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The Terminator T-1000
Skynet Incorporated
88
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Posted - 2014.01.31 16:07:00 -
[1] - Quote
Im looking at the description for the standard LR and the advanced. What is the difference? I really cant tell except for higher CPU and PG. Everything else is the same including damage???? Also, why are the fitting requirements so high compared to other weapons? |
TranquilBiscuit ofVaLoR
F.T.U. IMMORTAL REGIME
1353
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Posted - 2014.01.31 16:10:00 -
[2] - Quote
heat up time is the difference. no damage increase over tiers.
and they take up so much pg/cpu for the same reason that plasma cannons take up to 100+ cpu. 2 simple words.
CCP Logic.
Anime > EVERYTHING
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Roy Ventus
Foxhound Corporation General Tso's Alliance
1017
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Posted - 2014.01.31 16:12:00 -
[3] - Quote
It's OP man. *Goes back to Armor Tanking*
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Tech De Ra
Electronic Sports League
303
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Posted - 2014.01.31 16:12:00 -
[4] - Quote
Longer time firing allows for more beam damage
Every shot you deal 17 damage (plus any damage modifiers)
Every second you are firing you deal a set amount of beam damage, this starts at 50 damage after the 1st second of firing and increases up to 450 damage after the 5th second
Tech De Ra for CPM1
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The Terminator T-1000
Skynet Incorporated
88
|
Posted - 2014.01.31 16:12:00 -
[5] - Quote
TranquilBiscuit ofVaLoR wrote:heat up time is the difference. no damage increase over tiers.
and they take up so much pg/cpu for the same reason that plasma cannons take up to 100+ cpu. 2 simple words.
CCP Logic.
How is damage calculated? Is it per second? CCC really needs to fix some of the descriptions. |
The Terminator T-1000
Skynet Incorporated
88
|
Posted - 2014.01.31 16:14:00 -
[6] - Quote
Tech De Ra wrote:Longer time firing allows for more beam damage
Every shot you deal 17 damage (plus any damage modifiers)
Every second you are firing you deal a set amount of beam damage, this starts at 50 damage after the 1st second of firing and increases up to 450 damage after the 5th second
You answered my next question before I even posted it |
TranquilBiscuit ofVaLoR
F.T.U. IMMORTAL REGIME
1353
|
Posted - 2014.01.31 16:14:00 -
[7] - Quote
Tech De Ra wrote:Longer time firing allows for more beam damage
Every shot you deal 17 damage (plus any damage modifiers)
Every second you are firing you deal a set amount of beam damage, this starts at 50 damage after the 1st second of firing and increases up to 450 damage after the 5th second
Anime > EVERYTHING
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The Terminator T-1000
Skynet Incorporated
88
|
Posted - 2014.01.31 16:29:00 -
[8] - Quote
TranquilBiscuit ofVaLoR wrote:Tech De Ra wrote:Longer time firing allows for more beam damage
Every shot you deal 17 damage (plus any damage modifiers)
Every second you are firing you deal a set amount of beam damage, this starts at 50 damage after the 1st second of firing and increases up to 450 damage after the 5th second
An AR does about 450 dps. So how long does it take the LR to also do 450 of damage? |
Tech De Ra
Electronic Sports League
306
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Posted - 2014.01.31 16:31:00 -
[9] - Quote
The Terminator T-1000 wrote:TranquilBiscuit ofVaLoR wrote:heat up time is the difference. no damage increase over tiers.
and they take up so much pg/cpu for the same reason that plasma cannons take up to 100+ cpu. 2 simple words.
CCP Logic. How is damage calculated? Is it per second? CCC really needs to fix some of the descriptions.
