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OP FOTM
Commando Perkone Caldari State
0
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Posted - 2014.06.23 20:14:00 -
[1] - Quote
I was doing the math, and I believe increasing the actual DPS value gives a smaller output than increasing the damage per bullet.
Forgive me if my math is completely wrong:
DPS = damage * RPM / 60
This is what happens when you increase the DPS value with one complex damage mod (1.05):
DPS = d * RPM / 63 ---> Edited wrong number
And what happens when you increase the "d" value:
DPS = d * RPM / 57.143
So, if you can follow my logic here, 1/63 is a smaller number than 1/57, so it makes quite a large difference and it would be useful to know which value is actually multiplied by 1.05 when you use a complex damage mod.
I was also wondering if higher RPM weapons are increased better by damage mods than low RPM weapons but with my simplified math, it's easy to tell that it doesn't matter how much RPM the weapon has when the damage per bullet has already been changed by CCP to compensate: i.e, a combat rifle does ~30 damage per bullet while an assault rifle does ~70. But this could easily be a different story if the damage mod is somehow a multiplier of the RPM value itself.
Yes, I have no life. Thoughts? |
OP FOTM
Commando Perkone Caldari State
1
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Posted - 2014.06.23 20:49:00 -
[2] - Quote
Cool, thanks.
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.
Although shield modules can be much more useful on Caldari dropsuits in general. |
OP FOTM
Commando Perkone Caldari State
3
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Posted - 2014.06.24 04:44:00 -
[3] - Quote
Tectonic Fusion wrote:Yeah...they were kinda worth it, but not better than shields, but since they were nerfed....don't use them unless you're a sniper. Even for forge guns...they just don't help unless you're fighting a dropship.
I'm sorry but you are wrong. I'm not even going to argue with you here, because you're just another one of those QQ people from back when the damage mods and rifle damages were nerfed.
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.
I use two heavy mods on my Amarr Forger because I use Ishukone Assault and every bit of damage counts, which is why I use it in the first place because it does more DPS than the other kinds, and I make a point of being accurate.
Arkena wrote: 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.
I shouldn't have even brought up this argument. I stirred a hornet's nest.
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.
If you are not using at least one damage mod on your Gallente, even Amarr or Minmatar you are missing out on a 5% damage bonus. That's the difference between zero weapon proficiency and level 2. Don't even try to tell me even the slightest damage increase on a weapon isn't worth it.
I believe complex shields are still 66 HP. That's one AR bullet, even with passive shield skill up to 5. I mean maybe now that they buffed Rechargers it might be worth it instead of 2 damage mods but, again, if you're not even putting ONE damage mod you're screwing yourself and you are going to be killed.
It depends on preference like most things in this game. But on the other hand most things in this game can be exploited with a specific method, and in this game DPS is as much of a defensive tactic as HP itself. You can't tell me that the top-tier players aren't even using a single damage mod on their non-Caldari suits. Caldari is the ONLY one that should be sacrificing damage mods for shield mods because it has the highest bonuses to shield HP. 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.
I'm sorry but when I skill into Caldari Sentinel, I refuse to not even use a single damage mod. The math just speaks for itself. |
OP FOTM
Commando Perkone Caldari State
4
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Posted - 2014.06.24 05:33:00 -
[4] - Quote
that's 400 DPS they're talking about.
what the hell in this game even does less than 400 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. |
OP FOTM
Commando Perkone Caldari State
4
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Posted - 2014.06.24 05:51:00 -
[5] - Quote
Also, I thought about it a little more and realized the Rail Rifle has a "low DPS."
But why would you want extra shields if your enemy isn't even engaging you when you start shooting him?
So I suppose yeah, if you knew you were going to instantly take damage during every engagement you have, instead of surprising them, flanking them, or taking cover... then I GUESS shields would be more important.
I guess the way I'm thinking is. Why shield tank when you can use situational awareness to avoid taking damage at all in the first place, and use the damage mods to enhance the elements of surprise and taking cover, etc? |
OP FOTM
Commando Perkone Caldari State
4
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Posted - 2014.06.24 06:14:00 -
[6] - Quote
ugh. i need to refresh my math skills like they told me to in community college...
i don't understand why he's multiplying shield extenders by DPS divided by damage mod.
**** it. I've made my point.
When I've got my CQC forge fit out and a scout ambushes me, a shield extender instead of a sidearm mod would give me an extra split second (if at all because SG is shield based), but why would you do that if a sidearm mod would make every split second you apply DPS count for more?
Shield only gives you a second to react, then it takes forever to recharge if you're not Caldari.
A damage mod gives you a constant DPS advantage no matter what is happening as long as you're shooting the enemy. |
OP FOTM
Commando Perkone Caldari State
4
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Posted - 2014.06.24 06:32:00 -
[7] - Quote
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*...
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.
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. |
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