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Atiim
Fooly Cooly. Anime Empire.
10599
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Posted - 2014.07.17 15:21:00 -
[1] - Quote
The Problem
Melee Damage is Too Low
Myrofibrils yield % values to values which are far too low to have any reasonable effect. For example, look at the Logis. They have a Melee Damage of 110HP. Even a Complex Myrofibril (50%) would have a negligible effect, as it'd only bring you up to 165HP.
Heck, even 100% wouldn't be much, as that's only 220HP.
The Solution
Increase Melee Damage
My rationale behind this, is that in-order to melee someone, you have to be extremely close to the target (1-2m), and they have to sit perfectly still in-order for the attack to hit. I also believe that the heavier the frame, the greater the Melee Damage should be due to being slower, making melee attacks harder.
I've made a spreadsheet with the proposed changes here.
The Snack That Smiles Back, Tankers!
-HAND
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Adipem Nothi
Nos Nothi
3014
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Posted - 2014.07.17 15:30:00 -
[2] - Quote
Atiim wrote:I also believe that the heavier the frame, the greater the Melee Damage should be due to being slower, making melee attacks harder.
I believe the smaller the frame, the quicker he'll strike and f=m*v^2 ...
Shoot scout with yes...
- Ripley Riley
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Boot Booter
Escrow Removal and Acquisition Dark Taboo
714
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Posted - 2014.07.17 15:32:00 -
[3] - Quote
Maybe a bit high? I mean an armor tanker could one hit their shield tanked counterpart with a myro stim. Ex. Assault with one complex myro stim = 656 melee damage
Good idea though. Just dont want to see many OHK melees unless you stack multiple myro stims.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Boot Booter
Escrow Removal and Acquisition Dark Taboo
714
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Posted - 2014.07.17 15:33:00 -
[4] - Quote
Adipem Nothi wrote:Atiim wrote:I also believe that the heavier the frame, the greater the Melee Damage should be due to being slower, making melee attacks harder.
I believe the smaller the frame, the quicker he'll strike and f=m*v^2
HAH physics doesn't work in Dust.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Adipem Nothi
Nos Nothi
3014
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Posted - 2014.07.17 15:37:00 -
[5] - Quote
Boot Booter wrote:Adipem Nothi wrote:Atiim wrote:I also believe that the heavier the frame, the greater the Melee Damage should be due to being slower, making melee attacks harder.
I believe the smaller the frame, the quicker he'll strike and f=m*v^2 HAH physics doesn't work in Dust.
But logic does ... sometimes :-)
Assuming a fist is in motion, the velocity of the fist contributes more to force than the mass of the fist.
It hurts to drop a book on your foot. But it hurts alot more to shoot yourself in the foot. A Bullet is smaller than a Book, but it moves much, much faster.
Also, Bruce Lee.
Shoot scout with yes...
- Ripley Riley
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1076
|
Posted - 2014.07.17 15:48:00 -
[6] - Quote
Atiim wrote:The ProblemMelee Damage is Too Low Myrofibrils yield % values to values which are far too low to have any reasonable effect. For example, look at the Logis. They have a Melee Damage of 110HP. Even a Complex Myrofibril (50%) would have a negligible effect, as it'd only bring you up to 165HP. Heck, even 100% wouldn't be much, as that's only 220HP. The SolutionIncrease Melee Damage My rationale behind this, is that in-order to melee someone, you have to be extremely close to the target (1-2m), and they have to sit perfectly still in-order for the attack to hit. I also believe that the heavier the frame, the greater the Melee Damage should be due to being slower, making melee attacks harder. I've made a spreadsheet with the proposed changes here.
Don't these work with knives too though? And I don't see melee as being a weapon, which is sort of what you propose it become. Rather it's a finisher, your last resort when you are out of ammo with an enemy nearly dead.
That or you use those myos in conjunction with knives for insta kills. And i do believe you are not factoring in the myo skill, which increases the efficiency of the mods.