Honestly I don't know if its exponential, decay or entropy based in terms of beam formation
s(n) = shot damage = 17*M s(t) = shot damage per second = s(n)*12.5(t)
(M is damage multipliers from all sources, 12.5 is how many shots the LR fires a second)
b(n,0) (0 >= t >= 1) = beam damage between 0 and 1 seconds = 4n b(n,1) (1 > t >= 5 = beam damage between 1 and 5 seconds = 50 + 8n b(n,5) (t > 5) = 450
n = shot number since initially firing
D(n) = total shot damage = 17*M + b(n)
total dps follows pretty much the same format, but its simpler to jsut assume you are calculating at as second 0, 1 and 5
dps(0) = 212.5*M dps(1) = 212.5*M + 50 dps(5) = 212.5*M + 450
Tech De Ra for CPM1
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Tech De Ra
Electronic Sports League
306
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Posted - 2014.01.31 16:33:00 -
[10] - Quote
The Terminator T-1000 wrote:TranquilBiscuit ofVaLoR wrote:Tech De Ra wrote:Longer time firing allows for more beam damage
Every shot you deal 17 damage (plus any damage modifiers)
Every second you are firing you deal a set amount of beam damage, this starts at 50 damage after the 1st second of firing and increases up to 450 damage after the 5th second An AR does about 450 dps. So how long does it take the LR to also do 450 of damage?
The LR does 450 dps after 2.875 seconds of firing (after 36 shots)
this is assuming you do not have any damage modifiers, this is includes LR proficiency, damage mods and that you are ignoring the -20% to armor and +20% to shields
Tech De Ra for CPM1
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The Terminator T-1000
Skynet Incorporated
88
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Posted - 2014.01.31 16:35:00 -
[11] - Quote
Tech De Ra wrote:The Terminator T-1000 wrote:TranquilBiscuit ofVaLoR wrote:Tech De Ra wrote:Longer time firing allows for more beam damage
Every shot you deal 17 damage (plus any damage modifiers)
Every second you are firing you deal a set amount of beam damage, this starts at 50 damage after the 1st second of firing and increases up to 450 damage after the 5th second An AR does about 450 dps. So how long does it take the LR to also do 450 of damage? The LR does 450 dps after 2.875 seconds of firing (after 36 shots) this is assuming you do not have any damage modifiers, this is includes LR proficiency, damage mods and that you are ignoring the -20% to armor and +20% to shields
No wonder I cant kill anything with it
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Tech De Ra
Electronic Sports League
307
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Posted - 2014.01.31 16:42:00 -
[12] - Quote
The Terminator T-1000 wrote:Tech De Ra wrote:The Terminator T-1000 wrote:TranquilBiscuit ofVaLoR wrote:Tech De Ra wrote:Longer time firing allows for more beam damage
Every shot you deal 17 damage (plus any damage modifiers)
Every second you are firing you deal a set amount of beam damage, this starts at 50 damage after the 1st second of firing and increases up to 450 damage after the 5th second An AR does about 450 dps. So how long does it take the LR to also do 450 of damage? The LR does 450 dps after 2.875 seconds of firing (after 36 shots) this is assuming you do not have any damage modifiers, this is includes LR proficiency, damage mods and that you are ignoring the -20% to armor and +20% to shields No wonder I cant kill anything with it
Post 1.8, the maximum attainable DPS from the laser rifles is pretty signifigant
prof 5: +15% damage, unstacked Amarr commando: +10% unstacked damage to lasers 2x complex damage mods: +19.57% damage, after
M = 1.512
shot dps = 321.3 maximum beam dps = 450
total dps = 771.3 (925.6 dps vs shields)
prof 5: +15% damage unstacked Amarr assault: 10% RoF bonus = +11.1111111%, unstacked 3 damage mods = +26% damage, stacked
M = 1.61
shot dps = 342 dps
total dps = 792 (950 vs shields)
Tech De Ra for CPM1
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The Terminator T-1000
Skynet Incorporated
88
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Posted - 2014.01.31 16:47:00 -
[13] - Quote
I guess that is assuming they do not change damage mods and proficiency |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1780
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Posted - 2014.01.31 16:47:00 -
[14] - Quote
Tech De Ra wrote:The Terminator T-1000 wrote:TranquilBiscuit ofVaLoR wrote:heat up time is the difference. no damage increase over tiers.
and they take up so much pg/cpu for the same reason that plasma cannons take up to 100+ cpu. 2 simple words.
