Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2058
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Posted - 2014.08.15 10:26:00 -
[3] - Quote
Kyr Kitar wrote:With the diminishing returns, how much does the third damage mod actually add? Is it even viable to run 3? Wouldn't you be better off with, say, two and a complex precision enhancer to see basic scouts or any other assault easier?
3 is viable.
4 is really reaching desperately up your ass for that last hope of efficacy. CCP's diminishing Return Formulae devalue mods of similar type after you pass 3. If you have an EVE account and you know how to check it out, put three passive Explosive Armor hardeners on one at a time and observe the large jump for the first one, then each successive one diminishing. When you add Hardener 4, the resist add is negligible enough to be utterly "Why bother?"
Someone make a video of this for the pubbies so they can actually SEE how the diminishing returns thing works with EVE, because it is an EXCELLENT visual aid.
In my observation:
Heavy Weapon mods only add +5%. you're looking at 5/4/3/2 type breakdown (I am seriously oversimplifying and skipping math here) if a Forge Gun does 1950 damage, when you add the first mod it jumps to 2047. almost 100 additional on an AV weapon. The Second one jumps to 2129, approximately +80 more damage. Mod 3 adds 64 damage for a total of 2193. Mod 4 adds 44, for a total of 2237, mod 5 is irrelevant, there are no heavies with 5 slots. So Heavy Damage mods actually add LESS efficacy overall than the appropriate skills, which increase RoF, (Biggest DPS increase) and +15% flat damage bonus Vs. Armor ON TOP OF the +10% bonus Vs. Armor given by dint of projectile weapons being rigged to crack Armor.
Realistically I'm still on the fence as to whether damage modding higher-tier forges is even worth the effort.
Forge Guns: Don't bother with more than two. The damage per mod increase does not lower the shots-to-kill on vehicles. If you hit a fatsuit with anything more powerful than a militia or basic forge he can be a sentinel 5, Quadruple-plated Amarr with maxed armor skills and a logi rep. A direct hit and he's dead instantly with an assault or breach. two mods kills a gunnlogi or madrugar in the same shot count as three damage mods.
Rifles: If you're a shield tanker Do not fill your highs with damage mods unless your intent is to Be Jimmy Glass Cannon. If you're a minmatar and you fill your highs for damage, fill your lows with biotics so you can at least causea few SURPRISE BUTTSEX!!! Moments.
HMG: Never more than two. Ever. There's barely any need for one.
Sniper: two seems to be sufficient to kill anything smaller than a tanked heavy with sniper rifles 1 and a covenant sniper rifle (STD tier). Patience is a virtue when you're hunting for morons who stand still too long.
Plasma Cannon: I fail to see how three damage mods fails to make this weapon MORE hilarious.
Swarms: Yeah, do it. After the nerf, you need all the hit power you can get.
Mass Driver: See Plasma Cannon.
Getting the picture now?
I never use sidearm mods so meh. |