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WUT ANG
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
161
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Posted - 2014.04.01 19:14:00 -
[31] - Quote
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
4KD Minmatar Assault
Weapon sp refund please
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Musta Tornius
Molon Labe. General Tso's Alliance
1243
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Posted - 2014.04.01 19:20:00 -
[32] - 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 -
[33] - 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 ^__^
DUST514 Weapon Range & Information
Team Fairy DUST
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G Torq
ALTA B2O
593
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Posted - 2014.04.01 19:35:00 -
[34] - 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 Poke them on Twitter/Facebock/whatever and tell them to bluetag this thread :)
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2556
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Posted - 2014.04.01 20:30:00 -
[35] - Quote
Musta Tornius wrote: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).
Right, but considering the nonlinear damage output, is a 10% increase of damage over a shorter firing time > base damage with a longer firing time? That's the real question.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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G Torq
ALTA B2O
595
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Posted - 2014.04.01 20:57:00 -
[36] - Quote
John Demonsbane wrote:Musta Tornius wrote: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). Right, but considering the nonlinear damage output, is a 10% increase of damage over a shorter firing time > base damage with a longer firing time? That's the real question. ehh... no - without defining "shorter" and "longer" more precisely, cannot answer.
Assuming you mean shorter = 60 shots (no heat-mitigation, until burnout), and longer = 80(?) shots (max heat-mitigation, until burnout)
Standard LR @ 60 shots: 2630.7 pts Standard LR @ 60 shots + 10%: 2893.77 pts Standard LR @ 80 shots: 4235.6 pts
But for different, shorter ranges, the damage-mod is useful!
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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G Torq
ALTA B2O
595
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Posted - 2014.04.01 21:00:00 -
[37] - Quote
Should probably drop this link for everyone to see: Uprising 1.8 Laser Rifle damage profiles
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1351
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Posted - 2014.04.01 21:19:00 -
[38] - Quote
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?
Best PvE idea ever!
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2556
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Posted - 2014.04.01 21:41:00 -
[39] - Quote
G Torq wrote:John Demonsbane wrote:Musta Tornius wrote: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). Right, but considering the nonlinear damage output, is a 10% increase of damage over a shorter firing time > base damage with a longer firing time? That's the real question. ehh... no - without defining "shorter" and "longer" more precisely, cannot answer. Assuming you mean shorter = 60 shots (no heat-mitigation, until burnout), and longer = 75 shots (max heat-mitigation, until burnout) Standard LR @ 60 shots: 2630.7 ptsStandard LR @ 60 shots + 10%: 2893.77 ptsStandard LR @ 80 shots: 3800.3 ptsBut for different, shorter ranges, the damage-mod is useful! EDIT: Musta says the max is 85... EDIT 2: Now he says 75 ....
See, now if you guys are not sure, what hope is there for the rest of us?
You did more or less answer my question though, and my supposition appears to be correct in that the Amarr assault bonus (longer firing time) results in a greater damage benefit overall compared to the Amarr commando bonus (shorter firing time + 10%).
I'd also echo vell0cet's question in that I was also under the impression that there was a ceiling on the damage per shot you could attain. If your testing indicated that there is not one, then I completely take back my first post in this thread where I say I was hoping for some hidden nugget we did not know, because that's one hell of a finding!
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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Musta Tornius
Molon Labe. General Tso's Alliance
1252
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Posted - 2014.04.01 22:09:00 -
[40] - 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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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1353
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Posted - 2014.04.01 22:24:00 -
[41] - Quote
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?
Best PvE idea ever!
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Musta Tornius
Molon Labe. General Tso's Alliance
1253
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Posted - 2014.04.01 22:30:00 -
[42] - 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.
DUST514 Weapon Range & Information
Team Fairy DUST
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