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Cat Merc
Ahrendee Mercenaries EoN.
6322
|
Posted - 2014.02.09 18:36:00 -
[1] - Quote
No, precision enhancers are neglected because of the **** base range on suits.
You need TWO range amps to get 30m of range, and then you need precision enhancers to actually see anything. That's 3-4 modules on a suit that has 7 at prototype level.
I am NOT going to spend so many slots on something my logi friend can do for me with a little scanner. Especially not when it means I lose armor plates/armor repairers/profile dampeners.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6325
|
Posted - 2014.02.09 18:46:00 -
[2] - Quote
IRON PATRIOT 1 wrote:Cat Merc wrote:No, precision enhancers are neglected because of the **** base range on suits.
You need TWO range amps to get 30m of range, and then you need precision enhancers to actually see anything. That's 3-4 modules on a suit that has 7 at prototype level.
I am NOT going to spend so many slots on something my logi friend can do for me with a little scanner. Especially not when it means I lose armor plates/armor repairers/profile dampeners.
As for the rest of the post, damage mods are being nerfed. And you Caldari whiners can suck it, you have all the utility modules in the world while Gallente have one, and you want to remove that one. Pathetic. Be honest with your self if range amps were better would you choose them ove dmg mods? No. 30m of range amplification is great for cqc. Only if range amps would give you +150%, and moved to high slots. I cannot justify spending more than two slots to see people.
But if the base range was like 20m, then yes I would use precision enhancers.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6325
|
Posted - 2014.02.09 18:47:00 -
[3] - Quote
Sinboto Simmons wrote:Or we can move um to the lowslot. And when you do that, move ALL the utility modules shields have to high slots. CPU/PG mods, kin cats, cardiac regs, profile dampeners, range amps, etc'
Can't have the cake and eat it too.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6327
|
Posted - 2014.02.09 18:52:00 -
[4] - Quote
Knight Solitaire wrote:Damage mods need a penalty, I think they should increase the CPU of the weapons they effect, much like how it works in EVE. Actually they have no penalty EVE. They increase both damage and fire rate. https://wiki.eveonline.com/en/wiki/Magnetic_Field_Stabilizer_II
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
6327
|
Posted - 2014.02.09 18:53:00 -
[5] - Quote
Knight Solitaire wrote:While we're on the topic of moving / removing modules, should Codebreakers not be a high-slot module? Caldari master race says no. Here's a module I would use, codebreaker! I die most often from hacking.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
6327
|
Posted - 2014.02.09 18:54:00 -
[6] - Quote
IRON PATRIOT 1 wrote:DeadlyAztec11 wrote:IRON PATRIOT 1 wrote:Cat Merc wrote:No, precision enhancers are neglected because of the **** base range on suits.
You need TWO range amps to get 30m of range, and then you need precision enhancers to actually see anything. That's 3-4 modules on a suit that has 7 at prototype level.
I am NOT going to spend so many slots on something my logi friend can do for me with a little scanner. Especially not when it means I lose armor plates/armor repairers/profile dampeners.
As for the rest of the post, damage mods are being nerfed. And you Caldari whiners can suck it, you have all the utility modules in the world while Gallente have one, and you want to remove that one. Pathetic. Be honest with your self if range amps were better would you choose them ove dmg mods? No. 30m of range amplification is great for cqc. I believe you meant to say yes, Anyhow, I agree with Cat Merc. The only assault suits that this would benefit would be the Minmatar and Caldari, who need to choose between Shields or Damage. There are currently no modules that armor tankers could use that would compensate the loss of Damage Mods. Shield recharge is useless, shield enhancers are redundant for Armor Tankers, precision enhancers are terrible for medium suits and Myofibril Stimulants are a laughable waste of SP. What? That's like saying armor mods are redundant for shield tankers. Yes it is, but we don't want to encourage dual tanking don't we? Especially make it the only option?
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6327
|
Posted - 2014.02.09 18:55:00 -
[7] - Quote
Zeylon Rho wrote:Knight Solitaire wrote:Damage mods need a penalty, I think they should increase the CPU of the weapons they effect, much like how it works in EVE. This is the closest thing to a sensible suggestion, considering they're already getting nerfed. Please wait to see the nerf before you add penalties to damage mods.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
6329
|
Posted - 2014.02.09 19:02:00 -
[8] - Quote
IRON PATRIOT 1 wrote:Cat Merc wrote:IRON PATRIOT 1 wrote:Cat Merc wrote:No, precision enhancers are neglected because of the **** base range on suits.
