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Dunk Mujunk
RestlessSpirits
548
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Posted - 2014.03.10 21:44:00 -
[1] - Quote
Shields are broke, dmg mods will win and do win. This is why everyone stacks dmg mods and no one stacks shield extenders. I run 2 enhanced (I think they are enhanced, maybe standard) shield extenders on my proto min assault for the simple fact 5 dmg mods is entering the realm of ridiculous. 3 is more than enough to mow people down. Id put something else in those 2 highs, but there is literally nothing else to put in a high other than a range amp mod, i think its the range amp anyway.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
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Dunk Mujunk
RestlessSpirits
548
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Posted - 2014.03.10 21:49:00 -
[2] - Quote
Dmg mods combine with weapon prof is a pretty stout buff to dmg, in the area of 30% buff to dmg if im remembering %s right (away from system).
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
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Dunk Mujunk
RestlessSpirits
548
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Posted - 2014.03.10 21:54:00 -
[3] - Quote
Ah, yes precision, thats right. Almost put one on the other week. May actually do that tonight, would be more helpful than shields.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
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Dunk Mujunk
RestlessSpirits
548
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Posted - 2014.03.10 22:05:00 -
[4] - Quote
Running a Min assault, may help in flanking. Definitely can't give up my 2 plates on the lows, thats the only real hp i can get on the suit.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
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Dunk Mujunk
RestlessSpirits
548
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Posted - 2014.03.10 22:33:00 -
[5] - Quote
Bones McGavins wrote:But how much time are you really going to cut into TTK with 10-20% more dmage. For most encounters you are talking 1, MAYBE 2 less shots? Where as with shield mods you are buying yourself like 3-5 more shots min(aside from snipers)
I run an AR, so I can put out a ton of shots in a very small amount of time. I'm sorry but shields are completely worthless, the cardboard dropsuit i'm building to raid CCP headquarters is far more stout than shields. I will take the 2 plates in my lows over 5 extenders in my highs on my proto any day of the week, hands down, no questions asked. Post 1.8 is still an unknown but right now dmg mods far exceed shields. Unless it turns out you are running a PLC or something wacky like that, slap 2 complex dmg mods on and 1 enhanced and see for yourself why people stack damage mods.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
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Dunk Mujunk
RestlessSpirits
548
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Posted - 2014.03.10 23:47:00 -
[6] - Quote
Unfortunately for your argument I just recently got my complex damage mods, and yes they make a difference. I'm not talking theoretical, they make an actual difference. As i've said there is a reason why nearly everyone stacks damage mods and not shield extenders. Add to this that a quick duck around a corner lets your shields come right back means that for most it is preferable to go with damage over shields. Your number of 10% represents a single complex damage mod (pre 1.8). Many many many people run 3 (most likely 2 complex 1 enhanced).
Granted you do speak of scouts, and I don't know anything about scouts. But as an assault, if im stacking shields instead of damage, i may as well just drop all my guns, grab a rep tool and logi suit, and avoid combat altogether.
CCP is also nerfing damage mods in an attempt to increase ttk, which speaks at least some to their effectivness.
Just off the top of my head, away from my system, if you have 3 damage mods, with 2 of them being complex you are looking at around 16 point something % damage bonus (100%, 50%, 25%? Is that how the stacking penalty goes?). My GEK is doing 30 something hitpoints of damage per bullet without any mods, so 2 and a half rounds cancels out your complex extender, and I can put out 2 to 3 rounds in an insanely small amount of time. That is why I would imagine most perfer damage to shields.
Disclaimer- This was my first serious attempt at Dust math, and it was off the top of my head. Lots of ballparking and rounding, if im just completely off please let me know.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
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Dunk Mujunk
RestlessSpirits
567
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Posted - 2014.03.11 04:57:00 -
[7] - Quote
The reason I go with damage mods is because if I can drop a complex shield mod in 2 or 3 bullets, I can burn through 3 complex damage mods in under or around 1.5 seconds easily. So the question to me becomes do I sacrifice 3 highs and the required cpu/pg for an extra 1.5 seconds max of life, or do I combine my roughly 16% from damage mods with my AR prof 5 and get a total 31ish% damage boost.
At just under 700 hp, roughly in the grey area Bored just discussed, I choose to go with damage. If you are looking for a large percentage increase from any mod in this game, you won't find it, and the 16% from 3 damage mods is about as large a % bump as you will find.
Again, I can't speak on Scouts. I imagine they aren't suppose to be seen in the first place to need more HP, but I also imagine they dont want to be slowed down by armor. I imagine some run damage mods with their shotguns, but I really dont know.
I do know if you are a killer, you probably want the extra damage. I have won plenty of gunfights by the skin of my teeth, gunfightsi can thank damage mods for winning. You could argue replacing that damage with shields should still yeild the same results, but it doesnt. Dont know why or how to explain that, but it just doesnt work like that. Maybe one of the stronger rifles could give up some damage for a few fractions of a second of life, but never having used a RR CR or ScR, i cant speak on that either.
And of course, as bored said, this all changes post 1.8. There will be much tinkering to be done.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
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