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Pokey Dravon
OSG Planetary Operations Covert Intervention
2760
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Posted - 2014.08.11 18:58:00 -
[1] - Quote
Whats the difference in DPS? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2760
|
Posted - 2014.08.11 19:05:00 -
[2] - Quote
Groz'zar Kazoku wrote:..... its like almosts 20% more damage. before you could get 12% with 3 complex modes. now you get 12% for heavy, 17% for light, and 19.5% for sidearm damage mods with three. also take into account that most assaults in charlie are getting more slots. its going to make them almost a match for the heavy toe to toe. at least with certain weapons.
How does +12% vs +17% turn into a 20% difference in DPS? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2760
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Posted - 2014.08.11 19:14:00 -
[3] - Quote
Groz'zar Kazoku wrote:I said >like< not on the dot. its getting much closer then it was.
Assault mk.0 3 Complex Light Damage Mods Duvoulle Assault Rifle 615 DPS
Sentinel mk.0 3 Complex Heavy Damage Mods Boundless HMG 1026 DPS
I'm sorry I'm just....not seeing what you're talking about
EDIT: Even an unmodded, Standard HMG does 828 DPS, more than a triple damage modded Proto Assault Rifle. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2761
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Posted - 2014.08.11 19:24:00 -
[4] - Quote
Nocturnal Soul wrote:Pokey Dravon wrote:Groz'zar Kazoku wrote:I said >like< not on the dot. its getting much closer then it was. Assault mk.0 3 Complex Light Damage Mods Duvoulle Assault Rifle 615 DPS Sentinel mk.0 3 Complex Heavy Damage Mods Boundless HMG 1026 DPS I'm sorry I'm just....not seeing what you're talking about EDIT: Even an unmodded, Standard HMG does 828 DPS, more than a triple damage modded Proto Assault Rifle. Why did you use a Assault rifle for an example?
Does it...matter? The last fit I had been working on happened to be an mk.0, so I just pulled all the modules out and replaced them with damage mods. So....because Im lazy? I mean I could have gone with Commando to get the +10% damage, but that's still not enough to even come close to making the Light Weapon out-DPS the HMG. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2761
|
Posted - 2014.08.11 19:41:00 -
[5] - Quote
Groz'zar Kazoku wrote:Where did you get a 1000DPs it has a DPS of around 720 unless there are hidden stats. Secondly as an example.
Scrambler rifle with damage mods. 894.7029DPS
Let me be clear, It's assuming damage against one damage profile, in the HMG's case Armor since thats what its proficiency modifies, and I did the same for the light weapon, to show peak, optimal DPS in a given moment. To be more clear I'll take an Combat Rifle so the profiles and proficiencies are the same in order to make things equal.
Boundless HMG + 3 Complex Damage Mods & Prof. V 2400 Rounds Per Minute / 60 = 40 Rounds per Second 25.66 Armor Damage per Round after 3 Complex Damage Mods & Prof. V 40 * 25.66 = 1026.4 Armor Damage Per Second (Before Profile)
Boundless Combat RIfle + 3 Complex Damage Mods & Prof. V 1200 Rounds Per Minute / 60 = 20 Rounds per Second 40.32 Armor Damage per Round after 3 Complex Damage Mods & Prof. V 20* 40.32 = 806.4 Armor Damage Per Second (Before Profile)
If you want to look at it without Proficiency
HMG = 892 DPS Combat Rifle = 701 DPS
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2762
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Posted - 2014.08.11 19:56:00 -
[6] - Quote
Groz'zar Kazoku wrote:That was the damage for a STD scrambler rifle. NOt the proto. I'm assming proto for all these calcs.
Scrambler Rifle + 3 Mods No Prof= 992DPS Assault Scrambler Rifle + 3 Mods No Prof= 496 DPS
Tactical Assault Rifle + 3 Mods No Prof = 716 DPS Assault Rifle + 3 Mods No Prof =534DPS
Rail Rifle + 3 Mods No Prof =469DPS Assault Rail Rifle + 3 Mods No Prof =472DPS
Combat Rifle + 3 Mods No Prof =701DPS Assault Combat Rifle + 3 Mods No Prof =495DPS
Heavy Machine Gun + 3 Mods No Prof = 892DPS Burst Heavy Machine Gun + 3 Mods No Prof =1373DPS
So assuming no proficiency, but 3 damage mods, the only gun that outperforms the HMG is the Scrambler Rifle, all the others still fall behind by a significant margin. Now is that an issue with the damage mods? Or the scrambler rifle itself?