You need TWO range amps to get 30m of range, and then you need precision enhancers to actually see anything. That's 3-4 modules on a suit that has 7 at prototype level.
I am NOT going to spend so many slots on something my logi friend can do for me with a little scanner. Especially not when it means I lose armor plates/armor repairers/profile dampeners.
As for the rest of the post, damage mods are being nerfed. And you Caldari whiners can suck it, you have all the utility modules in the world while Gallente have one, and you want to remove that one. Pathetic. Be honest with your self if range amps were better would you choose them ove dmg mods? No. 30m of range amplification is great for cqc. Only if range amps would give you +150%, and moved to high slots. I cannot justify spending more than two slots to see people. But if the base range was like 20m, then yes I would use precision enhancers. What is the range you can see someone one your radar while they are scanned with a active scanner having to much rang amplification would be pointless when you can just look in a certain direction a see them. That's why snipers don't use them at all. Being able to see through walls is a lovely thing. I would use it if it wasn't for the **** base range.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6329
|
Posted - 2014.02.09 19:03:00 -
[9] - Quote
DeadlyAztec11 wrote:Knight Solitaire wrote:While we're on the topic of moving / removing modules, should Codebreakers not be a high-slot module? No, the hacking skill to the Minmatar Logi now and.the Minmatar Scout in 1.8, as well as the code breaker skill, would totally break hacking. We would literally see parties of two Minmatar Scouts traversing the Map hacking objectives in less than 5 seconds. No, just no. If you aren't willing to give up armor for hacking abilities, then you don't need them. Actually, it's hard to give up armor modules for anything really... Because of the way armor modules are set up, if you lose ONE slot, you're losing big time. We're talking half your regeneration, or 1/3rd of your total armor HP.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6330
|
Posted - 2014.02.09 19:23:00 -
[10] - Quote
IRON PATRIOT 1 wrote: I'm not trying to make the caldari the master do all race but I'm specced into code breakers and don't use them. I brick tank and use dampeners I'm not a support player I'm a slayer. I agree if range and precision amps were buffed would you agree to remove them?
No. I want options.
If I want a damage suit I can have it.
BTW, if you actually do the math, damage mods < shield extenders.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6330
|
Posted - 2014.02.09 19:24:00 -
[11] - Quote
Spectral Clone wrote:1: Fix TTK. 2: Remove/nerf dmg mods into the ground. 3: Buff utility mods.
= WIN. Is the problem. Damage mods are just as valid as any HP mod, regen mod etc'.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6333
|
Posted - 2014.02.09 19:45:00 -
[12] - Quote
IRON PATRIOT 1 wrote:Cat Merc wrote:IRON PATRIOT 1 wrote: I'm not trying to make the caldari the master do all race but I'm specced into code breakers and don't use them. I brick tank and use dampeners I'm not a support player I'm a slayer. I agree if range and precision amps were buffed would you agree to remove them?
No. I want options. If I want a damage suit I can have it. BTW, if you actually do the math, damage mods < shield extenders. Your math means nothing in this game. Did you calculate missed shots, headshot bonuses or latency issues? In this case shield modules are EVEN better! They can't miss
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6333
|
Posted - 2014.02.09 19:46:00 -
[13] - Quote
IRON PATRIOT 1 wrote: No it gives you exactly 26.4% damage increase from 3 complex damage mods.
Plus the 15% you get from proficiency lvl 5 duh. So that's 41.4% dmg increase.[/quote] Then it's not really the damage mods.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6333
|
Posted - 2014.02.09 19:48:00 -
[14] - Quote
Logi Bro wrote:Here's a scenario. Let's say there are two players: Player A and Player B. Both players have the same weapon, and we will assume that weapon does 100 DPS for the sake of round numbers. The only difference between the two is that Player A equipped a complex damage mod. and player B equipped a complex shield extender. We will assume they started with a base health of 100 each also for the sake of round numbers. Player A and Player B both open fire on each other at the same time: who dies first?
Player A is doing 110 DPS vs a 173 eHP (66 shield extender + 10% skill bonus) enemy. Player B is doing 100 DPS vs a 100 eHP enemy.
