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Bones McGavins
TacoCat Industries
556
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Posted - 2014.03.10 21:36:00 -
[1] - Quote
Looking at the numbers, it makes very little sense to use damage mods. Even currently.
Complex shield extenders give you 99 shield. Which means for any suit less than 990 ehp, this gives you more than 10% boost to health. For most suits this gives more like 20-30% boost.
So on a ttk front, two guys exchanging damage, one with damage mods, the other with shield extenders, the extenders would win, even right now.
I could see an argument made for increasing TTK to help kill before the enemy can react, but because TTK is so low, this doesnt really come into play. So tell me, other than heavies who already have 1K+ hp without shield mods, why should any other suit use damage mods (even in their current implementation). |
XANDER KAG
Red Star. EoN.
603
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Posted - 2014.03.10 21:38:00 -
[2] - Quote
Bones McGavins wrote:Looking at the numbers, it makes very little sense to use damage mods. Even currently.
Complex shield extenders give you 99 shield. Which means for any suit less than 990 ehp, this gives you more than 10% boost to health. For most suits this gives more like 20-30% boost.
So on a ttk front, two guys exchanging damage, one with damage mods, the other with shield extenders, the extenders would win, even right now.
I could see an argument made for increasing TTK to help kill before the enemy can react, but because TTK is so low, this doesnt really come into play. So tell me, other than heavies who already have 1K+ hp without shield mods, why should any other suit use damage mods (even in their current implementation). Where did you get 99 from?
With shield extender skill: 72 With Cal Assault skill also: ~80
Who says you can't kill in style?
When CCP plays Dust514
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Delta 749
Kestrel Reconnaissance
2634
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Posted - 2014.03.10 21:40:00 -
[3] - Quote
You ever try to snipe or run AV without a damage mod? So hell, thats two examples right there
I'll start my own war, with hookers, and blackjack!
In fact forget the war and the blackjack.
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Vitharr Foebane
Living Like Larry Schwag
735
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Posted - 2014.03.10 21:40:00 -
[4] - Quote
AV and the complete and utter lack of highslot options for armor tankers
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
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Patrick57
5950
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Posted - 2014.03.10 21:40:00 -
[5] - Quote
XANDER KAG wrote:Where did you get 99 from?
With shield extender skill: 72 With Cal Assault skill also: ~80 This, I am very confused right now. :(
I think I'm a forum warrior level 5 :D
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8080
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Posted - 2014.03.10 21:41:00 -
[6] - Quote
I place no value in the weakness of Shields.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Viktor Hadah Jr
Critical-Impact
2956
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Posted - 2014.03.10 21:42:00 -
[7] - Quote
Because one of my scram rifle charge shots will put any proto cal assault to 0 shields and half armor with my triple stacked damage mods.
Selling Templar BPO's 250Mil Last of the BPO's(Click link)
I feed off your tears
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Soraya Xel
Abandoned Privilege Top Men.
1668
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Posted - 2014.03.10 21:44:00 -
[8] - Quote
Vitharr Foebane wrote:AV and the complete and utter lack of highslot options for armor tankers
Dual tanking is a thing.
I'd like to be your CPM1 candidate
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Bones McGavins
TacoCat Industries
556
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Posted - 2014.03.10 21:44:00 -
[9] - Quote
Thats my bad. I think in my mind I always had 99 from back during the OP caldari logi days where they got 5% bonus per level.
So, lets say 72. Still most suits arent close to 720 hp pre extenders (or post). So the question remains.
I agree with AV, AV is the only fit I put damage mods on. I could see the same for snipers, but even then, shield would give you a better chance at surviving counter snipers than damage mods would do for killing. |
Dunk Mujunk
RestlessSpirits
548
|
Posted - 2014.03.10 21:44:00 -
[10] - 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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Bones McGavins
TacoCat Industries
556
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Posted - 2014.03.10 21:46:00 -
[11] - Quote
Viktor Hadah Jr wrote:Because one of my scram rifle charge shots will put any proto cal assault to 0 shields and half armor with my triple stacked damage mods. And honestly, what does it do without those mods? 0 shields and 2/3 shield? And what would a similar shot do to you without the 250 or so buffer your sacrficng for damage, im guessing ohk? |
DozersMouse XIII
Ultramarine Corp
155
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Posted - 2014.03.10 21:48:00 -
[12] - Quote
alpha damage
Bacon pancakes makin' bacon pancakes
Take some bacon and I'll put it a pancake
Bacon pancakes thats what it's gonna make
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Dunk Mujunk
RestlessSpirits
548
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Posted - 2014.03.10 21:49:00 -
[13] - 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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Delta 749
Kestrel Reconnaissance
2634
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Posted - 2014.03.10 21:50:00 -
[14] - Quote
Bones McGavins wrote:Thats my bad. I think in my mind I always had 99 from back during the OP caldari logi days where they got 5% bonus per level.