Tanks - Balancing Turrets
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Cyrius Li-Moody
0uter.Heaven
6299
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Posted - 2014.07.17 15:50:00 -
[7] - Quote
Myro's only effect melee. They have no affect on knives. Knives are side arms. Sidearm damage mods increase side arm damage.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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I-Shayz-I
I----------I
4142
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Posted - 2014.07.17 18:52:00 -
[8] - Quote
In most games, melee does half of the damage required to kill someone.
I think that regular melee should take 3 shots to kill someone, but with melee mods, as few as 1.5 hits or if maxed out with 3-4 complex mods, 1 hit.
Average HP is about 600, so 200 melee would be a good starting base value, heavy suits having more power than light ones.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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RendonaSix
Techs Laboratory
97
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Posted - 2014.07.17 19:00:00 -
[9] - Quote
Mybrofeelsgoodaboutstimulants........bro.
"For those who have seen the light, repentance you shall find, for within the heart of battle, scum you shall grind"
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OgTheEnigma
The Rainbow Effect Dark Taboo
192
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Posted - 2014.07.17 23:39:00 -
[10] - Quote
One way to improve them is to provide an absolute damage bonus rather than the current percentage damage bonus. For example adding a basic stimulant could provide 100 damage + base dropsuit melee damage = total melee damage. A proto module might be +150 damage as well (these are only placeholder example values of course). |
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Twelve Guage
Death Firm. Canis Eliminatus Operatives
310
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Posted - 2014.07.17 23:55:00 -
[11] - Quote
Tebu Gan wrote:Atiim wrote:The ProblemMelee Damage is Too Low Myrofibrils yield % values to values which are far too low to have any reasonable effect. For example, look at the Logis. They have a Melee Damage of 110HP. Even a Complex Myrofibril (50%) would have a negligible effect, as it'd only bring you up to 165HP. Heck, even 100% wouldn't be much, as that's only 220HP. The SolutionIncrease Melee Damage My rationale behind this, is that in-order to melee someone, you have to be extremely close to the target (1-2m), and they have to sit perfectly still in-order for the attack to hit. I also believe that the heavier the frame, the greater the Melee Damage should be due to being slower, making melee attacks harder. I've made a spreadsheet with the proposed changes here. Don't these work with knives too though? And I don't see melee as being a weapon, which is sort of what you propose it become. Rather it's a finisher, your last resort when you are out of ammo with an enemy nearly dead. That or you use those myos in conjunction with knives for insta kills. And i do believe you are not factoring in the myo skill, which increases the efficiency of the mods.
I am sad to say that melee does not work with the knives.
Death Firm recruiter and sandwiches maker.
You're been like by Twelve Gauge = her grabbing your @$$.
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abdullah muzaffar
Immortal Guides
1
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Posted - 2014.07.18 01:17:00 -
[12] - Quote
How about increasing jump height? Squatfybrils anyone? |
Baal Omniscient
Onslaught Inc RISE of LEGION
1962
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Posted - 2014.07.18 02:34:00 -
[13] - Quote
Tiny range bump, up to the range of a NK with 2 proto equipped. You won't be doing NK damage, but adding range to the module would make it more viable. Just don't go and "M.A.G." the melee range and we'll be fine.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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BrotherofHavok
PIanet Express Canis Eliminatus Operatives
68
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Posted - 2014.07.18 02:47:00 -
[14] - Quote
Atiim wrote:The ProblemMelee Damage is Too Low Myrofibrils yield % values to values which are far too low to have any reasonable effect. For example, look at the Logis. They have a Melee Damage of 110HP. Even a Complex Myrofibril (50%) would have a negligible effect, as it'd only bring you up to 165HP. Heck, even 100% wouldn't be much, as that's only 220HP. The SolutionIncrease Melee Damage My rationale behind this, is that in-order to melee someone, you have to be extremely close to the target (1-2m), and they have to sit perfectly still in-order for the attack to hit. I also believe that the heavier the frame, the greater the Melee Damage should be due to being slower, making melee attacks harder. I've made a spreadsheet with the proposed changes here.
One of the biggest issues that I've found with trying to Melee someone isn't the damage. It's how much stamina it costs to melee. Rather than running around and hoping to instant or double tap melee kill someone it would be better if players could actually melee multiple times. It's especially a problem if you've been running after someone for a while. So why not another bonus to mythos that decrease the stamina consumption cost of melee attacks? I'm sure another module would work as well, but then we come back to the current argument of the mythos not being worth enough to use.