Player A would kill Player B in 1.572... seconds. Player B would kill Player A in 1 second.
So basically, damage mods aren't as good as you seem to think they are. There would be an even larger disparity between the two if you consider that each damage mod suffers from stacking penalties, while HP modules do not, and then an even LARGER disparity if I used a complex armor plate as an example instead. Let's say that Player B equipped a complex armor plate instead.
Player A is doing 110 DPS to a 248 eHP (135 plate + 10% skill bonus) enemy Player B is doing 100 DPS to a 100 eHP enemy
Player A would kill Player B in 2.54... seconds. Player B would kill Player A in one second.
Look at that! The player with the plate kills the player with the damage mod more than twice as quickly! And that's assuming perfect accuracy.
Damage mods can miss, shield extenders cannot.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6337
|
Posted - 2014.02.09 19:49:00 -
[15] - Quote
Knight Solitaire wrote:Spectral Clone wrote:MLT dmg mod: 2% STD dmg mod: 2% Adv dmg mod: 4% Pro dmg mod 6% No. STD / MLT Damage Mod: 3% Damage Increase, 5% Increase in CPU Usage of effected weapon ADV Damage Mod: 5%, 6% Increase in CPU Usage of effected weapon PRO Damage Mod: 10%, 9% Increase in CPU Usage of effected Weapon Why not just increase the CPU usage of the module itself then? Why make it complicated?
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6337
|
Posted - 2014.02.09 19:51:00 -
[16] - Quote
IRON PATRIOT 1 wrote:Cat Merc wrote:Someone wrote:IRON PATRIOT 1 wrote: No it gives you exactly 26.4% damage increase from 3 complex damage mods.
Plus the 15% you get from proficiency lvl 5 duh. So that's 41.4% dmg increase. Then it's not really the damage mods. How not if your getting more dmg increase from dmg mods than proficiency which cost more sp to skill into. The damage mods cost you CPU/PG as well as slots you could use for more HP. (Which is more effective) You lose 217 shield HP
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6337
|
Posted - 2014.02.09 19:53:00 -
[17] - Quote
Lynn Beck wrote:Replace them with: Heat sink- increases RoF of Laser weaponry- high slot Gyrostabilazer-increases RoF and effective range of Projectile weaponry- low slot Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot
These would help racially symmetrical fittings, such as Smg/Acr on a min assault. "Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot"
Completely leaves out Gallente.
GG
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6337
|
Posted - 2014.02.09 19:54:00 -
[18] - Quote
Logi Bro wrote:Cat Merc wrote: And that's assuming perfect accuracy.
Damage mods can miss, shield extenders cannot.
That logic is a little confusing to me. Let's put it this way: we assume that both players are of equal skill, so they both miss the same amount of shots. The thing is, every shot that the player with the damage mod misses means more of a loss to that player than every shot fired by the player with the extender. What I mean by that is that shield extenders will defend you 100% of the time.
Damage mods are only effective as much as your accuracy.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
6337
|
Posted - 2014.02.09 19:55:00 -
[19] - Quote
Iron Wolf Saber wrote:Removing damage mods would only buff armor tankers even more. Wait wat
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6337
|
Posted - 2014.02.09 19:56:00 -
[20] - Quote
IRON PATRIOT 1 wrote:Cat Merc wrote:Logi Bro wrote:Here's a scenario. Let's say there are two players: Player A and Player B. Both players have the same weapon, and we will assume that weapon does 100 DPS for the sake of round numbers. The only difference between the two is that Player A equipped a complex damage mod. and player B equipped a complex shield extender. We will assume they started with a base health of 100 each also for the sake of round numbers. Player A and Player B both open fire on each other at the same time: who dies first?
Player A is doing 110 DPS vs a 173 eHP (66 shield extender + 10% skill bonus) enemy. Player B is doing 100 DPS vs a 100 eHP enemy.
Player A would kill Player B in 1.572... seconds. Player B would kill Player A in 1 second.
So basically, damage mods aren't as good as you seem to think they are. There would be an even larger disparity between the two if you consider that each damage mod suffers from stacking penalties, while HP modules do not, and then an even LARGER disparity if I used a complex armor plate as an example instead. Let's say that Player B equipped a complex armor plate instead.
