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Megaman Trigger
Knights of Eternal Darkness League of Infamy
133
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Posted - 2014.11.26 01:19:00 -
[1] - Quote
Now mistake me if I'm wrong, but don't explosive weapons get a +20% vs Armour? That would mean a Sentinel without Shields only has a 5% resistance.
This is, of course, ignoring Proficiency, which boosts the MD's damage vs Armour by a further 15%, meaning that the MD is getting +10% damage now. If that's a Min Commando, that's +20% with the level 5 skill. Is that an Enhanced Damage mod you have there? Well now, that's now +25% vs Armour.
So, if my maths is correct, doesn't that mean a Freedom Mass Driver on a Min Commando deals 200 damage in splash vs Armour per round to any Sentinel? Against anything else you're looking at about 240 vs Armour (20% vs armour + 15% Prof 5 + 10% Min bonus + 5% EDM = +50%!) per round.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
133
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Posted - 2014.11.26 12:14:00 -
[2] - Quote
KA24DERT wrote:Megaman Trigger wrote:Now mistake me if I'm wrong, but don't explosive weapons get a +20% vs Armour? That would mean a Sentinel without Shields only has a 5% resistance.
This is, of course, ignoring Proficiency, which boosts the MD's damage vs Armour by a further 15%, meaning that the MD is getting +10% damage now. If that's a Min Commando, that's +20% with the level 5 skill. Is that an Enhanced Damage mod you have there? Well now, that's now +25% vs Armour.
So, if my maths is correct, doesn't that mean a Freedom Mass Driver on a Min Commando deals 200 damage in splash vs Armour per round to any Sentinel? Against anything else you're looking at about 240 vs Armour (20% vs armour + 15% Prof 5 + 10% Min bonus + 5% EDM = +50%!) per round. That looks about right. The effect on armor is kind of what the primary race specific sentinel-resists do, but much more severe (15% less projectile damage vs armor, in the case of the Amarr sentinel). However instead of lightly negating the splash damage bonus to armor, it totally nullifies them with 5% to spare. Now consider that this is NOT a race specific bonus, but a sentinel-wide bonus, and that it isn't just to armor, it's to shield as well(effectively 45%). This is what a targeted resist does in the case of the Combat Rifle: https://forums.dust514.com/default.aspx?g=posts&m=2449662#post2449662And the damage for that Combat Rifle is much higher than the estimated 240 for the MD.
The Sentinel projectile resistance also nullifies the CR's bonus vs Armour (Amarr is -15% and Gallente is -10%, while the projectile's bonus is +10% vs Armour, meaning it's -5% damage vs Amarr and +0% vs Gallente.) The CR is, simply put, designed to kill targets quickly while the Mass Driver is designed to act as a breaching tool (throw defenders off while pushing into an objective) and as an area-denial weapon. You can kill with it, yes, but it's more of a support weapon designed to either keep the enemy on the back foot or flush them out of cover..
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
133
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Posted - 2014.11.27 00:50:00 -
[3] - Quote
KA24DERT wrote:So a "support weapon" deserves a 25% resistance to shield and armor for ALL SENTINELS because "support weapon".
But the Combat Rifle deserves 15% resistance to ARMOR ONLY on AMARR SENTINELS ONLY, because it has "more DPS anyways" and is "designed to kill targets quickly".
I think I understand now: the worse a weapon is at slaying, the more it should get nerfed.
It couldn't be more obvious, thanks guys!
Actually, the probable reason that the MD gets it's high resistance is because you can hit multiple opponents with one blast where as the higher DPS weapon can only hit 1 target at a time. Potentially it can deal much more damage to more targets at one time. There's also the fact that cover is next to useless thanks to both the arc of the projectile and the blast itself. Add in the Sentinel's often glacial speed, especially those with high Armour values, rendering it next to impossible to get out of said blasts and the 25% resistance starts to makes sense.
Mass Driver vs cluster of advancing Sentinels = dealing damage to lots of targets for only 1 round of ammo.
Essentially it's a force multiplier designed to support your own side's advance by flushing targets out of cover or slow the enemy's advance on you.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
138
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Posted - 2014.12.06 09:24:00 -
[4] - Quote
As it stands, Sentinels have trouble surviving a basic RE. Advanced and Proto wipe them out instantly, so it seems like they're already exempt from the resistance (1750 from a PRoto - 45% for shields and resist should equal 963 in damage but that doesn't happen.) In fact, REs seem to be dealing damage ABOVE their listed amounts, so even those with enough HP to survive an RE generally don't.
Purifier. First Class.
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