And on that note, knowing that the Scr has one of the most "Extreme" damage profile at a +20%/-20%, and also knowing that the in a given battle, assuming there is an equal spread of shield and armor users, there is more armor HP in a given battle than shield HP. That being said, overall the Scrambler Rifle suffers more than most weapons, since it will typically need to eat through more armor than shields, making its damage profile actually rather weak overall.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2762
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Posted - 2014.08.11 20:04:00 -
[7] - Quote
Groz'zar Kazoku wrote:1001 This is the proto Scrambler rifle base. 1202 vs shields. (1353) 800 vs armor.
This is what I mean. Now the proto HMG. 887.04 base with three damage mods on. 842.688 vs shields. 975.744 vs armor. (1108.8)
Now the difference is the scrambler will murder shields. Then nail your armor for decent damage with the new mods from a longer range then the HMG most likely can handle. also take into account the Heavy has crap for slots compared to most other dropsuits. Its more likely to have 1 or 2 damage mods. This tends to hurt its max hp on most dropsuits. where the new upcoming assaults are going to stack hp to about a grand and have three damage mods on. well some of the suits.
Again, the ONLY rifle that out-DPSes the HMG is the scrambler rifle, so don't talk like they're all like that, it's misleading. On top of that its the Tactical ScR, meaning its sustained DPS is terrible, unlike the HMG which is quite good.
You're also forgetting that Sentinels resist certain damage types, Lasers being a resistance for the Minmatar and Caldari I believe, which cuts/negates the bonus to proficiency. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2762
|
Posted - 2014.08.11 20:06:00 -
[8] - Quote
Nocturnal Soul wrote: You completely missed what I said. I want to know why you used the most UP rifle on a suit that doesn't even benefit from having it equipped. A better choice would of been a Cr because of its dmg profiles and rof
We're looking at raw damage, not weapon performance. Like I said, tossing it on a Commando changes very little in terms of relative power between the weapons, which is the point of the thread.
And I picked the Assault Rifle because it has the highest DPS of Assault-type weapons. Refer to my earlier post where I list them all out.
EDIT: You're right, I misread what you said. But to be clear I just grabbed the Assault Rifle because it has the highest DPS of the full auto rifles. I listed them all out on the first page. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2763
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Posted - 2014.08.11 20:12:00 -
[9] - Quote
Groz'zar Kazoku wrote:Uhhh no its the plain proto scrambler. Its first shot tends to be misleading as it is much stronger then the numbers taken into acount for the DPS. forgot to do that. also don't complain about a gun because your trigger finger sucks. I can usually get the full Dps out of it no problem. I mean its not that big an issue to get it to fire at full speed and hit.
Again, it's the only rifle that exceeds the DPS of the HMG. All others still fall far behind.
And I wont lie, I'm terrible with the ScR, so put the ePeen away, I'm not into guys. I do however know that an HMG can sustain its full DPS for a longer period of time than a Scrambler Rifle can before overheating, thus it is better at sustained DPS. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2766
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Posted - 2014.08.11 20:32:00 -
[10] - Quote
Groz'zar Kazoku wrote:That is true but the upcoming hotmess... I mean hotfix is going to mess that up slightly. making heat build up on the HMG much higher then it was the proto being above the current STD for heat build up after the hotfix. I do concede to the fact currently it will take down multiple people if used correctly.
I personally don't think the HMG deserved that. Also changed the numbers to reflect the charged shot so thats the first seconds DPs it drops down to what I had for after that unless you play peekaboo with people. then you can keep doing the now listed DPS. also the over heat you are talking about only happens if your not using the Amarr assault suit. you can get out enough rounds to kill really easily with around probably 3-4 levels in Amarr assault.
Well I can't say I'm pleased about the changes to the damage mods, I think it may cause some issues. I just wanted to clear up any misconception that the Rifles would turn into HMGs on steroids, because the numbers clearly show they will not (Scrambler Rifle being the exception of course).
I mean knowing that, do you feel the Scrambler Rifle is excessively powerful? I cant comment on how it performs in battle because like I said, I'm terrible with it. |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2766
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Posted - 2014.08.11 20:35:00 -
[11] - Quote
Groz'zar Kazoku wrote:Uhhh no old damage mod bonus was 12% that stays for the heavy. 17% is the new one for the light weapons. 19.5% is the new damage mod for the sidearms. so its more then 2%. all of these with three mods.
He means 2% difference per module. Which is true. They all used to be 5%, now light is 7% and sidearm 8% per mod. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2766
|
Posted - 2014.08.11 20:39:00 -
[12] - Quote
Groz'zar Kazoku wrote:Oh well ya but thats 2% per mod. It adds up when you can jam more then one on and it changes the scaling of the stacking pen.
Honestly this is only going to be an issue for Armor Assaults that can afford to spend high slots on damage. Since the Gallente's Assault Rifle is considered underpowered anyways, it probably wont be an issue. Chances are Amarr Assaults with triple damage mods will become the FOTM and subsequent nerfs to the Scrambler Rifle will follow. |
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