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Beren Hurin
Onslaught Inc RISE of LEGION
1884
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Posted - 2013.12.12 15:58:00 -
[1] - Quote
There are a few interesting properties in the SDE.
First are m_beaminfo.m_beamchargetime and m_beaminfo.m_fminbeamdamage and m_beaminfo.m_fmaxbeamdamage.
According to the SDE, all laser rifles have the same stats of a 5s charge time, 50 HP min beam damage and 450 max beam damage. However, they apparently have an 'instant hit damage' amount of 17HP. So this begs the question of "what is hit damage and beam damage?" Do damage modifiers apply to this max beam damage? Or would it just let me scale up my damage faster?
Also, what does 'max damage mean' and how does the damage modifier work? If 'max damage' is 450 inside the optimals, and due to overheating mechanics and damage mods I can be inside that 'max damage range' for 1-2 seconds, would I actually be able to extend the high-damage range band as a function of damage mods increasing raw pre-max damage?
Well there are other property for bursts called 'burst interval' and 'burst length' and 'burstmustcomplete'. Looking at laser rifles and scrambler rifles you see some interesting stuff. There is no properties for beam charges for scrambler rifles. But there are burst properties. Laser rifles seem to be able to 'shoot through bursts' because their 'burstmustcomplete' property is false. Scramblers, combat rifles, and mass drivers for example must complete their 'bursts'.
The burst interval for all laser rifles and scrambler rifles is 1 (second presumably?). There are also something called 'burst lengths'. I'm not totally sure what this is. The mass driver has a burst length of 5, the laser rifles are 25, and the regular scramblers are 5 and combat rifles are 3. There are different 'fire modes' though that perhaps determines the properties of how bursts and charging works together. For the fire mode's I've seen we have:
Single Shot: Shotgun, mass driver Full auto: laser rifle (interesting), assault rifle Charge to fire: scrambler rifle, rail rifle Single burst: combat rifle (there could be more but this is all I looked at)
I imagine that we can discern a few more things than we already knew about weapons with this info. I'd particularly like to know excatly how lasers and shotguns apply damage for example. |
Beren Hurin
Onslaught Inc RISE of LEGION
1888
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Posted - 2013.12.12 17:48:00 -
[2] - Quote
So some other things...
I didn't notice that the Combat rifle can overheat? According to the database it can, and it has a RoF penalty for overheating. It says it can seize also, but I haven't seen that, yet, you may have to have maxed ammo reload and clip capacity to pull it off. |
Ghost Kaisar
THIRD EARTH INCORPORATED Dark Taboo
1115
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Posted - 2013.12.12 17:50:00 -
[3] - Quote
Beren Hurin wrote:So some other things...
I didn't notice that the Combat rifle can overheat? According to the database it can, and it has a RoF penalty for overheating. It says it can seize also, but I haven't seen that, yet, you may have to have maxed ammo reload and clip capacity to pull it off.
It's to stop modded controllers probably.
That 1200 ROF would be OP as heck without a mechanic like that.
Minmatar Faction Warfare: Let's get Organized
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Cody Sietz
Bullet Cluster Legacy Rising
1776
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Posted - 2013.12.12 17:52:00 -
[4] - Quote
I would have figured the better rifles do more feedback dmg.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Beren Hurin
Onslaught Inc RISE of LEGION
1889
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Posted - 2013.12.12 18:13:00 -
[5] - Quote
Ghost Kaisar wrote:Beren Hurin wrote:So some other things...
I didn't notice that the Combat rifle can overheat? According to the database it can, and it has a RoF penalty for overheating. It says it can seize also, but I haven't seen that, yet, you may have to have maxed ammo reload and clip capacity to pull it off. It's to stop modded controllers probably. That 1200 ROF would be OP as heck without a mechanic like that.
Well I think i've figured out that that there is a fire interval and a burst inverval. I think one is the time it takes to fire a shot, and the other is the time in between bursts, maybe? So you are always limited by your burst interval for a burst weapon or single shot weapon. And since your burst has to complete for your AR or CR, you can't fire a faster rate than the burst interval.
So your basic combar rifle fires 3 rounds with .05 s between rounds for 33.6 damage per round. That's 100.8 damage in .15 s. Then there is minimum of a .06 interval between bursts.