Sincerely,
Your Multi-purpose Everything User
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DeadlyAztec11
Ostrakon Agency Gallente Federation
5377
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Posted - 2014.07.18 03:03:00 -
[15] - Quote
Heavier dropsuits should strike just as fast as smaller frames, but should take longer to recover from the strike.
Learn to separate the morals from the Muhla.
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Jotun Izalaru
Goonfeet
168
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Posted - 2014.07.18 04:39:00 -
[16] - Quote
Atiim wrote:The Problem
Melee Damage is Too Low
Myrofibrils yield % values to values which are far too low to have any reasonable effect. For example, look at the Logis. They have a Melee Damage of 110HP. Even a Complex Myrofibril (50%) would have a negligible effect, as it'd only bring you up to 165HP..
If you're using Complex Myrofibrils, you're either at level 3 in Hand to Hand and using a Faction/Aurum version, giving you an extra 30 percent of that additional 55, so you're hitting around 180, or you're at level 5, and hitting for just over 190. Hand to Hand skill adds to the efficacy of Myrofibril implants at 10% per level.
I'm gonna tell you, through a lot of effort, I know for a fact that melee's in a pretty good place. |
Bojo The Mighty
Spaceman Drug Cartel-Uno
4204
|
Posted - 2014.07.18 05:42:00 -
[17] - Quote
Put five complex on a cal mando...
Honestly they don't need to be any more powerful. This guy from goon feet could kill any suit in two blows from his minnow scout he was straight taking out heavies and scouts like nothing.
Recently I have been applying my brain to more of my 1v 1 fights and it had lead to a rise in my melee kills significantly recently. If you take advantage and play it right, you can do well with melee.
Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
322
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Posted - 2014.07.18 08:38:00 -
[18] - Quote
the real problem is Minjas
whatever you do to myofibrils, minjas also need to be looked at
DUST 514 Forums. You will never find a more wretched hive of scum and villa- er, I mean panty weights and neckbeards.
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Jotun Izalaru
Goonfeet
168
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Posted - 2014.07.18 09:20:00 -
[19] - Quote
Bojo The Mighty wrote:Put five complex on a cal mando... Honestly they don't need to be any more powerful. This guy from goon feet could kill any suit in two blows from his minnow scout he was straight taking out heavies and scouts like nothing.
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Killer's Coys
Prima Gallicus
41
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Posted - 2014.07.18 11:05:00 -
[20] - Quote
Atiim wrote:The ProblemMelee Damage is Too Low Myrofibrils yield % values to values which are far too low to have any reasonable effect. For example, look at the Logis. They have a Melee Damage of 110HP. Even a Complex Myrofibril (50%) would have a negligible effect, as it'd only bring you up to 165HP. Heck, even 100% wouldn't be much, as that's only 220HP. The SolutionIncrease Melee Damage My rationale behind this, is that in-order to melee someone, you have to be extremely close to the target (1-2m), and they have to sit perfectly still in-order for the attack to hit. I also believe that the heavier the frame, the greater the Melee Damage should be due to being slower, making melee attacks harder. I've made a spreadsheet with the proposed changes here.
The melee damage is (mainly) for minmatar scout => if you fit good your suit, you can make 500eHP damage in 1 shot. Not enought ? lol I've many times seen some minmatar scouts : 1 shot a lot of players, and 2/3 shot a heavy... I think it's enought now, because use melee is so hard... except for scouts |
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Fox Gaden
Immortal Guides
3923
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Posted - 2014.07.18 11:40:00 -
[21] - Quote
Adipem Nothi wrote:Boot Booter wrote:Adipem Nothi wrote:Atiim wrote:I also believe that the heavier the frame, the greater the Melee Damage should be due to being slower, making melee attacks harder.
