Nothing Certain
Bioshock Rejects
1140
|
Posted - 2014.09.20 15:17:00 -
[1] - Quote
Breakin Stuff wrote:I've been doing some field testing with the Ishukone Assault Forge Gun to test AV efficacy. I normally run a caldari sentinel with two damage mods in the highs for what, +8% ish damage total since Heavy damage mods are +5% before diminishing returns?
After some thorough (and needlessly violent) testing, I am ready to produce my results, which were obtained using a templar sentinel with an Ishukone Assault Forge Gun, three militia armor reps, a toxin SMG, and a militia locus grenade.
Overtanked Gunnlogi target: 2 Extenders, and a plate, no hardener. Right around 5200 HP RAW. Provided by Shooter01
CalSent with two damage mods: 5 shots from front/side arc. 2 shots from behind. Amarr Sentinel with no damage mods: 5 shots from the front/side arc. 2 shots from behind.
Random Pubbies in Soma and Madrugar: The other white meat. They got ripped apart with the Amarr Sentinel setup.
My last match ran 1505 WP, 4 kills, 4 deaths. 5 tanks were destroyed in the making of this fiasco, as well as several LAVs and Fixed turret emplacements. We lost, but it wasn't because of me screwing off. I spent the match hunting the abundant tank drops in my crapfit proto-gun Kill Me Suit.
At this point I'll be yanking all of my heavy damage mods off my AV fits. They don't provide any meaningful benefit to the role. I highly recommend you do as well, as most of the lost efficiency will be made up for by me putting my last point of forge gun proficiency in. My assessment as a career psychopath and all-round tank-murdering bastard is that there's no reason to bother with damage mods after forge gun proficiency 3.
Anyone want to provide feedback on whether damage mods do anything worthwhile on HMG fits? I don't notice any difference, personally.
I don't use damage mods on any AV fit, the reason is just math and the nature of the weapons and targets. The issue is the number of hits it takes to kill, and unless you are having to make another hit with your target just having a sliver of health then there is no point to dmg mods. Rhree hits is three hits, whether the last hit has to do only 500 damage or 1000 damage. The HMG has a different dynamic.
Dmg mods don't need fixing, it is just the nature of the beast that they aren't useful.
Because, that's why.
|