CCP Logic. How is damage calculated? Is it per second? CCC really needs to fix some of the descriptions. Honestly I don't know if its exponential, decay, ramp or entropy based in terms of beam formation s(n) = shot damage = 17*M s(t) = shot damage per second = s(n)*12.5(t) (M is damage multipliers from all sources, 12.5 is how many shots the LR fires a second) b(n,0) (0 >= t >= 1) = beam damage between 0 and 1 seconds = 4n b(n,1) (1 > t >= 5 = beam damage between 1 and 5 seconds = 50 + 8n b(n,5) (t > 5) = 450 n = shot number since initially firing D(n) = total shot damage = 17*M + b(n) total dps follows pretty much the same format, but its simpler to jsut assume you are calculating at as second 0, 1 and 5 dps(0) = 212.5*M dps(1) = 212.5*M + 50 dps(5) = 212.5*M + 450
I seem to recall a 0.6 being in there somewhere, or did the formula get changed somewhere along the line?
I remember it being: 17 + (0.6 x shots fired)
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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sabre prime
The Unholy Legion Of DarkStar DARKSTAR ARMY
60
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Posted - 2014.01.31 16:51:00 -
[15] - Quote
Tech De Ra wrote:
The LR does 450 dps after 2.875 seconds of firing (after 36 shots)
this is assuming you do not have any damage modifiers, this is includes LR proficiency, damage mods and that you are ignoring the -20% to armor and +20% to shields
This might be a stupid question, but how is a "shot" defined with the LR? If your beam spends X units of time on a target is that one shot? Or is it X number of shots?
And secondly, the damage is 17 for the first second, then it rises to 50 for the second "second"? And so on up till 450 for five seconds?
Thanks.
EDIT: just seen above that you mention the LR fires 12.5 shots per second. But where does that come from?
Desperate attempt to get BPOs
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Tech De Ra
Electronic Sports League
308
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Posted - 2014.01.31 16:51:00 -
[16] - Quote
John Demonsbane wrote:Tech De Ra wrote:The Terminator T-1000 wrote:TranquilBiscuit ofVaLoR wrote:heat up time is the difference. no damage increase over tiers.
and they take up so much pg/cpu for the same reason that plasma cannons take up to 100+ cpu. 2 simple words.
CCP Logic. How is damage calculated? Is it per second? CCC really needs to fix some of the descriptions. Honestly I don't know if its exponential, decay, ramp or entropy based in terms of beam formation s(n) = shot damage = 17*M s(t) = shot damage per second = s(n)*12.5(t) (M is damage multipliers from all sources, 12.5 is how many shots the LR fires a second) b(n,0) (0 >= t >= 1) = beam damage between 0 and 1 seconds = 4n b(n,1) (1 > t >= 5 = beam damage between 1 and 5 seconds = 50 + 8n b(n,5) (t > 5) = 450 n = shot number since initially firing D(n) = total shot damage = 17*M + b(n) total dps follows pretty much the same format, but its simpler to jsut assume you are calculating at as second 0, 1 and 5 dps(0) = 212.5*M dps(1) = 212.5*M + 50 dps(5) = 212.5*M + 450 I seem to recall a 0.6 being in there somewhere, or did the formula get changed somewhere along the line? I remember it being: 17 + (0.6 x shots fired)
it was 0.64, that was one of the ways i tried to combine the entire equation as an exponential based graph, for all intents and purposes i scrapped that because it was too hard to simplify
Tech De Ra for CPM1
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Tech De Ra
Electronic Sports League
308
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Posted - 2014.01.31 16:53:00 -
[17] - Quote
sabre prime wrote:Tech De Ra wrote:
The LR does 450 dps after 2.875 seconds of firing (after 36 shots)
this is assuming you do not have any damage modifiers, this is includes LR proficiency, damage mods and that you are ignoring the -20% to armor and +20% to shields
This might be a stupid question, but how is a "shot" defined with the LR? If your beam spends X units of time on a target is that one shot? Or is it X number of shots? And secondly, the damage is 17 for the first second, then it rises to 50 for the second "second"? And so on up till 450 for five seconds? Thanks.
shot just means ammo
10 shots = 10 ammo spent
the damage from the ammo is always 17 (ignoring damage modifiers) the beam is a secondary affect from firing, it starts at 50 dps after the first second of firing and increases to 450 dps, which it reaches at the 5th second
after this the beam damage caps at 450 and the LR is considered fully charged
Tech De Ra for CPM1
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