So, lets say 72. Still most suits arent close to 720 hp pre extenders (or post). So the question remains.
I agree with AV, AV is the only fit I put damage mods on. I could see the same for snipers, but even then, shield would give you a better chance at surviving counter snipers than damage mods would do for killing.
Stacking armor plates gives you a better chance of surviving counter snipers actually Hell, a basic armor plate gives more HP than a complex shield extender and if you are sniping its not like youll be running all over the place so the speed penalty doesnt matter Then if you slap on any old rep you are suddenly damn near invulnerable to being counter sniped unless you set up out in the open since
And this is talking med suits, with a heavy suit you can just stand there and eat bullets from damn near anything but a thales and thats without using any plates or extenders
I'll start my own war, with hookers, and blackjack!
In fact forget the war and the blackjack.
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DozersMouse XIII
Ultramarine Corp
155
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Posted - 2014.03.10 21:50:00 -
[15] - Quote
Dunk Mujunk wrote: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. its a precision mod and they are very useful people just overlook them for damage/hp
Bacon pancakes makin' bacon pancakes
Take some bacon and I'll put it a pancake
Bacon pancakes thats what it's gonna make
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8081
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Posted - 2014.03.10 21:51:00 -
[16] - Quote
Soraya Xel wrote:Vitharr Foebane wrote:AV and the complete and utter lack of highslot options for armor tankers
Dual tanking is a thing.
Its a sin.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Bones McGavins
TacoCat Industries
556
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Posted - 2014.03.10 21:52:00 -
[17] - Quote
Delta 749 wrote:Bones McGavins wrote:Thats my bad. I think in my mind I always had 99 from back during the OP caldari logi days where they got 5% bonus per level.
So, lets say 72. Still most suits arent close to 720 hp pre extenders (or post). So the question remains.
I agree with AV, AV is the only fit I put damage mods on. I could see the same for snipers, but even then, shield would give you a better chance at surviving counter snipers than damage mods would do for killing. Stacking armor plates gives you a better chance of surviving counter snipers actually Hell, a basic armor plate gives more HP than a complex shield extender and if you are sniping its not like youll be running all over the place so the speed penalty doesnt matter Then if you slap on any old rep you are suddenly damn near invulnerable to being counter sniped unless you set up out in the open since And this is talking med suits, with a heavy suit you can just stand there and eat bullets from damn near anything but a thales and thats without using any plates or extenders
Yes but stacking plates has nothing to do with the high slots.
Given the same low configuration, you gain a better % of health for stacking shields than you do damage for stacking damage mods, unless you are a heavy. |
Dunk Mujunk
RestlessSpirits
548
|
Posted - 2014.03.10 21:54:00 -
[18] - 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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Delta 749
Kestrel Reconnaissance
2634
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Posted - 2014.03.10 21:56:00 -
[19] - Quote
Bones McGavins wrote:Delta 749 wrote:Bones McGavins wrote:Thats my bad. I think in my mind I always had 99 from back during the OP caldari logi days where they got 5% bonus per level.
So, lets say 72. Still most suits arent close to 720 hp pre extenders (or post). So the question remains.
I agree with AV, AV is the only fit I put damage mods on. I could see the same for snipers, but even then, shield would give you a better chance at surviving counter snipers than damage mods would do for killing. Stacking armor plates gives you a better chance of surviving counter snipers actually Hell, a basic armor plate gives more HP than a complex shield extender and if you are sniping its not like youll be running all over the place so the speed penalty doesnt matter Then if you slap on any old rep you are suddenly damn near invulnerable to being counter sniped unless you set up out in the open since And this is talking med suits, with a heavy suit you can just stand there and eat bullets from damn near anything but a thales and thats without using any plates or extenders Yes but stacking plates has nothing to do with the high slots. Given the same low configuration, you gain a better % of health for stacking shields than you do damage for stacking damage mods, unless you are a heavy.
