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Arkena Wyrnspire
Fatal Absolution
14778
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Posted - 2014.06.23 20:33:00 -
[1] - Quote
It simply increases the damage per bullet.
As a result of this, the DPS increases. Rate of fire is unaffected, so RPM has no bearing on it.
You have long since made your choice. What you make now is a mistake.
Polka will never die.
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Arkena Wyrnspire
Fatal Absolution
14780
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Posted - 2014.06.23 21:05:00 -
[2] - Quote
OP FOTM wrote: I would still prioritize using damage mods on higher DPS weapons, just like how many Logis will not even use them over shield modules, because they spend most of their time not even shooting.
Well... If we're looking at it mathematically, even if you're spending your time in actual combat the shield extender is more likely to do you more good than the damage mod.
Unless you've got over 500 DPS and ~1200 HP it's not worth fitting a damage mod over a shield extender except for specific scenarios.
You have long since made your choice. What you make now is a mistake.
Polka will never die.
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Arkena Wyrnspire
Fatal Absolution
14785
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Posted - 2014.06.24 06:18:00 -
[3] - Quote
OP FOTM wrote:that's 400 DPS they're talking about.
what the hell in this game even does less than 500 DPS besides the non-variant AR? sidearms?
great argument bro. so basically people with bad gun game shouldn't use damage mods, because you might as well try to soak damage instead of actually trying to kill things.
No kidding.
Well, I'm still keeping my sidearm damage mod on my CQC forge gun fit, and I'm also still keeping at least one damage mod on my Logi.
Let me give you a list of weapons that do less than 500 DPS.
Assault Rifle Rail Rifle Breach Assault Rifle Assault Combat Rifle Assault Scrambler Rifle Mass Driver Sniper Rifle Laser Rifle (unless fired until close to overheat) Scrambler Pistol SMG Ion Pistol Bolt Pistol Flaylock Pistol Magsec SMG
That is to say, every single weapon in the game bar the HMG, shotgun and semiautomatic/burst weapons which are highly unlikely to reach such high DPS values because most human beings can't tap the trigger fast enough.
Quote:You are both wrong. The Assault Rifle buff was only a 3% buff and I instantly felt it. This game is full of small percentages that make big differences. Are you sure you felt the 3% damage buff or are you meaning the 3% buff plus the rate of fire increase? If it's the latter, then I understand - but that wasn't a 3% damage buff. In effect, that was around 10%, which is significant. If it's the former, then I have to applaud your ability to notice TTK so impeccably.
After firing 33 bullets, the difference in TTK is one bullet. That is to say, after emptying half your clip into a target for at least a thousand damage, the extra damage you've done is equivalent to a single bullet, which at the time of the 3% buff would mean a difference of 0.08 seconds in TTK in the best case scenario.
If you immediately felt the difference between the pre-damage buff AR and the post-buff AR then I'm pretty impressed with your impeccable timing ability, because that's completely negligible and a much shorter time than a human can realistically have any idea about. You're looking at the same differences for a damage mod.
Quote: But I will say that tonight I heard someone in my alliance mention Caldari Sentinels with 5 damage mods using Breach FGs. Don't try to tell me that's not a scary thought. On the other hand, the same suit with 5 extenders will survive a direct hit from an enemy FG.
It's not a scary thought. Partially because it's impossible as the CalSent only has 4 highs, and partially because those four damage mods (if at complex) will equate to something like a 13% damage bonus total because of stacking penalties. Chances are quite high that the damage bonus you have there won't even save you one shot. I would say that on the off chance it does save you a shot it's worth it - but hey, that's one of those 'specific situations' I mentioned.
Quote:But you can't tell me that, especially on a Cal scout, that more HP instead of DPS is going to save you in every situation. I guarantee you, if you come at me with a Shotgun that's NOT doing as much DPS as possible, I'm going to melt through your shields. And that strafing thing rarely ever works on me, even with a Six Kin Burst. 'Every situation'? No. It will, however, prevent you from instantly being gibbed before you can alpha your targets with your shotgun. If you're using one damage mod you're looking at about a 15% chance to be saved one shot before killing a heavy. That'd be somewhat valuable -if- it happened, but the chances of that are quite small. It's more valuable to prevent yourself from getting instakilled by anything that looks at you strangely. If I went and asked the scouts in the 'scout registry', do you think they'd say they use damage mods or shield extenders more on their Calscouts?
My point was that in a straight gunfight, a shield extender is worth more than a damage modifier. It's better in a 1v1. It's better when you get jumped. It's better unless your target has over 1000 HP at which point the difference would only be marginal.
In short, for the majority of situations, except specific situations (which I pointed out originally), a shield extender is simply better.
You have long since made your choice. What you make now is a mistake.
Polka will never die.
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Arkena Wyrnspire
Fatal Absolution
14788
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Posted - 2014.06.24 06:51:00 -
[4] - Quote
OP FOTM wrote:I thought they made the Breach do more than a Combat Rifle now if you land every bullet? ... if you're not talking about Proto here then *facepalm*...
Unfortunately no, the CR still does a fair bit more DPS. STD, ADV, or PRO, it makes no difference - all of those weapons are under 500 DPS.
Quote:
I guess I see what you're saying now. Maybe I should start trying a shield extender on my heavy and see if I can survive REs better. Should soak up around 80 of the damage.
Actually, it should soak up a fair bit more than 80 damage. One complex extender will give you 72 HP after skills. The inherent 20% explosive resistance on shields will take that up to something like 85. Then you can account for the blast resistance on sentinels, which can take you over 100 eHP against explosives.
Quote: But honestly if you know you'll be hit by a shield-based weapon, like if you're afraid of shotguns like I am... the shield isn't going to help as much as you say it is.
I'd definitely use it instead of a damage mod on a medium/light dropsuit if I wasn't going to specifically try and avoid damage, flank, and pick them off one by one.
... but I usually try to do the latter. I don't know, man.
It's perfectly valid to try to use damage mods for flanking and tanking. My point was simply that it's suboptimal to fit a damage mod over a shield extender in most situations, even in flank/hank situations.
If you're not getting hit, then damage mods don't really hurt you. But eventually you will get hit, and the reaction time or combat advantage that the shield extender gives you is, I feel, more valuable than a damage mod which has a relatively minor effect.
You have long since made your choice. What you make now is a mistake.
Polka will never die.
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