I believe the smaller the frame, the quicker he'll strike and f=m*v^2 HAH physics doesn't work in Dust. But logic does ... sometimes :-) Assuming a fist is in motion, the velocity of the fist contributes more to force than the mass of the fist. It hurts to drop a book on your foot. But it hurts alot more to shoot yourself in the foot. It is not just mass and velocity. You forgot to factor in the force of the muscle and exoskeleton of the arm, shoulder, and back continuing to apply force through the fist.
Edit: After thinking about it I think melee is ok as is. I have been killed by melee on a number of occasions.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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jace silencerww
D3ATH CARD
25
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Posted - 2014.07.18 14:18:00 -
[22] - Quote
Cyrius Li-Moody wrote:Myro's only effect melee. They have no affect on knives. Knives are side arms. Sidearm damage mods increase side arm damage. lol yes it does. each swing with knives count as (melee plus knife damage) as well as it has 2 swings but you have to hit with both. |
BrotherofHavok
PIanet Express Canis Eliminatus Operatives
69
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Posted - 2014.07.18 14:27:00 -
[23] - Quote
jace silencerww wrote:Cyrius Li-Moody wrote:Myro's only effect melee. They have no affect on knives. Knives are side arms. Sidearm damage mods increase side arm damage. lol yes it does. each swing with knives count as (melee plus knife damage) as well as it has 2 swings but you have to hit with both. You are incorrect good sir. If that were the case then a basic nova knife would be dealing 300 or so damage each regular non-charged hit (as long as you don't have proficiency or damage mods).
You may be getting confused with the double knife hit each time you pull the trigger. The damage is 2x listed damage if both knives hit. Mythos have no effect on nova knives.
Sincerely,
Your Multi-purpose Everything User
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4205
|
Posted - 2014.07.18 18:39:00 -
[24] - Quote
Jotun Izalaru wrote:Bojo The Mighty wrote:Put five complex on a cal mando... Honestly they don't need to be any more powerful. This guy from goon feet could kill any suit in two blows from his minnow scout he was straight taking out heavies and scouts like nothing. This Guy^
I got Enhanced Myro's not that long ago:
Perks of Myros:
A Good low CPU/PG high slot damage mod. Highest multiplier of infantry damage mods.
Really to be honest Jotun Izalaru and some previous experiences with just my Militia Myros gave me enough reason to become a masochist and skill into them. Really melee is fun, possible, and downright powerful.
Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4205
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Posted - 2014.07.18 18:54:00 -
[25] - Quote
Fox Gaden wrote:Adipem Nothi wrote:Boot Booter wrote:Adipem Nothi wrote:Atiim wrote:I also believe that the heavier the frame, the greater the Melee Damage should be due to being slower, making melee attacks harder.
I believe the smaller the frame, the quicker he'll strike and f=m*v^2 HAH physics doesn't work in Dust. But logic does ... sometimes :-) Assuming a fist is in motion, the velocity of the fist contributes more to force than the mass of the fist. It hurts to drop a book on your foot. But it hurts alot more to shoot yourself in the foot. It is not just mass and velocity. You forgot to factor in the force of the muscle and exoskeleton of the arm, shoulder, and back continuing to apply force through the fist. Edit: After thinking about it I think melee is ok as is. I have been killed by melee on a number of occasions. Sorry have to step in here
E = mv^2 F = ma
Force is applied by acceleration. When an object moves with constant speed it actually has a net-zero force. Energy is mass velocity squared. So if melee damage is considered force, we'd have to translate momentum to force.
So momentum (p) p=ma. Momentum is conserved so let's say collision with body one (fist/elbow) with body two (victim). I'm going to work with arbitrary numbers instead of variables to actually demonstrate the effect.
Scout: fist mass 10, velocity 30. Assault: Mass 220, velocity zero.
p scout fist= 300. 300 = p Assault = 220 * 1.36. 1.36 = Assault velocity backwards. Let's say that the scout transferred it's momentum in .25 seconds.
That would mean that it accelerated the assault 5.45 m/s^2. Thus force applied by fist = 5.45 * 220 = 1200 Newtons.....
That's how the physics of it works. Force and velocity are not directly related. It's force and acceleration.
NOTE: I say 1.36 is velocity backwards of assault but that would only be without friction. Since there is friction....
Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C
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Jace Silencerwolf
Outcasts For Hire
2
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Posted - 2014.07.20 01:09:00 -
[26] - Quote
BrotherofHavok wrote:jace silencerww wrote:Cyrius Li-Moody wrote:Myro's only effect melee. They have no affect on knives. Knives are side arms. Sidearm damage mods increase side arm damage. lol yes it does. each swing with knives count as (melee plus knife damage) as well as it has 2 swings but you have to hit with both. You are incorrect good sir. If that were the case then a basic nova knife would be dealing 300 or so damage each regular non-charged hit (as long as you don't have proficiency or damage mods). You may be getting confused with the double knife hit each time you pull the trigger. The damage is 2x listed damage if both knives hit. Mythos have no effect on nova knives.
ok myro's don't affect the nova knives but I was drinking and I read what he said wrong however this is from ccp said about the damage saying you are using proto nk with max prof on a proto min scout no charge up the knives do 280 a swing so 560. the damage that changing nk do up to 2.5 times damage if half change is does 1.25 times damage. on full charge the damage is 1400 but the Minnie scout does 120 melee it is added in with each swing so 240 is added total so 1640. if you add in a complex myro on that set up the melee is 210 per hit so the new total is 420 instead of 240 so new total is 1820. so in a WAY myros do affect the damage of nova knives do. so using the same suit but using basic nk AND with 3 complex myro 495 melee and both swings hit you can do 1242 damage. |
Cat Merc
Onslaught Inc RISE of LEGION
11148
|
Posted - 2014.07.20 04:20:00 -
[27] - Quote
Adipem Nothi wrote:Atiim wrote:I also believe that the heavier the frame, the greater the Melee Damage should be due to being slower, making melee attacks harder.
I believe the smaller the frame, the quicker he'll strike as in f=m*v^2 ... But heavies weigh 10 times what a scout weighs so...
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11148
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Posted - 2014.07.20 04:25:00 -
[28] - Quote
Myo stims should reduce melee stamina cost.
Feline overlord of all humans - CAT MERC
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Brokerib
Lone Wolves Club
1837
|
Posted - 2014.07.20 06:19:00 -
[29] - Quote
Atiim wrote:The ProblemMelee Damage is Too Low Myrofibrils yield % values to values which are far too low to have any reasonable effect. For example, look at the Logis. They have a Melee Damage of 110HP. Even a Complex Myrofibril (50%) would have a negligible effect, as it'd only bring you up to 165HP. Heck, even 100% wouldn't be much, as that's only 220HP. The SolutionIncrease Melee Damage My rationale behind this, is that in-order to melee someone, you have to be extremely close to the target (1-2m), and they have to sit perfectly still in-order for the attack to hit. I also believe that the heavier the frame, the greater the Melee Damage should be due to being slower, making melee attacks harder. I've made a spreadsheet with the proposed changes here. I like the idea but...too much. A heavy with dual myro would be close to the damage of a charged proto nova knife, and a heavy without any myro would be able to OHK 90% of scouts. Melee without modules backing it up should be a finisher or desperation move, not a viable opening attack.
o7
Knowledge is power
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BrotherofHavok
PIanet Express Canis Eliminatus Operatives
69
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Posted - 2014.07.21 03:52:00 -
[30] - Quote
Jace Silencerwolf wrote:BrotherofHavok wrote: You are incorrect good sir. If that were the case then a basic nova knife would be dealing 300 or so damage each regular non-charged hit (as long as you don't have proficiency or damage mods).
You may be getting confused with the double knife hit each time you pull the trigger. The damage is 2x listed damage if both knives hit. Mythos have no effect on nova knives.
ok myro's don't affect the nova knives but I was drinking and I read what he said wrong however this is from ccp said about the damage saying you are using proto nk with max prof on a proto min scout no charge up the knives do 280 a swing so 560. the damage that changing nk do up to 2.5 times damage if half change is does 1.25 times damage. on full charge the damage is 1400 but the Minnie scout does 120 melee it is added in with each swing so 240 is added total so 1640. if you add in a complex myro on that set up the melee is 210 per hit so the new total is 420 instead of 240 so new total is 1820. so in a WAY myros do affect the damage of nova knives do. so using the same suit but using basic nk AND with 3 complex myro 495 melee and both swings hit you can do 1242 damage. I'm not sure that I understand where you're getting your information from. As far as I know, Melee damage is not added into the Nova Knife damage.