You asked why choose extenders over damage mods, I gave an answer, you said why do that when you can get more health to survive by doing this and I answered that, so we got to plates by questions you asked so dont act like it has nothing to do with this conversation
Besides in the case of a sniper and AV total ehp is secondary to your damage output so there is still no reason to fit an extender if you want to do your job well which brings us back to answering your first question, why use a damage mod over an extender
I'll start my own war, with hookers, and blackjack!
In fact forget the war and the blackjack.
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DozersMouse XIII
Ultramarine Corp
155
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Posted - 2014.03.10 22:01:00 -
[20] - Quote
Dunk Mujunk wrote:Ah, yes precision, thats right. Almost put one on the other week. May actually do that tonight, would be more helpful than shields. depends on what or how you play, for a scout they are amazing.
if your running assault, logi or heavy
heavy ive never tried
with gallente assault and logi you can pair with range amps in the low to set your scan range and precision to match your weapon of choice's optimal range
Bacon pancakes makin' bacon pancakes
Take some bacon and I'll put it a pancake
Bacon pancakes thats what it's gonna make
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7372
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Posted - 2014.03.10 22:03:00 -
[21] - Quote
You are assuming every time you fight someone who have full shields.
CPM1 Candidacy Thread
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Dunk Mujunk
RestlessSpirits
548
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Posted - 2014.03.10 22:05:00 -
[22] - 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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Bones McGavins
TacoCat Industries
556
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Posted - 2014.03.10 22:07:00 -
[23] - Quote
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) |
Broonfondle Majikthies
Dogs of War Gaming Zero-Day
927
|
Posted - 2014.03.10 22:09:00 -
[24] - Quote
I barely use them now. Usually just an enhanced, even on my LR.
So really in 1.8 there's no change for me (except the prof. damage model changes)
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Joseph Ridgeson
WarRavens League of Infamy
696
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Posted - 2014.03.10 22:14:00 -
[25] - Quote
Because I find that my Rail Rifle doing 69 points of damage per shot rather than 57.75 more useful than 152 shields. Those extra HP would not help me if I got dropped on but the extra damage does help when I get the drop on someone.Plus, Damage Modifiers do not have any detriment like Shields down. That's why I use them now. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1814
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Posted - 2014.03.10 22:17:00 -
[26] - Quote
As others have pointed out, it isn't the percentage of total hp added that you're interested in when you add hp. You're interested in the amount of damage per second that is incoming and thus how many seconds of life the module adds. |
Chunky Munkey
Amarr Templars Amarr Empire
3393
|
Posted - 2014.03.10 22:17:00 -
[27] - Quote
Bones McGavins wrote:Looking at the numbers, it makes very little sense to use damage mods. Even currently.
Complex shield extenders give you 99 shield. Which means for any suit less than 990 ehp, this gives you more than 10% boost to health. For most suits this gives more like 20-30% boost.
So on a ttk front, two guys exchanging damage, one with damage mods, the other with shield extenders, the extenders would win, even right now.
I could see an argument made for increasing TTK to help kill before the enemy can react, but because TTK is so low, this doesnt really come into play. So tell me, other than heavies who already have 1K+ hp without shield mods, why should any other suit use damage mods (even in their current implementation).
Because I don't get into gunfights. I stand 60m to the left of a proto squad, and steadily melt them all with a single beam of holy light.
No.
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Taeryn Frost
Zumari Force Projection Caldari State
173
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Posted - 2014.03.10 22:24:00 -
[28] - Quote
I said this to a new player thread way back during launch, but the best defense is a good offense still holds true.
It won't matter how many shields or armor you have if you don't eliminate the threat. Just ask any heavy |
Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
197
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Posted - 2014.03.10 22:24:00 -
[29] - Quote
Dunk Mujunk wrote: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. the highslot sensor mod is a precison enhancment. makes it easier to pick up nearby dropsuit signals. much better than scan range if you ask me. |
Dunk Mujunk
RestlessSpirits
548
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Posted - 2014.03.10 22:33:00 -
[30] - 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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Bones McGavins
TacoCat Industries
556
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Posted - 2014.03.10 23:23:00 -
[31] - Quote
I think you guys are over attributing your damage output to The mods. 10% more damage isn't going to lower ttk much at all.
If a gun does 600 dps it's going to kill a 600hp suit in 1 second. Adding 10% to that gets you to .91.
Meanwhile if that guy adds 72 hp to 672 he increases your ttk back above 1 to 1.02.
