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Ryme Intrinseca
The Rainbow Effect
1194
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Posted - 2014.05.13 20:24:00 -
[1] - Quote
Lynn Beck wrote:Iron Wolf Saber wrote:This shouldn't be a thing. If you find out more let CCP know Ill keep tabs for this then. It is irregular at best, however this never happens to any other scout. Also of note is that Hybrid-Blaster doesn't appear to have any problems, though Rail/Explosive also take notably long to drop them. Edit: my evidence for this is a Rai Rifle did 20 damage. 42 base damag, -10% shield damage denotes i should have taken 37.8 damage, and this was at 15m-25m. I have survived Remote Explosives by simply triple-extendering my Cal frame, i get like 309 shield or so. I took 40 HP damage from a locus. No idea what kind as it diddn't kill me, however i was standing right on top of it. The general rule i have come across is that projectile does ~25% damage, while rail does ~60%, explosive does a nominal 5% or so. Since you say explosives are affected by this it is very easy to test. Find a supply depot in the redline and simply drop a grenade at the feet of your cal light 20 times, recording how much damage you take each time. If you want to be super scientific switch to a different light suit and repeat the test as a 'control'. |
Ryme Intrinseca
The Rainbow Effect
1195
|
Posted - 2014.05.13 21:20:00 -
[2] - Quote
Lynn Beck wrote:Ryme Intrinseca wrote:Lynn Beck wrote:Iron Wolf Saber wrote:This shouldn't be a thing. If you find out more let CCP know Ill keep tabs for this then. It is irregular at best, however this never happens to any other scout. Also of note is that Hybrid-Blaster doesn't appear to have any problems, though Rail/Explosive also take notably long to drop them. Edit: my evidence for this is a Rai Rifle did 20 damage. 42 base damag, -10% shield damage denotes i should have taken 37.8 damage, and this was at 15m-25m. I have survived Remote Explosives by simply triple-extendering my Cal frame, i get like 309 shield or so. I took 40 HP damage from a locus. No idea what kind as it diddn't kill me, however i was standing right on top of it. The general rule i have come across is that projectile does ~25% damage, while rail does ~60%, explosive does a nominal 5% or so. Since you say explosives are affected by this it is very easy to test. Find a supply depot in the redline and simply drop a grenade at the feet of your cal light 20 times, recording how much damage you take each time. If you want to be super scientific switch to a different light suit and repeat the test as a 'control'. Guess i've got some testing then. However it is quite unpredictable, although when it does happen(is this caused by a certain fiting, or a certain behaviour in the server? Is it a SDE problem, where it has a misapplying %damage ratio?)it is almost always at those percentages, as it is 'possible' to kill a Cal Light, however in these instances it requires at least 1 reload. I'll probably have an ally throw Mlt locus and Sleek, followed by Flux. Just tested myself on cal scout alt:
Suit: scout C/1-series with level 3 Caldari scout, 308hp shield, 174hp armour
Test: stood on standard locus grenade rated at 400hp explosive damage ten times
Results: same outcome each time, shield removed and 4 notches of armour damage (about 10%)
Analysis: explosive does 80% damage versus shield, so it will take 96.25% of the 400 explosive damage to wipe out the shield on my C/1-series; explosive does 120% damage versus armour, so the remaining 3.75% of the 400 explosive damage will do 18 armour damage, about 10% of total armour
Conclusion: from this limited testing the caldari scout seems to take explosive damage as advertised |
Ryme Intrinseca
The Rainbow Effect
1201
|
Posted - 2014.05.14 11:08:00 -
[3] - Quote
Lynn Beck wrote:Ryme Intrinseca wrote:Lynn Beck wrote:Ryme Intrinseca wrote:Lynn Beck wrote: It is irregular at best, however this never happens to any other scout.
Also of note is that Hybrid-Blaster doesn't appear to have any problems, though Rail/Explosive also take notably long to drop them.
Edit: my evidence for this is a Rai Rifle did 20 damage. 42 base damag, -10% shield damage denotes i should have taken 37.8 damage, and this was at 15m-25m.
I have survived Remote Explosives by simply triple-extendering my Cal frame, i get like 309 shield or so. I took 40 HP damage from a locus. No idea what kind as it diddn't kill me, however i was standing right on top of it.
The general rule i have come across is that projectile does ~25% damage, while rail does ~60%, explosive does a nominal 5% or so.
Since you say explosives are affected by this it is very easy to test. Find a supply depot in the redline and simply drop a grenade at the feet of your cal light 20 times, recording how much damage you take each time. If you want to be super scientific switch to a different light suit and repeat the test as a 'control'. Guess i've got some testing then. However it is quite unpredictable, although when it does happen(is this caused by a certain fiting, or a certain behaviour in the server? Is it a SDE problem, where it has a misapplying %damage ratio?)it is almost always at those percentages, as it is 'possible' to kill a Cal Light, however in these instances it requires at least 1 reload. I'll probably have an ally throw Mlt locus and Sleek, followed by Flux. Just tested myself on cal scout alt: Suit: scout C/1-series with level 3 Caldari scout, 308hp shield, 174hp armour Test: stood on standard locus grenade rated at 400hp explosive damage ten times Results: same outcome each time, shield removed and 4 notches of armour damage (about 10%) Analysis: explosive does 80% damage versus shield, so it will take 96.25% of the 400 explosive damage to wipe out the shield on my C/1-series; explosive does 120% damage versus armour, so the remaining 3.75% of the 400 explosive damage will do 18 armour damage, about 10% of total armour Conclusion: from this limited testing the caldari scout seems to take explosive damage as advertised Thanks for running a test. 1. However useful that is, it's not enough to just say 'i didn't die. STFU' if that is what you are implying. Get a person on the enemy team(Q sync?) to throw one. Get a person to throw one super long range, and jump as it blows up. Get a person to throw one under an LAV or next to a box, and have you stand near it. There are many conditions that need tested in order to make or break my claim, across mutliple maps and multiple time zones. You cannot just throw 20 locuses in 1 match and say 'it's fine', you have to throw 5 locuses over 100 or so matches. I will however, add your results into my mind, and note it as 'not 100% of the time, resists are being applied.' The point of my test was to remove any environmental reasons for damage not being applied. I took it that that you were interested in how the suit works, not how the environment works. There are lots of circumstances in which an explosive SHOULD damage you in this game but does not due to environmental glitches.
As everyone knows, a flux goes around corners, a locus (or RE) does not. However, this is overapplied in some situations. You can be stood on a kerb that's 3 inches higher than street level, and there's a locus on the street right next to you. Sometimes this will mean the entire explosion just splashes off the 3 inch high kerb and you escape without damage. It just depends on how the game handles the specific geometry in that case.
I think it can also sometimes be the case that a grenade that's dropped next to a crate will do no damage. You can see a similar effect if you drop a nanohive right next to a crate; sometimes it glitches and thinks the nanohive is inside the crate, even though the radius clearly extends far beyond it.
So if you repeated my test but in combat situations there will be times when your Caldari scout takes no damage from nearby explosives. But you would find the same if you used any suit. |
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