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Happy Jack SD
Ahrendee Mercenaries EoN.
72
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Posted - 2014.02.09 21:04:00 -
[1] - Quote
Cat Merc wrote:IRON PATRIOT 1 wrote:Logi Bro wrote:IRON PATRIOT 1 wrote:Logi Bro wrote:[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... 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.
"Have faith lest your unbelief consume you."
-The Bleeding Chalice
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Happy Jack SD
Ahrendee Mercenaries EoN.
72
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Posted - 2014.02.09 22:07:00 -
[2] - Quote
Cat Merc wrote: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. I'm currently traveling, so I'll post some real numbers when I get home.
My issue is that you're using a raw value module (Shield Extenders) against a percentage module (Damage Mods). However, the numbers you're using have been reduced, not affecting the raw value module but certainly affecting the percentage module.
"Have faith lest your unbelief consume you."
-The Bleeding Chalice
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Happy Jack SD
Ahrendee Mercenaries EoN.
72
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Posted - 2014.02.09 22:27:00 -
[3] - Quote
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.
"Have faith lest your unbelief consume you."
-The Bleeding Chalice
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Happy Jack SD
Ahrendee Mercenaries EoN.
72
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Posted - 2014.02.09 22:56:00 -
[4] - Quote
Cat Merc wrote: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%. 18.7% is still really good. The question is wether you want the extra 5.4% (total 26.1%) for the third.
"Have faith lest your unbelief consume you."
-The Bleeding Chalice
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