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Musta Tornius
Molon Labe. General Tso's Alliance
1087
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Posted - 2014.03.09 19:51:00 -
[1] - Quote
Introduction
With the rise of interest in the laser rifle and after a long year of not knowing how exactly its damage is calculated, the three Team Fairy Dust members (G Torq, Grit Breather & Musta Tornius) decided to figure it out once and for all.
CCP Wolfman mentioned just before Uprising was deployed last year that the laser rifle gets an increase of 0.6 damage for each shot fired. With the release of the SDE we expected to see this number somewhere in there but that was not the case. Instead there were some beam parameters that werenGÇÖt making any kind of sense so we knew we had to do some testing.
This document and the spreadsheet that is linked in the next section details how we went about testing and what the results were.
TL;DR: Laser does an extra 0.8 pts of damage for each shot fired, while the trigger is held down, until the rifle overheats.
Outline Knowing that the Laser Rifle will do increasing damage over time, and that there is a significant amount of rumours, we decided to run a series of tests to collect data-points and extrapolate a plausible formula for how the Laser Rifle operates. Part of the purpose was also to compare the resulting formulae with the data presented by CCP Games(r) in the released Static Data Export (SDE), to help Fitting-Tools and other 3rd party apps to better model damage and present data.
2 sheets have been compiled with the resulting data, with 1 for quick lookup and 1 with more details: I https://docs.google.com/spreadsheet/pub?key=0Aj6O9uv2Dgu_dGFrNjkyNzhzS0xTcnRrQUlyNUNPT0E&single=true&gid=11&range=A6%3AJ107&output=html
II https://docs.google.com/spreadsheet/pub?key=0Aj6O9uv2Dgu_dGFrNjkyNzhzS0xTcnRrQUlyNUNPT0E&single=true&gid=12&range=A1%3AQ106&output=html
Base Damage is the damage caused by the base-value of 17 pts per shot. Normalised Damage is the measured damage, normalised to 100% efficiency. Predicted Damage is the damage predicted with a given increase to damage per shot
The data we looked for was:
Damage Increase Model - How does the Beam Damage increase over time
Damage Modifier (Equipment and Skill) Efficiency - Is it worth using Damage Modifiers
Maximum Damage Potential - How far can each Laser Rifle be taken before overheating
Burn-Time vs Heat Models - Is Beam-damage dependent on Burn-Time or Heat
The initial outset of there being a 0.6 pts increase to damage-output per shot, allowed us to assume a linearly increasing output.
Tests
All tests were performed with all three tiers of laser rifles and varying suits. To achieve the higher shot outputs without overheating too quickly an Amarr assault suit was used at level 4. The tests were performed in faction warfare with both players on the same side to ease the time it took to test.
All tests were also performed well inside the lasers optimal range bracket (66-84m) to ensure that the efficiency coefficient wasnGÇÖt jumping all over the place like it can do. This also allowed to largest-possible modifiers, to avoid rounding-errors to become too significant.
Throughout the tests, results were normalised at 100% efficiency, to get the weaponGÇÖs damage-output instead of the damage applied. This allowed us to test against both shield and armor on suits, as well as against LAVs, and then compile a single result-set from all measurements.
1. Suit test: The first tests were done using a heavy tanked sentinel suit with no reps on them. Doing this we could achieve roughly 40 shots fired before the target would *expire*. The shots were all aimed at the midsection of the target.
Data Sheet: https://docs.google.com/spreadsheet/pub?key=0Aj6O9uv2Dgu_dGFrNjkyNzhzS0xTcnRrQUlyNUNPT0E&single=true&gid=4&range=B6%3AJ107&output=html Graph of the results: https://docs.google.com/spreadsheet/oimg?key=0Aj6O9uv2Dgu_dGFrNjkyNzhzS0xTcnRrQUlyNUNPT0E&oid=9&zx=tyetb0mbonmb
2. LAV - Armour test: A methana with a complex 120mm plate and no armor-repper was used for this test. One person would flux away the shields as the regen would interfere with the results. The other person would then commence firing at optimal range. The efficiency was noted and used to calculate what the damage would have been at 100% as it was only 16% on armour at optimal. This test allowed us to empty the whole clip of all the three laser rifles (std,adv,pro).