Player A is doing 110 DPS to a 248 eHP (135 plate + 10% skill bonus) enemy Player B is doing 100 DPS to a 100 eHP enemy
Player A would kill Player B in 2.54... seconds. Player B would kill Player A in one second.
Look at that! The player with the plate kills the player with the damage mod more than twice as quickly! And that's assuming perfect accuracy. Damage mods can miss, shield extenders cannot. Thankyou like I said math means nothing in this game. I was actually reinforcing his point.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6345
|
Posted - 2014.02.09 19:59:00 -
[21] - Quote
Lynn Beck wrote:Cat Merc wrote:Lynn Beck wrote:Replace them with: Heat sink- increases RoF of Laser weaponry- high slot Gyrostabilazer-increases RoF and effective range of Projectile weaponry- low slot Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot
These would help racially symmetrical fittings, such as Smg/Acr on a min assault. "Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot" Completely leaves out Gallente. GG Sorry. We could also leave Eve out of this and make another damage mod for gallente, seeing as their bonuses only apply to their own weaponry. Plasma Field Stabilizer- increases Effective range, increases RoF. High slot. I would actually prefer if damage mods were split into two types: Anti shield damage mods and anti armor damage mods.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6345
|
Posted - 2014.02.09 20:00:00 -
[22] - Quote
True Adamance wrote:Iron Wolf Saber wrote:Removing damage mods would only buff armor tankers even more. Hardly. Damage buffs are currently ruining this game. No FPS shooter should allow a player to have a more powerful gun in terms of direct damage model balanced against how many high slots they have. How would loosing damage modules buff the Armour Tanker class? It would only allow us to take more utility module.....I fail to see this as a bad thing. It wouldn't be so bad is weapons modules affected weapon statistics like stability, maybe tentatively RoF, Reload speed, etc. No shooter allows you to stack modules that increase your HP dramatically.
If you want to compare to other shooters, be fair.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6351
|
Posted - 2014.02.09 20:11:00 -
[23] - Quote
IRON PATRIOT 1 wrote:CCP can either do three things
-Remove damage mods or nerf them -Buff Shield Extenders -Or nerf armor plates Or none of those.
Call back to me when plates self regenerate at 40hp/s. (Coming in 1.8)
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6352
|
Posted - 2014.02.09 20:34:00 -
[24] - Quote
IRON PATRIOT 1 wrote:Cat Merc wrote:IRON PATRIOT 1 wrote:CCP can either do three things
-Remove damage mods or nerf them -Buff Shield Extenders -Or nerf armor plates Or none of those. Call back to me when plates self regenerate at 40hp/s. (Coming in 1.8) Its called Allotek nanohives which all you gals use. We don't actually, because the CPU/PG requirements are hurrendos and we get an extremely gimped suit. Plus it's limited, nerfed in 1.8 with all the other hives, has limited range and forces you to stay still.
You're going to have 40hp/s shield regen for free.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6352
|
Posted - 2014.02.09 20:35:00 -
[25] - Quote
IRON PATRIOT 1 wrote:Logi Bro wrote:IRON PATRIOT 1 wrote:Logi Bro wrote:IRON PATRIOT 1 wrote:
Thankyou like I said math means nothing in this game.
Lol, I like that you haven't directly responded to any of my posts yet. Are you allergic to logic? Math means EVERYTHING in this game, this is the FPS version of Spreadsheets in Space, ffs. Because the math your putting out is not hard concrete facts its based off of a scenario of what could happen basically an estimation. 41.4% damage increase to a weapon with 3 complex damage mods and proficiency lvl 5 is a fact not the math you're doing. Ok, assuming you did your math right, so said the player had a 41.4% damage bonus? Same scenario, with a few changes. Player A has the three complex damage mods, maxed proficiency, and Player B has 3 complex shield extenders. Weapons have base of 100 DPS, and their suits have a base of 100 eHP. Player A is doing 141.4 DPS to a 319 eHP enemy. Player B is doing 100 DPS to a 100 eHP enemy. Player A kills Player B in 2.256... seconds. Player B kills Player A in 1 second. The guy with the extenders is killing more than twice as quickly as the guy with the damage mods. /thread Again that's if all your shots land another scenario that I don't care for. In that case the shield extender user still wins...
