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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
249
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Posted - 2015.07.14 13:33:00 -
[1] - Quote
Okay This is going to be allot of Math when adding % Damage Modifiers to these Weapons, this includes Damage Mods & Skill Mods (e.g Commando Suit Bonus). Oh, plus the Warbarge Damage Mod...
So i discovered this while playing as a Commando using the APEX Variant for the Amarr & it had the original ScR which was annoying considering it'll overheat over time in my face allot, so i decided since i've got a LR for Long-Range, I'm going to use the AScR for CQC I first used the Proto version until i was like "Wait a Minute, i'm using a Commando Suit" So i decided to swap the AScR proto for the Militia Version & i've added all the Damage Mods I had onto the weapon...
Here my Skills so far:
Commando at Lvl 3 - 6% ScR Proficiency at Lvl 5 - 15% Warbarge Damage Lvl 3 - 3% 2 KrinGÇÖs LEX -71 Damage Modifier - 8%
Total - 32%
0.32% x 38 = 12.16
12.16 + 38 = 50
50 Damage, that's more than the base Damage of the Proto Variant.
This can be applied to other weapons for maximum effect & when i used this in battle I just ripped ass.
But lets try it on a None Commando Suit, like a Logi, again this is an APEX Variant.
So the difference here is:
ScR Proficiency at Lvl 5 - 15% Warbarge Damage Lvl 3 - 3% 2 KrinGÇÖs LEX -71 Damage Modifier - 8%
Total 26%
0.26 x 38 = 9.88
9.88 + 38 = 47
47 Damage, that's 3 less than what's on the Commando, but again still effective...
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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
249
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Posted - 2015.07.14 13:44:00 -
[2] - Quote
Mina Longstrike wrote:That's not how it works. You're adding things wrong and not accounting for stacking penalty.
Commando skill applies first (as it's just a flat damage bonus) and it only applies to laser weapons.
Scr proficiency and warbarge proficiency apply last.
The krins apply in the middle and have a stacking penalty.
So [basedmg] * [commando skill] * [damage mod1(stackingpenaltycheck)] *[damagemod2(stackingpenalty check)] = final 'damage', which is then modified by weapon profile.
[weapon profile] * [proficiency skill(when applicable)] * [warbarge bonus(if applicable)].
A proto weapon will still start out 10% ahead of a mlt weapon.
When i applied these Krins on the loadout screen there was no penalty... |
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
255
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Posted - 2015.07.14 13:51:00 -
[3] - Quote
Varoth Drac wrote:So, I think what you are saying is, given the choice between damage mods or a proto weapon, it's best to go for damage mods.
I completely agree with this, not to mention the much higher cost of proto weapons.
For new players I definitely advise skilling up modules and fitting before going straight to pro weapons. And even then, the weapons skills are mainly good for unlocking proficiency, rather than actually using pro weapons.
As for them being pointless, ask yourself this. How about damage mods and proto weapons together? So you see, they aren't pointless if you have good fitting space.
Also, you want to get complex damage mods on that commando. Or atleast, enhanced would be better than Krin's, since you have dual light weapons.
It's an Economical point of view so you don't have to be spending so much ISK. |
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
255
|
Posted - 2015.07.14 13:57:00 -
[4] - Quote
Mina Longstrike wrote:ThePlayerkyle13 wrote: When i applied these Krins on the loadout screen there was no penalty...
It also says they only apply to sidearms too so why would you be fitting them if you're just going off what the screen says? the screen is wrong, like literally from day 1 it has been wrong about damage mods and it in particular is wrong about krins which apply to light, heavy and sidearms. There are some things the screen works for, but it's wrong (OR REALLY LIKES TO ROUND) for other things. Flaylock description says it homes on things too, but we all know that's wrong. The magsec description says it's a semi-auto silenced weapon and that is also wrong. A lot of descriptions of things in this game are wrong.
Because I know the mod applies to all weapons, but the fact that CCP didn't add the penalty to their new stats display, is like they just added it for sake of it, because we wanted to know our loadout stats fully... |
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
255
|
Posted - 2015.07.14 14:11:00 -
[5] - Quote
Varoth Drac wrote:ThePlayerkyle13 wrote: It's an Economical point of view so you don't have to be spending so much ISK.
If you are referring to using Krin's instead of enhanced damage mods, I agree. If you are referring to using proto weapons, the effects of damage bonuses need to be applied to the proto weapons as well. This actually works against your argument as a proto weapon will gain more damage from a mod than a lower tier weapon would.
Though Proto weapons are expensive than Militia & adding all the Damage Modifiers onto the militia version would make it a cheaper way of killing your opponents, no matter how many kills you get you get on average 150k ISK & since i'm using APEX suits i only need to buy the weapon which costs 550 ISK. |
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