Data Sheet: https://docs.google.com/spreadsheet/pub?key=0Aj6O9...
DUST514 Weapon Range & Information
Team Fairy DUST
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Musta Tornius
Molon Labe. General Tso's Alliance
1087
|
Posted - 2014.03.09 19:51:00 -
[2] - Quote
4. Heat affect on damage test: We again used a LAV that was fluxed before fired at in optimal to test if letting go of the trigger would reset the increments or if it would only drop slightly as the trigger was only let go for less than a second. A laser was pre-heated for different amount of shots, the trigger was released and then aimed at the LAV and fired for a differing amount. The numbers were recorded and normalised to check if damage was as expected (that the damage counter is reset as soon as the trigger was let go). The number of shots dealt to the LAV is registered as the data-point, since the first number of shots (the heat-up) would less important that whether they cause an offset
Data Sheet: https://docs.google.com/spreadsheet/pub?key=0Aj6O9uv2Dgu_dGFrNjkyNzhzS0xTcnRrQUlyNUNPT0E&single=true&gid=18&range=B6%3AJ107&output=html
5. Maximum shots possible. Using all three levels of Laser Rifles (regular, ELM-7 and Viziam), as well as both Amarr Assault suits with skill-level 4 and Amarr Sentinel suit, we could record how many shots were fired until the weapon overheated. An external data point was provided by Mortedeamor for the use of a Viziam with Amarr Assault suit level 5.
Conclusion
The actual results for all the data gathered can be seen in the spreadsheets that are linked above.
Damage Increase Model After looking at the data and trying different variables we came to the conclusion that 0.8 damage increase after each shot lines up well to the data we gathered. This appears to have no resemblance with the data in the SDE but that matters not as we now know pretty accurately what damage the laser does each shot.
Burn-Time vs Heat Models Another thing that was verified was that the damage is reset once the trigger is let go and as such it doesnGÇÖt matter how GÇÿhotGÇÖ the rifle is, only how long the trigger has been held down.
Damage Modifier (Equipment and Skill) Efficiency Damage mod testing was inconclusive as we didnGÇÖt do enough sampling to correctly determine if a damage mod affects the beam increase per shot or not. This might be revised at a future date if we get the time. Testing of Proficiency Skill was postponed.
Maximum Damage Potential We found that skills and weapon-levels allows the laser-rifles to be taken from a base of 60 shots up to 89 shots before overheating. This translates into an additional 2200 pts of damage-potential.
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Team Fairy DUST
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Musta Tornius
Molon Labe. General Tso's Alliance
1087
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Posted - 2014.03.09 19:52:00 -
[3] - Quote
A big thank you to Team Fairy Dust for this little research, it was hard work and took 3 days to complete but I hope we have managed to give you a fairly accurate overview of the laser rifle.
DUST514 Weapon Range & Information
Team Fairy DUST
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Musta Tornius
Molon Labe. General Tso's Alliance
1118
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Posted - 2014.03.10 08:54:00 -
[4] - Quote
FIRST TESTDUMMY wrote:Who was playing the role of the test dummy? I'd give him one-million likes for being a trooper!
Send them to myself, GTorq and Grit Breather as we all had the pleasure :P
DUST514 Weapon Range & Information
Team Fairy DUST
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Musta Tornius
Molon Labe. General Tso's Alliance
1144
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Posted - 2014.03.10 21:56:00 -
[5] - Quote
Bones McGavins wrote:is there no cap? I always preheat my lazer to come in strong enough to drop folks before they can really respond. I was always under the impression there was a max damage i could preheat to, but perhaps this isnt the case and it constantly grows? That would be useful to know.
(This is why complaints about the LR are a BIT unfounded right now. Proper knowledge and use of it allows it to currently be a pretty solid weapon. Scan, pre-heat from behind cover and pop out and insta kill some dude standing on a building looking for easy RR kills)
Well there is a cap, when you run out of ammo that is :P
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Team Fairy DUST
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Musta Tornius
Molon Labe. General Tso's Alliance
1149
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Posted - 2014.03.13 20:39:00 -
[6] - Quote
Good news everyone, we re-tested damage mods and proficiency skills and found out that they are working correctly. So if you want 10% extra damage (at least until 1.8) put on a complex damage mod!
