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![kiarbanor kiarbanor](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
kiarbanor
S.e.V.e.N.
560
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Posted - 2015.05.22 14:52:00 -
[1] - Quote
I'm curious how the damage is calculated for weapons. What I mean is that there are multiple ways to increase damage of a weapon without damage mods. How do they calculate? I'll put an example below:
Assault Rifle
Increase Weapon Prof to 5 = 15% extra damage Commando Specc'd to 5 = 10% extra damage Warbarge Ammo to 5 = 6%? extra damage (right?)
So, let's go with a Duvolle AR on a gk.0 Commando. It has a base damage of 34hp. If I have all the above maxed out, does the weapon now cause 44.54hps of damage?
15+10+6 = 31% 34 + 31% = 44.54hps of damage
Or is it like this:
34hps+15%=39.1 39.1+10%=43.01 43.01+6%=45.59hps
There is obviously a difference in how it calculates. Does anyone know how this works in Dust?
Happy Gaming!!! |
![Ripley Riley Ripley Riley](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Ripley Riley
Incorruptibles
10
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Posted - 2015.05.22 14:57:00 -
[2] - Quote
34 damage base
(34 * 0.15) = 5.1 (34 * 0.10) = 3.4 (34 * 0.06) = 2.0
Total bonus damage: 10.5 (34 + 10.5) = 44.5 damage per round
@Ripley_Riley
"Ripley > Soraya" - Arkena Wyrnspire
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![kiarbanor kiarbanor](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
kiarbanor
S.e.V.e.N.
560
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Posted - 2015.05.22 14:59:00 -
[3] - Quote
Ripley Riley wrote:34 damage base
(34 * 0.15) = 5.1 (34 * 0.10) = 3.4 (34 * 0.06) = 2.0
Total bonus damage: 10.5 (34 + 10.5) = 44.5 damage per round
Interesting. And then the damage mods would factor on top of that 44.5, right? |
![Ripley Riley Ripley Riley](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Ripley Riley
Incorruptibles
10
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Posted - 2015.05.22 15:01:00 -
[4] - Quote
kiarbanor wrote:Interesting. And then the damage mods would factor on top of that 44.5, right? They would be added, plus any stacking penalties, on the base damage just like described above.
@Ripley_Riley
"Ripley > Soraya" - Arkena Wyrnspire
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![kiarbanor kiarbanor](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
kiarbanor
S.e.V.e.N.
560
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Posted - 2015.05.22 15:03:00 -
[5] - Quote
Ripley Riley wrote:kiarbanor wrote:Interesting. And then the damage mods would factor on top of that 44.5, right? They would be added, plus any stacking penalties, on the base damage just like described above.
Oh, off the base of 34? I didn't know that. I thought those "passive" damage increases raised the "base" to 44.5. |
![Ripley Riley Ripley Riley](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Ripley Riley
Incorruptibles
10
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Posted - 2015.05.22 15:05:00 -
[6] - Quote
kiarbanor wrote:Oh, off the base of 34? I didn't know that. I thought those "passive" damage increases raised the "base" to 44.5. Unless I am grossly incorrect, all bonuses from modules and skills are calculated off the base attribute.
@Ripley_Riley
"Ripley > Soraya" - Arkena Wyrnspire
|
![kiarbanor kiarbanor](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
kiarbanor
S.e.V.e.N.
560
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Posted - 2015.05.22 15:06:00 -
[7] - Quote
Ripley Riley wrote:kiarbanor wrote:Oh, off the base of 34? I didn't know that. I thought those "passive" damage increases raised the "base" to 44.5. Unless I am grossly incorrect, all bonuses from modules and skills are calculated off the base attribute.
You know more than me. Thanks for the help! |
![Mejt0 Mejt0](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
Mejt0
Dead Man's Game
1
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Posted - 2015.05.22 16:23:00 -
[8] - Quote
As far as i know (from observation), proficiency skill is multiplying with efficiency.
Cuz my prof 3 LR (no point in lvl5) has 1.31% efficiency versus shields. So 1.2 * 1.09 = 1.308 ~ 1.31
Caldari Loyalist
thecreaturehub fan
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![Cat Merc Cat Merc](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Cat Merc
Negative-Feedback. Negative-Feedback
16
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Posted - 2015.05.22 17:18:00 -
[9] - Quote
Ripley Riley wrote:kiarbanor wrote:Oh, off the base of 34? I didn't know that. I thought those "passive" damage increases raised the "base" to 44.5. Unless I am grossly incorrect, all bonuses from modules and skills are calculated off the base attribute. You are grossly incorrect
It's 34 * 1.15 * 1.1 * 1.06 = 45.59
"Breakin, PS3's and PS4's can't mate. They're incompatible. Unlike Apache's and Cappuccino machines." - Cat wisdom
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![Deadly Goliath Deadly Goliath](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Deadly Goliath
Omega Warlords
65
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Posted - 2015.05.23 11:10:00 -
[10] - Quote
kiarbanor wrote:I'm curious how the damage is calculated for weapons. What I mean is that there are multiple ways to increase damage of a weapon without damage mods. How do they calculate? I'll put an example below:
Assault Rifle
Increase Weapon Prof to 5 = 15% extra damage Commando Specc'd to 5 = 10% extra damage Warbarge Ammo to 5 = 6%? extra damage (right?)
So, let's go with a Duvolle AR on a gk.0 Commando. It has a base damage of 34hp. If I have all the above maxed out, does the weapon now cause 44.54hps of damage?
15+10+6 = 31% 34 + 31% = 44.54hps of damage
Or is it like this:
34hps+15%=39.1 39.1+10%=43.01 43.01+6%=45.59hps
There is obviously a difference in how it calculates. Does anyone know how this works in Dust?
Happy Gaming!!!
I think it's additive not multiplicative
I'll whip ya head boy
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