.
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Thumb Green
Novashift
545
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Posted - 2013.12.07 20:18:00 -
[4] - Quote
I used prof 3 because that's what I have so I'm used to using it in my calculation. The 2nd 1.1 is like I stated, the extra 10% damage all handheld weapons have. After we got Uprising 1.0 and hit detection was still sh!tty for all weapons there was a big fuss on the forum over how CCP removed the 2% extra damage per level from the weaponry skill so they just gave us the 10% from lvl 5. There was a dev post about it but I don't feel like searching for it.
Like I said about the head shot bonus, it's what I've been lead to believe. This from multiple people but from a quick google search this wiki says, it's 175%. Though it's sniper vs shield & armor percentages is backwards; so that 175% could be wrong as well. Until I see a post from a dev about it I'll go with the most commonly stated headshot bonus which so far to me has been 190%.
Never mind the president, let's overgrow the government.
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