So your max DPS without skills on the (burst) combat rifle is 100.8 HP per .21 s or 480 DPS. On the AR there is no burst interval becaue it's full auto. 34 HP/ .08 s = 425 DPS.
If you compare the GEK and Assault CR:
GEK: 35.7/.08 s = 446 DPS BK-42: 440 DPS
However the BK-42 has an overheat RoF penalty, which I'm not sure when this kicks in.
I want to figure out more about overheating too. There are two properties of 'has overheating' and 'show overheating'. 'Show' could mean display in the weapon UI or it could mean use overheat animation. For example, the SMG has 'show overheating' but it technically doesn't have overheating...? It does have a RoF penalty though. |
G Torq
ALTA B2O
303
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Posted - 2013.12.12 18:36:00 -
[6] - Quote
Beren Hurin wrote:However the BK-42 has an overheat RoF penalty, which I'm not sure when this kicks in.
Beren, there are a couple of attributes to look for (sorry, not covered this in my primer .. yet?)
- Maximum Heat
- overHeatingInfo.coolDownTimeIfOverheated
- overHeatingInfo.enable
- overHeatingInfo.enableShowHeatInfoInUI
- overHeatingInfo.feedbackDamage
- overHeatingInfo.heatCostPerSecond
- overHeatingInfo.maximumHeat
- overHeatingInfo.overheatIntensity
- overHeatingInfo.rateOfFirePenalty
These all control various aspects of the overheating, incl whether to show it, and when it kicks in
Given you were looking at the GEK, AssaultCR and Laser, I have a link for you: http://dust.thang.dk/showgearcomparison.php?gear=353109,354959,365443
Team Fairy DUST
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Beren Hurin
Onslaught Inc RISE of LEGION
1889
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Posted - 2013.12.12 18:41:00 -
[7] - Quote
G Torq wrote:Beren Hurin wrote:However the BK-42 has an overheat RoF penalty, which I'm not sure when this kicks in. Beren, there are a couple of attributes to look for (sorry, not covered this in my primer .. yet?)
- Maximum Heat
- overHeatingInfo.coolDownTimeIfOverheated
- overHeatingInfo.enable
- overHeatingInfo.enableShowHeatInfoInUI
- overHeatingInfo.feedbackDamage
- overHeatingInfo.heatCostPerSecond
- overHeatingInfo.maximumHeat
- overHeatingInfo.overheatIntensity
- overHeatingInfo.rateOfFirePenalty
These all control various aspects of the overheating, incl whether to show it, and when it kicks in Given you were looking at the GEK, AssaultCR and Laser, I have a link for you: http://dust.thang.dk/showgearcomparison.php?gear=353109,354959,365443
Yeah, i've been using your tool. That's where i've gotten this info. That's what I'm referring to. Look at the SMG. It says that it is 'true' for .enableshowheatinfoinUI, but 'false' for .enable. So what would the point of that be? Also, some things have a 'seize duration' but have no overheating enabled? It makes me wonder if there is some other way to cause weapon seizing. |
Beren Hurin
Onslaught Inc RISE of LEGION
1890
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Posted - 2013.12.12 19:02:00 -
[8] - Quote
I'm pretty curious how the RoF penalty works and when it kicks in. It's probably tough to notice on the fast RoF weapons, but I know I've seen/heard it on turrets. |
Green Living
Scions of Athra
1043
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Posted - 2013.12.12 19:18:00 -
[9] - Quote
Laser Rifle, officially dead in 1.7. RIP weapon of choice. |
Beren Hurin
Onslaught Inc RISE of LEGION
1894
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Posted - 2013.12.12 19:29:00 -
[10] - Quote
Green Living wrote:Laser Rifle, officially dead in 1.7. RIP weapon of choice.
I'm thinking you are probably right. Considering, though it i think it matches and slightly exceeds the RR optimals (but not effective range). Then it has a bonus to the shield damage (the RR user's normal natural tank). The thing is that the amarr assault suit has a bonus that lets the laser damage build up to be significantly higher DPS than the rail rifle at that optimal range and without kick.
So the +/- for laser rifle
+higher DPS on amarr assault +no kick +slightly longer optimal +natural suit can fit damage mods with little sacrifice to tank. -terrible mid/close range -heavy fitting cost -overheating -fast effective range dropoff
RR +moderate mid/close range application +decent fitting cost +fast reload with no overheat worries +gentle dropoff -charge up time -low damage to shield |
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