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IAmDuncanIdaho II
Nos Nothi
1614
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Posted - 2015.03.13 08:29:00 -
[1] - Quote
Fizzer XCIV wrote:I have a favor to ask. Could you run the exact same test, but switch out one of the Krin's with a Light Damage Mod(preferably Complex)? And then run another test with just 2 Krin's?
I want to see how the stacking penalty transfers from one mod to a different type of mod. I'm curious if the Light Damage mod also applies a penalty to the sidearm damage part of the Krin's.
Great question.
CCP any chance of looking at the dropsuit readouts for damage increase? It shows unstacked damage based on light damage mods which we know isn't correct, not sure what it does related to warbarge modules or sidearm damage mods, but basically if this information was broken out separately to the individual weapon slots, and any stacking penalties applied, we would be able to know these answers already.
Alena - thank you for doing this!! |
IAmDuncanIdaho II
Nos Nothi
1614
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Posted - 2015.03.13 08:38:00 -
[2] - Quote
Fizzer XCIV wrote:Alena Ventrallis wrote:I only tested to see if Krin's was working or not. I still think it isn't giving me the full bonus, or maybe I'm bad a math. Any case, further testing will require waiting til after the weekend and a new guinea pig. Based on the numbers you showed us, the stacking penalties seem to be working correctly when you just use Krin's.
Source: https://forums.dust514.com/default.aspx?g=posts&m=2673498#post2673498
IAmDuncanIdaho II wrote:Jebus McKing wrote:IAmDuncanIdaho II wrote:Really want to know about stacking penalties though What about them? They apply to Krin's as they do to any other module. Damage bonus: 1x 4% 2x ~7.48% 3x ~9.76% 4x ~10.84% Using 2x Krin's is definately better than using 1x complex light + 1x complex sidearm damage mods. Gives you ~0.5% more light weapon damage, ~0.5% less sidearm weapon damage, AND saves you 76CPU + 8PG. No I meant whether they correctly implemented stacking penalties for normal damage mods plus the Krin's together [edit] that is to say, the text says *any* mod that affects the same stat. will incur the penalty. But I believe this is standard EVE text and not sure there has been any modules up to now that actually do this. Now I think about it, I could probably put the HEPs next to some kincats on a suit and see if that changes anything. But the suit readouts for damage is bugged so can't tell in-game for damage mods.
Those figures look spot on. |
IAmDuncanIdaho II
Nos Nothi
1614
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Posted - 2015.03.13 08:44:00 -
[3] - Quote
Godin Thekiller wrote:Oh, interesting. There's still the problem of PROTO AV one shotting HAV's though, which is really odd, because it shouldn't.
Not been keeping up with tank / AV performance but I did run around yesterday in my Minmando with ADV schwarma launcher and 2x complex light damage mods. Not sure what sort of tanks I was shooting at, but definitely need 3 or more launches to take out a tank.
If I remember and you think it useful, I will put a PRO launcher on tonight, play around with the complexes and the Krin's, and record what happens... |
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