So either that .1 second matters or it doesn't. If it doesn't help you stay alive then it doesn't help you kill. And shields have a greater impact on ttk than current damage mods.
And even for flanking and avoiding direct combat, an extra 250 hp shield buffer allows me to escape around corners and get out of Los or range of enemies if I slip up. Or allows me to take a shot or two as I strafe if they turn around before I see them. There's a big dif in dying in 2 shots or dying in 5as a scout. |
Dunk Mujunk
RestlessSpirits
548
|
Posted - 2014.03.10 23:47:00 -
[32] - 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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Lightning xVx
R 0 N 1 N
407
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Posted - 2014.03.10 23:57:00 -
[33] - Quote
A couple of friends and I sat down and talked about it this matter. So we thought since 1.8 will be benefiting more of the Bonuses to Shield or Armor damage on weapons, why not have the Damage Mods boost just those bonuses? Instead of all around? Wouldn't that make sense? |
Bones McGavins
TacoCat Industries
556
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Posted - 2014.03.11 00:40:00 -
[34] - Quote
Dunk Mujunk wrote: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. Yes your 2-3 bullets can cancel out my extender, but at the same time your damage mod does not help you kill me by more than 1-2 billets. If you do 30 damage per bullet it takes 20 bullets to kill a 600hp suit. Doing 33 knocks that to 18.18 which means 19 to kill me so one bullet.
Even if we give you the full 30% for 3 mods to 39 it's 15.4 so 16. You save 4 bullets. Meanwhile if I add 216 from 3 extenders I add 5.54 bullets at your 39 damage. So how can you say the shield doesn't matter but the damage does wgen the bullet difference is more? |
Lorhak Gannarsein
Science For Death
2015
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Posted - 2014.03.11 04:01:00 -
[35] - Quote
Bones McGavins wrote:Dunk Mujunk wrote: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. Yes your 2-3 bullets can cancel out my extender, but at the same time your damage mod does not help you kill me by more than 1-2 billets. If you do 30 damage per bullet it takes 20 bullets to kill a 600hp suit. Doing 33 knocks that to 18.18 which means 19 to kill me so one bullet. Even if we give you the full 30% for 3 mods to 39 it's 15.4 so 16. You save 4 bullets. Meanwhile if I add 216 from 3 extenders I add 5.54 bullets at your 39 damage. So how can you say the shield doesn't matter but the damage does wgen the bullet difference is more?
This is true, and is where massive armour tanking comes into play.
I've already got more than 720 EHP thanks to my low slots, which makes the damage mods a better bet for my GalLogi.
My Amarr Assault seems to do best with 2 extenders and one damage mod for similar reasons.
Assault ak.0 w/ScR+ScP 4LYFE
Forum Warrior Level Two. (GëºGêçGëª)/
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Disturbingly Bored
Forum Warfare
1988
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Posted - 2014.03.11 04:28:00 -
[36] - Quote
Lorhak Gannarsein wrote:This is true, and is where massive armour tanking comes into play.
I've already got more than 720 EHP thanks to my low slots, which makes the damage mods a better bet for my GalLogi.
My Amarr Assault seems to do best with 2 extenders and one damage mod for similar reasons.
Here's your answer. That's the only reason to use damage mods over shield extenders. Bones McGavin, here are the numbers you're looking for:
If total suit HP is Gëñ 600, shield extenders beat damage mods in your high slot. No exceptions. (Yes, that means fighting against lasers and ScR, too.)
If total suit HP is between 600 and 720, shield extenders usually win, but it depends on the weapon. (On the higher side, you're better off with a damage mod if you're fighting against an ScR.)
Above 720 total HP, damage mods are better in your high slot. So Heavies and suits stacking complex armor plates should use damage mods, and everyone else should always use shield extenders.
Now... after 1.8? Any suit with less than 1200 total HP should always use a shield extender. Damage Mods don't start winning until you're over 1440 total HP. So... brick-tanked heavies only.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Dunk Mujunk
RestlessSpirits
567
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Posted - 2014.03.11 04:57:00 -
[37] - 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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Zirzo Valcyn
Kameira Lodge Amarr Empire
182
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Posted - 2014.03.11 05:36:00 -
[38] - Quote
worked good on alpha strike weps like MD or SG
also if your play style revolved around flanking instead of 1vs1 face off it was worth it
u can ban the troll out of the forums but u can't ban the forums out of the troll.
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