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Thread Statistics | Show CCP posts - 0 post(s) |
Jack McReady
DUST University Ivy League
1600
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Posted - 2014.11.08 11:07:00 -
[1] - Quote
Protocake JR wrote:Here is my advice: I know a lot of people get a hard on when talking about damage mods on amarr assault, but if you plan on using the scrambler rifle (not the ascr) you won't need them as long as you develop a fast trigger finger. The Scr already has the highest potential DPS out of all the rifles, any more is just overkill.
Use shield extenders. Armor repairs too slow. Even with 350 shields, it has drastically increased my overall survivability while having no noticable negative effects on my killing power.
Just practice hitting that trigger as fast as you can, while maintaining control of aim adjustments. you do not take the damage mods to simply do more dps. you take them to melt as many targets as possible before an overheat and overcome the armor penalty against sentinels with raw damage.
beside that, the shield extenders are more PG hungry which will limit your fittings in some way.
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Jack McReady
DUST University Ivy League
1602
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Posted - 2014.11.08 17:25:00 -
[2] - Quote
Protocake JR wrote:In my experience, the extra damage that modifier provide is negligible. I've ran proto amarr assault for about a year using 3 complex light damage modifier in my high slots. I've just recently (about a week) switched them out to shield extenders and my killing potential has remain unchanged. Removing a damage modifiers is easily overcome by shooting an extra 1 or 2 rounds, which is almost unnoticeable when you are spamming shots faster than the ROF of a rail rifle. The extra heat build up goes down pretty quickly enough to not matter as well. And if all else fails, I always keep my dirty toxin SMG for a backup. well, three complex damage mods give you approx 18% more damage and it is quite noticeable on a weapon with such a high base damage. makes charge shot even more deadly too.
anyway, at some point getting more damage is about equal in terms of performance to the extra hp that shield extenders provide and the ability to kill someone in a second is well worth the investment. |
Jack McReady
DUST University Ivy League
1602
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Posted - 2014.11.08 19:13:00 -
[3] - Quote
John Demonsbane wrote: Well there's your problem. The third damage mod is a waste of time with the stacking penalties.
math, I heard it helps 18% more damage is not a waste of time at all. |
Jack McReady
DUST University Ivy League
1604
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Posted - 2014.11.08 21:28:00 -
[4] - Quote
John Demonsbane wrote:Jack McReady wrote:John Demonsbane wrote: Well there's your problem. The third damage mod is a waste of time with the stacking penalties.
math, I heard it helps 18% more damage is not a waste of time at all. Yes, it certainly does. Jack McReady wrote: anyway, at some point getting more damage is about equal in terms of performance to the extra hp that shield extenders provide and the ability to kill someone in a second is well worth the investment.
Go do the math on this and get back to me. ( Hint: It's before the third damage mod.) true but as I said before, shield extenders have higher PG requirement which may change or limit some fits. my fit is extremely tight, requires fitting optimization skills at 5 and a shield extender is a no go so it is not all about damage and tank. |
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