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Kaze Eyrou
Molon Labe. General Tso's Alliance
905
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Posted - 2014.11.09 19:53:00 -
[1] - Quote
Calmando for Falcon Punches. (990.66 HP melee w/ Blue Bottles)
Minmando for a more versatile punch suit. (693.77 HP melee)
One thing I never knew about until just recently concerning scouts. The Amarr, Caldari, and Gallente scouts have a base melee damage of 80.
The Minmatar Scout has base melee damage of 120. With mods, you can bring that to 495.33 melee.
Kudos to the first boxing scout I've ever seen: mono kuro with a ridiculously awe-inspiring melee run.
Closed Beta Vet // Logi Bro // @KazeEyrou
CIO ("Proto" Forum Warrior)
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Kaze Eyrou
Molon Labe. General Tso's Alliance
906
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Posted - 2014.11.09 21:03:00 -
[2] - Quote
DeadlyAztec11 wrote:Kaze Eyrou wrote:Calmando for Falcon Punches. (990.66 HP melee w/ Blue Bottles) Minmando for a more versatile punch suit. (693.77 HP melee) One thing I never knew about until just recently concerning scouts. The Amarr, Caldari, and Gallente scouts have a base melee damage of 80. The Minmatar Scout has base melee damage of 120. With mods, you can bring that to 495.33 melee. Kudos to the first boxing scout I've ever seen: mono kuro with a ridiculously awe-inspiring melee run. 990? Do stacking penalties not apply? If they do then the maximum you could do on a commando with three Myofibril Stimulants is 679.128. Even with the stacking penalties ignored you would only get 780. You forgot the Hand-to-Hand Combat skill bonus.
+10% Efficacy to Myrofibrl Stimulants per level
That first Complex Myrofibrl is not increasing your melee by 50%. (Does math magic.) It's 75% (with the skill at 5).
Stacking penalties come in to play with them as well, people just don't realize how effective they are with the passive skills in place.
Also, another thing people might not realize. Cloaking delays are being put in place to all weapons. My theory? You will still be able to punch while cloaked (at which point you decloak, but the damage is already done).
Closed Beta Vet // Logi Bro // @KazeEyrou
CIO ("Proto" Forum Warrior)
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Kaze Eyrou
Molon Labe. General Tso's Alliance
912
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Posted - 2014.11.12 22:09:00 -
[3] - Quote
Melee base damage is 240.
1st Complex Myofibril Stimulant 240 * .75 = 180 + Current Damage (240) = 420
2nd Complex Myofibril Stimulant 240 * .6518 = 156.43 + Current Damage (420) = 576.32
3rd Complex Myofibril Stimulant 240 * .4279 = 102.70 + Current Damage (576.32) = 679.02
(Numbers are rounded and then used in following equations which gives me a slight number difference than 679.128.
Well, either Protofits is wrong, or the game calculates this differently (I can't view melee number differences as I don't have Complex Myofibril Stimulants on a character to test at least the Dust UI).
I'll shoot something Cyrus's way and see if he can shed some light on that or if we found an error.
(Started brainstorming and I think I already see the error. Thanks Deadly!)
Closed Beta Vet // Logi Bro // @KazeEyrou
CIO ("Proto" Forum Warrior)
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Kaze Eyrou
Molon Labe. General Tso's Alliance
913
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Posted - 2014.11.12 22:44:00 -
[4] - Quote
And done.
Thinking back, I do have a Militia Myofibril Stimulant BPO. I'll strap that to my suits and see how it modifies the damage. Not saying you are wrong, but there might be a possibility we are right, but CCP could have forgotten stacking penalties on them or a plethora of things that CCP can usually get wrong. (For example, the Proto BPOs released could have modules attached to it when you weren't supposed to. I think they hotfixed it today though.)
Therefore, testing ahoy!
Closed Beta Vet // Logi Bro // @KazeEyrou
CIO ("Proto" Forum Warrior)
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Kaze Eyrou
Molon Labe. General Tso's Alliance
958
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Posted - 2014.11.17 22:50:00 -
[5] - Quote
Verek Locusti wrote:In-game fittings numbers match those on protofits, or did you mean there's a difference between the listed damage and actual damage dealt? That's what we are trying to figure out now.
CB Vet // Logi Bro // @KazeEyrou
CIO ("Proto Forum Warrior")
Learning Coalition & RTG
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