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6359
|
Posted - 2014.02.09 21:09:00 -
[26] - Quote
Happy Jack SD wrote: If you really love crunching the numbers on this stuff, you should know this example is full of sh!t. You're using (approx) 1\3 the HP of an unmodded medium frame, 1/5 the DPS of a unmodded rifle, and 100% of the HP granted by arm/shield mods.
The results may still end up favoring HP mods, but your "example" is hevily weighed towards them without the use of actual stats.
Thing is, with HP modules most medium frames have HP values matching the DPS of those rifles. So it's pretty accurate.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6381
|
Posted - 2014.02.09 22:50:00 -
[27] - Quote
IRON PATRIOT 1 wrote:Cat Merc wrote:IRON PATRIOT 1 wrote:Cat Merc wrote:IRON PATRIOT 1 wrote:CCP can either do three things
-Remove damage mods or nerf them -Buff Shield Extenders -Or nerf armor plates Or none of those. Call back to me when plates self regenerate at 40hp/s. (Coming in 1.8) Its called Allotek nanohives which all you gals use. We don't actually, because the CPU/PG requirements are hurrendos and we get an extremely gimped suit. Plus it's limited, nerfed in 1.8 with all the other hives, has limited range and forces you to stay still. You're going to have 40hp/s shield regen for free. Well if you put some shield extenders on maybe you could sacrifice a low slot or two for a cpu/pg upgrade. Now you can fit that allotek along with maybe a proto sidearm or nade. CPU/PG upgrades, meaning we have a weak armor tank, meanig we have to dual tank.
Yeah, no thanks.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6381
|
Posted - 2014.02.09 22:51:00 -
[28] - Quote
voidfaction wrote:Cat Merc wrote:IRON PATRIOT 1 wrote:Cat Merc wrote:No, precision enhancers are neglected because of the **** base range on suits.
You need TWO range amps to get 30m of range, and then you need precision enhancers to actually see anything. That's 3-4 modules on a suit that has 7 at prototype level.
I am NOT going to spend so many slots on something my logi friend can do for me with a little scanner. Especially not when it means I lose armor plates/armor repairers/profile dampeners.
As for the rest of the post, damage mods are being nerfed. And you Caldari whiners can suck it, you have all the utility modules in the world while Gallente have one, and you want to remove that one. Pathetic. Be honest with your self if range amps were better would you choose them ove dmg mods? No. 30m of range amplification is great for cqc. Only if range amps would give you +150%, and moved to high slots. I cannot justify spending more than two slots to see people. But if the base range was like 20m, then yes I would use precision enhancers. Yeah I love my scout with 2 complex range and 2 complex precision with its 16m base range soon to be boosted to 20. I guess If you really wanted to use precision enhancers you could go scout. if logi/assault/heavy got bumped to 20m I would want base 40 on my scout. And there you see the problem. Those modules are not intended for assaults, you cannot use that as an argument here.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
6381
|
Posted - 2014.02.09 22:53:00 -
[29] - Quote
Happy Jack SD wrote:Our two combatants will be A with Damage Mods and B with Shield Extenders.
A basic Caldari or Gallente suit has 330 total HP without skills.
The basic AR does 425 dps.
A has 330 HP and does 467 dps B has 396 HP and does 425 dps
A kills B in 0.84s B kills A in 0.77s
So, as we seen, the health granted by Shields is a minor boost to survivability. However, damage mods are most effective on Proto weapons, as the percentage yields higher numbers. The base DPS of a Douvale AR is 468.75, with a damage mod its 515.63.
So:
A has 330 HP and does 515.63 dps B has 396 HP and does 468.75 dps
A kills B in 0.768s B kills A in 0.705s
In conclusion, the difference is negligible. Shields have a numerical advantage, but the reaction time needed to take advantage of it is pretty much inconsequential. However damage mods on a proto weapon versus a basic weapon makes the difference much closer, and skills in weapon Proficiency and Shield/Armour Upgrades has the possibility of changing these numbers further in favour of Damage Mods.
This only holds true on a 1 to 1 scale as Damage Mods have a stacking penalty. However one can stack 2 Damage Mods with minimal consequences, and if they still have high slots after, decide wether they want the extra 5% damage or an extra 66hp shields. Second damage mod does 8.7%, third does 5.4%.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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