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Team Fairy DUST
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Musta Tornius
Molon Labe. General Tso's Alliance
1239
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Posted - 2014.04.01 16:27:00 -
[7] - Quote
John Demonsbane wrote:Question for my math overlords: Any idea whether or not there is a big difference in potential DPS between a proto amarr assault and a proto amarr commando?
Is this without factoring in damage mods and or proficiency skills?
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Team Fairy DUST
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Musta Tornius
Molon Labe. General Tso's Alliance
1239
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Posted - 2014.04.01 16:29:00 -
[8] - Quote
Looks like I have forgot to mention. In 1.8 it's no longer 0.8 increase. Is 0.91 for standard and 1.04 for pro, if I remember correctly. This is a big difference, especially on commando you should see it easily after about 30 shots with pro.
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Musta Tornius
Molon Labe. General Tso's Alliance
1243
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Posted - 2014.04.01 18:59:00 -
[9] - Quote
Well damage mod helps against armour and shield whereas proficiency is only shields. The 10% bonus for commando translates straight into 10% dps increase too so it's well worth it. Add on some proficiency and you're doing decent amount of damage quickly (not to mention adding a dmg mod too).
DUST514 Weapon Range & Information
Team Fairy DUST
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Musta Tornius
Molon Labe. General Tso's Alliance
1243
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Posted - 2014.04.01 19:20:00 -
[10] - Quote
The Terminator T-1000 wrote:So what is the optimum and effective range now?
See my signature, it's got all the ranges for all the weapons in game. Optimum is something like 55-103m off the top of my head and effective about 110.
Way up from before :)
DUST514 Weapon Range & Information
Team Fairy DUST
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Musta Tornius
Molon Labe. General Tso's Alliance
1243
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Posted - 2014.04.01 19:24:00 -
[11] - Quote
WUT ANG wrote:Why hasn't ccp hit the like button on this post at least comment and say thanks for helping them communicate to the community. +3 to you guys
It's alright, we talk to them regularly on IRC, although it's always nice with a blue post in a thread you've worked hard on ^__^
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Team Fairy DUST
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Musta Tornius
Molon Labe. General Tso's Alliance
1252
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Posted - 2014.04.01 22:09:00 -
[12] - Quote
Vell0cet wrote:If there is no cap, what is the "m_BeamInfo.m_fMaxBeamDamage" attribute in the SDE? It's set to 450 for all variants.
If there is a cap how does it apply? And are we still supposed to have a slower heat buildup between LR tiers like was mentioned in the blog, has it been confirmed by CCP that they're not going to do this?
Who knows, we've been working on the SDE and with foxfour since he released it and we don't know. We thought it had something to do with the laser damage, but the testing showed it wasn't true.
Grit postulated that it might have to do with graphical animations but I couldn't verify it, who knows, maybe it is just that.
We do know there is no damage cap on the laser. At least not one that is achievable.
DUST514 Weapon Range & Information
Team Fairy DUST
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Musta Tornius
Molon Labe. General Tso's Alliance
1253
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Posted - 2014.04.01 22:30:00 -
[13] - Quote
Vell0cet wrote:Musta Tornius wrote:Vell0cet wrote:If there is no cap, what is the "m_BeamInfo.m_fMaxBeamDamage" attribute in the SDE? It's set to 450 for all variants.
If there is a cap how does it apply? And are we still supposed to have a slower heat buildup between LR tiers like was mentioned in the blog, has it been confirmed by CCP that they're not going to do this? Who knows, we've been working on the SDE and with foxfour since he released it and we don't know. We thought it had something to do with the laser damage, but the testing showed it wasn't true. Grit postulated that it might have to do with graphical animations but I couldn't verify it, who knows, maybe it is just that. We do know there is no damage cap on the laser. At least not one that is achievable. Well just knowing there is no cap is very interesting and has many implications. Has CCP confirmed that they've changed their mind regarding heat buildup rates by tier, or is this a bug?
They have confirmed it was intended to have the same heat amount.
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