Also, your numbers appear to be off. With current stats, figures, and bonuses a Minmatar Scout suit cannot pump out more than around 800 points of damage WITH charge AND the double hit. Prototype Nova Knives Level 5 proficiency Prototype Minmatar Scout Suit 3x Prototype Side arm damage modifiers
200*1.15*1.25*1.1269 = 323.98375 (damage per hit without charge) 323.98375 * 1.25 = 404.98 (damage with charge) *2 = 809.96 (double swing and charge)
To be honest I'm still not sure about what the charge fully does. I can believe the 1.25 damage, but there are times when it seems to do more. Still, 800+ damage for 2 quick hits and about 650 for now charge is still a powerhouse.
Sincerely,
Your Multi-purpose Everything User
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Brokerib
Lone Wolves Club
1841
|
Posted - 2014.07.21 04:18:00 -
[31] - Quote
BrotherofHavok wrote:Jace Silencerwolf wrote:BrotherofHavok wrote: You are incorrect good sir. If that were the case then a basic nova knife would be dealing 300 or so damage each regular non-charged hit (as long as you don't have proficiency or damage mods).
You may be getting confused with the double knife hit each time you pull the trigger. The damage is 2x listed damage if both knives hit. Mythos have no effect on nova knives.
ok myro's don't affect the nova knives but I was drinking and I read what he said wrong however this is from ccp said about the damage saying you are using proto nk with max prof on a proto min scout no charge up the knives do 280 a swing so 560. the damage that changing nk do up to 2.5 times damage if half change is does 1.25 times damage. on full charge the damage is 1400 but the Minnie scout does 120 melee it is added in with each swing so 240 is added total so 1640. if you add in a complex myro on that set up the melee is 210 per hit so the new total is 420 instead of 240 so new total is 1820. so in a WAY myros do affect the damage of nova knives do. so using the same suit but using basic nk AND with 3 complex myro 495 melee and both swings hit you can do 1242 damage. I'm not sure that I understand where you're getting your information from. As far as I know, Melee damage is not added into the Nova Knife damage. Also, your numbers appear to be off. With current stats, figures, and bonuses a Minmatar Scout suit cannot pump out more than around 800 points of damage WITH charge AND the double hit. Prototype Nova Knives Level 5 proficiency Prototype Minmatar Scout Suit 3x Prototype Side arm damage modifiers 200*1.15*1.25*1.1269 = 323.98375 (damage per hit without charge) 323.98375 * 1.25 = 404.98 (damage with charge) *2 = 809.96 (double swing and charge)To be honest I'm still not sure about what the charge fully does. I can believe the 1.25 damage, but there are times when it seems to do more. Still, 800+ damage for 2 quick hits and about 650 for now charge is still a powerhouse. Not quite correct, it's 2.5 per knife for the charged shot, not 1.25.
Theoretical max damage is: 200 (base damage) * 1.25 (Minmatar scout bonus) * 1.15 (Proficiency bonus) * 1.1269 (triple damage mod bonus) * 2.5 (charged shot bonus) * 2 (double strike) = 1620-ish damage (for a charged double swipe)
Though most of the time people will max out at around 1400 damage (triple complex damage mods + proto knives uses a lot of fitting space).
In addition, it is possible to get a head shot bonus to the Nova Knife, though you won't get the noise or the +60WP (confirmed here: https://forums.dust514.com/default.aspx?g=posts&m=2266012#post2266012). Not sure on the multiplier however.
o7
Knowledge is power
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Sgt Kirk
Fatal Absolution
6621
|
Posted - 2014.07.21 04:21:00 -
[32] - Quote
Oh God yes. Please, anything to give me a useful module in the highslot.
see you space cowboy...
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Brokerib
Lone Wolves Club
1841
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Posted - 2014.07.21 04:50:00 -
[33] - Quote
Sgt Kirk wrote:Oh God yes. Please, anything to give me a useful module in the highslot.
