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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
974
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Posted - 2014.04.02 04:43:00 -
[1] - Quote
I use exclusively NK - has been this way for the last several months. I am only interested in opinions of ppl with extensive experience with NK. How much damage does NK need? With so many heavies around the answer should be "as much as possible". However, prof 5 and Minja at 5 take you only that far. Beyond that you have to sacrifice high slots for damage mods. How many dmg mods do you put in the highs before your performance suffers?
As a side note; I have not researched this myself; so I will just ask. Is NK indifferent to shield vs armor - i.e. equally effective against both?
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
975
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Posted - 2014.04.02 05:15:00 -
[2] - Quote
Alena Ventrallis wrote:NK are indeed impartial to shields or armor. They are 100%/100%. In addition, the sentinel bonuses against certain weapons seem to not affect NK, so you only have to calculate your raw damage vs their raw hp.
Charging them fully yields 2.5x damage modifier to your knives. Proto knives with prof 5 should kill nearly any suit save brick tanked sentinels. Add on minscout 5, and you shouldn't need any more damage to kill them with the two swings.
As far as single hit kills, that is unlikely except on other scouts.
This is actually false. My min scout 5 with NK prof 4 is not able to take down a sentinel with a charged strike. I have to finish them off with regular swings. The problem though is that, as you know, often one strike is all you have - the heavy can take one step left or right causing you to miss the subsequent swing a lot of the time. Being able to kill a heavy in one charged strike is definitely an advantage.
Also, I believe that a fully charged strike is only 2x damage (of course you do two of them per a fully landed charged attack).
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
975
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Posted - 2014.04.02 05:20:00 -
[3] - Quote
Here is the math according to my understanding of it.
Proto NK: 200hp per swing Proto NK charged: 200hp x 2(modifier) x 2 (number of swings) = 800 hp Minja 5: 25% bonus to the base of 800 hp - so 1000 hp for a charged attack Prof 5: 15% bonus to the base of 800 hp - so 1200 hp
1200 is not enough to take out a tanked heavy. I believe now brick tanked heavies can go to 1800 hp (hp ceiling)
Even adding multiple damage mods to NK will only get you to probably 1300 to 1400 hp in damage, depending on how exactly the calculator works.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
976
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Posted - 2014.04.02 19:30:00 -
[4] - Quote
Maken Tosch wrote:Ludvig Enraga wrote:Here is the math according to my understanding of it.
Proto NK: 200hp per swing Proto NK charged: 200hp x 2(modifier) x 2 (number of swings) = 800 hp Minja 5: 25% bonus to the base of 800 hp - so 1000 hp for a charged attack Prof 5: 15% bonus to the base of 800 hp - so 1200 hp
1200 is not enough to take out a tanked heavy. I believe now brick tanked heavies can go to 1800 hp (hp ceiling)
Even adding multiple damage mods to NK will only get you to probably 1300 to 1400 hp in damage, depending on how exactly the calculator works. You are not accounting for the approximate 20% damage bonus dealt to both shields and armor which has been confirmed by many knifers as an undocumented bonus that knives have. Overall, as an experienced knifer, the central issue is the tunnel vision that scouts have at close range and the somewhat narrow attack cone that knives have. If those two factors can be resolved, then knives will be fine. Honestly, forget about the heavies. They are not our primary targets anymore. The real threat is either another scout or a logi. Heavies are now something that is best left to assaults to deal with.
I am having good success with proto knives on heavies or not. I don't think that they need fixing. The cone issue I think is fine - IMO that's what keeps the knife from getting an op fotm.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
976
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Posted - 2014.04.02 19:34:00 -
[5] - Quote
Korvin Lomont wrote:Alena Ventrallis wrote:NK are indeed impartial to shields or armor. They are 100%/100%. In addition, the sentinel bonuses against certain weapons seem to not affect NK, so you only have to calculate your raw damage vs their raw hp.
Charging them fully yields 2.5x damage modifier to your knives. Proto knives with prof 5 should kill nearly any suit save brick tanked sentinels. Add on minscout 5, and you shouldn't need any more damage to kill them with the two swings.
As far as single hit kills, that is unlikely except on other scouts. I love NK's but its a shame that they are only truly useful on a single suit. IMHO the current minni bonus should a) belong to all scouts or b) be part of the operation or proficiency skill So that ALL can make perfect use of NK's the shier height of the bonus shows that even CCP must think they are weak...
I think proto knives are quite viable on any scout suit. The only thing that min does better is actually being able to kill heavies. So I think the way it is is fine. 800 charrged damage is enough. Get prof up and no suit short of heavies will survive.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
976
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Posted - 2014.04.03 02:51:00 -
[6] - Quote
IgniteableAura wrote:Seems you have plenty of experts chiming in on actual damage being done. But on the battlefield I never saw a tangible benefit for damage mods, now they are half as effective*shrug*.
I feel you are better off stacking some tank or getting additional precision. If you are fitting an SMG on as well, then I usually fit a complex sidearm dmg mod.
Thanks! This helps.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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