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Kharga Lum
Arcana Imperii Ltd. Northern Army.
261
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Posted - 2014.01.27 23:29:00 -
[1] - Quote
It just is. The rate these weapons do damage compared to the 66hp from a complex shield extender. 66hp? That's 1 bullet from a rail gun. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
528
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Posted - 2014.01.27 23:33:00 -
[2] - Quote
Damage is absurd, which is why they tried to "balance" it by making certain armors gain a lot of health... only recently have they begun to realize that the damage output is not anywhere comparable to the defense output. Even though they now begrudgingly acknowledge it, they are taking their sweet time to do anything about it... AKA ignore it as much as possible and pretend it will go away.
If you can read this, it means you are reading.
Unless you are skimming
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1717
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Posted - 2014.01.27 23:48:00 -
[3] - Quote
It depends. As a general rule, if you have less than 660 total HP, an extender is always better than a mod. But, if you have more than 660HP, always equip a damage mod. Maths. The second mod should only be equipped if you have over about 1000 HP. Because of this, Heavies should usually equip damage mods, because they generally gain a larger advantage from them than they do extenders, and why scouts will usually benefit more from extenders rather than mods. There are exceptions, however. A suit specialized for high alpha damage will almost always gain a larger advantage from damage mods rather than extenders. Snipers, FGs, ScRs and the like benefit more from damage mods than other weapons.
It depends on the suit. There is no clear cut superior module.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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Vulpes Dolosus
SVER True Blood Public Disorder.
764
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Posted - 2014.01.27 23:51:00 -
[4] - Quote
Tactics > All
Get the first shot, have multiple people firing at once, you're pretty sure to win.
Dropship Specialist
Kills- Incubus: 4; Pythons: 2; Other DS: 29 Gêå1; Tanks: 31 Gêå3
1/26
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Monkey MAC
Lost Millennium
1684
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Posted - 2014.01.27 23:54:00 -
[5] - Quote
They actually did the maths about this a while back. 1 Mod > 1HP 2 Mod < 2 HP
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Galvan Nized
Deep Space Republic
557
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Posted - 2014.01.27 23:58:00 -
[6] - Quote
Fizzer94 wrote:It depends. As a general rule, if you have less than 660 total HP, an extender is always better than a mod. But, if you have more than 660HP, always equip a damage mod. Maths. The second mod should only be equipped if you have over about 1000 HP. Because of this, Heavies should usually equip damage mods, because they generally gain a larger advantage from them than they do extenders, and why scouts will usually benefit more from extenders rather than mods. There are exceptions, however. A suit specialized for high alpha damage will almost always gain a larger advantage from damage mods rather than extenders. Snipers, FGs, ScRs and the like benefit more from damage mods than other weapons.
It depends on the suit. There is no clear cut superior module.
You're only talking in terms of percent increase nothing more. But with damage mods it's 10% every shot.
My scout with 250 hp equips an extender now has 316hp or 126% more hp. It doesn't help when that is less than one bullet.
But throwing that on a rail rifle means basically in 10 shots you're doing the damage of 11 shots. You just overrided all that hp even with that extra extender in less than 0.5 seconds.
The basic premise from the OP is correct, only issue being that DMG mods have insane fitting requirements meaning you are going make cuts somewhere else. |
fawkuima juggalo
Eternal Beings Proficiency V.
888
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Posted - 2014.01.28 01:04:00 -
[7] - Quote
you have to take into account that ten percent is only 30 damage added with the most powerful weapons.... 10% out of 1000 means only 100 more damage so to a vehicle that doesnt mean squat and doesnt even beat out armor mods of dropsuits .....
- LOGI REGISTRY, *LIBRARY, AND H.O.F. -
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Lonegnr
Ikomari-Onu Enforcement Caldari State
53
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Posted - 2014.01.28 01:34:00 -
[8] - Quote
Vulpes Dolosus wrote:Tactics > All
Get the first shot, have multiple people firing at once, you're pretty sure to win.
+1. The blob always wins in New Eden.
.....well, except when you try jumping a couple thousand capsuleers onto a grid that's already packed |
hgghyujh
Expert Intervention Caldari State
250
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Posted - 2014.01.28 02:17:00 -
[9] - Quote
tactics = peewee soccer game??????
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KING CHECKMATE
Ametat Security Amarr Empire
4147
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Posted - 2014.01.28 02:43:00 -
[10] - Quote
Fizzer94 wrote:It depends. As a general rule, if you have less than 660 total HP, an extender is always better than a mod. But, if you have more than 660HP, always equip a damage mod. Maths. The second mod should only be equipped if you have over about 1000 HP. Because of this, Heavies should usually equip damage mods, because they generally gain a larger advantage from them than they do extenders, and why scouts will usually benefit more from extenders rather than mods. There are exceptions, however. A suit specialized for high alpha damage will almost always gain a larger advantage from damage mods rather than extenders. Snipers, FGs, ScRs and the like benefit more from damage mods than other weapons.
It depends on the suit. There is no clear cut superior module.
Si i've been doing it wrong all along?
Dude...
GIVE ME A RESPEC CCP.
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Jackof All-Trades
The Southern Legion The Umbra Combine
400
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Posted - 2014.01.28 03:16:00 -
[11] - Quote
Damage mod getting nerfed in 1.8
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
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