Although to be honest I think Race should also play a part in what a suits melee damage will be Comando's and the Minmatar Scout should have the highest. Because awesome ensues.
Knowledge is power
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Sgt Kirk
Fatal Absolution
6622
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Posted - 2014.07.21 05:22:00 -
[34] - Quote
Brokerib wrote:Sgt Kirk wrote:Oh God yes. Please, anything to give me a useful module in the highslot.
Although to be honest I think Race should also play a part in what a suits melee damage will be Comando's and the Minmatar Scout should have the highest. Because awesome ensues.
On a scale The Minmatar should have the best melee overall Gallente and Amarr will have about the same number of good melee'ers and non-meelee'ers with Gallente having better melee with Lights suits and Medium suits while Amarr would have better melee with Medium and Heavy Frames. Caldari would just have a terrible choice with only one or two decent melee ratings.
see you space cowboy...
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Jace Silencerwolf
Outcasts For Hire
2
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Posted - 2014.07.21 05:23:00 -
[35] - Quote
Brokerib wrote:BrotherofHavok wrote:Jace Silencerwolf wrote:BrotherofHavok wrote: You are incorrect good sir. If that were the case then a basic nova knife would be dealing 300 or so damage each regular non-charged hit (as long as you don't have proficiency or damage mods).
You may be getting confused with the double knife hit each time you pull the trigger. The damage is 2x listed damage if both knives hit. Mythos have no effect on nova knives.
ok myro's don't affect the nova knives but I was drinking and I read what he said wrong however this is from ccp said about the damage saying you are using proto nk with max prof on a proto min scout no charge up the knives do 280 a swing so 560. the damage that changing nk do up to 2.5 times damage if half change is does 1.25 times damage. on full charge the damage is 1400 but the Minnie scout does 120 melee it is added in with each swing so 240 is added total so 1640. if you add in a complex myro on that set up the melee is 210 per hit so the new total is 420 instead of 240 so new total is 1820. so in a WAY myros do affect the damage of nova knives do. so using the same suit but using basic nk AND with 3 complex myro 495 melee and both swings hit you can do 1242 damage. I'm not sure that I understand where you're getting your information from. As far as I know, Melee damage is not added into the Nova Knife damage. Also, your numbers appear to be off. With current stats, figures, and bonuses a Minmatar Scout suit cannot pump out more than around 800 points of damage WITH charge AND the double hit. Prototype Nova Knives Level 5 proficiency Prototype Minmatar Scout Suit 3x Prototype Side arm damage modifiers 200*1.15*1.25*1.1269 = 323.98375 (damage per hit without charge) 323.98375 * 1.25 = 404.98 (damage with charge) *2 = 809.96 (double swing and charge)To be honest I'm still not sure about what the charge fully does. I can believe the 1.25 damage, but there are times when it seems to do more. Still, 800+ damage for 2 quick hits and about 650 for now charge is still a powerhouse. Not quite correct, it's 2.5 per knife for the charged shot, not 1.25. Theoretical max damage is: 200 (base damage) * 1.25 (Minmatar scout bonus) * 1.15 (Proficiency bonus) * 1.1269 (triple damage mod bonus) * 2.5 (charged shot bonus) * 2 (double strike) = 1620-ish damage (for a charged double swipe) Though most of the time people will max out at around 1400 damage (triple complex damage mods + proto knives uses a lot of fitting space). In addition, it is possible to get a head shot bonus to the Nova Knife, though you won't get the noise or the +60WP (confirmed here: https://forums.dust514.com/default.aspx?g=posts&m=2266012#post2266012). Not sure on the multiplier however. o7
I got my info from CCP and the (1.25 WITH HALF CHARGE) a full charge is 2.5 times and yes the melee damage is added on top of each nova knife hit. so take the nova knife damage and add the 120 melee per hit. btw I test this in faction with a buddy who has all of that maxed and he did 1640 total damage on a proto amarr and gall sent oh btw the math is not stacked that way. the right way 200 times (0.25+0.15) = 80 then 200 + 80 = 280 times 2.5(full charge) 700 then add your melee 120 = 820 per hit |
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