
Lorhak Gannarsein
Science For Death
1568
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Posted - 2014.02.09 23:04:00 -
[1] - Quote
Happy Jack SD wrote: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.
Even so, this scenario assumes that everyone's aim is dead on (something that OP seems keen to establish) and that shield extenders are objectively superior to damage mods. Marginally so, but indisputably. The difference will become even more marked as more modules are added.
Essentially, damage mods are fine.
The reason armour tankers don't use shield mods is that while for some reason shield stats are built into the suit, armour is not, meaning that my 330 buffer on my GalLogi is irrelevant after the first combat, thanks to extreme recharge speeds.
Happily printing ISK with permahardeners and MLT blasters.
Just let me get a couple mil more before nerf, CCP!
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