TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
134
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Posted - 2015.09.14 21:55:00 -
[1] - Quote
Good Day,
While they are at it. They could look at the Viktor's. I know it requires some skill to use a laser, but when you start adding in some racial armor bonuses and some damage modifiers and barge damage modifiers and proficiency damage modifiers. The skill level falls and simply waving your magic laser over some players and you have instakill.
The longer you are "hitting" someone with the laser, the more damage it does, but this works as long as the trigger is pulled by the laser user and the Viktors has a heat build up of 13.50 vs 21.00 for all other lasers, so they can keep the trigger pulled far longer than any other laser, 30% longer, based on some probably not very accurate math. They could lose you and hit you a 2nd time and even a third time, with one trigger pull and the damage increases.
I've never read how some of the damage modifiers work.
Laser Profiency though is specific to shields. Barge Damage - I've never seen any indication of it being shield or armor.
So with a purchased complex damage modifer +7%, a Barge Augumented Level 2 of 3%, this bad boy does +19% more to shields and 10% to armor.
This is all on top of the 20.57 damage it already does. The experimental does 19.26, the Viziam does 18.70, the ELM-7 17.85, Std 17.00.
It's 1.29 jump is higher than any other increase.
I know officer weapons are supposed to be better. But this one with the right suit and skill choices is pushing the bounds of OP.
Thanks for reading this. |
TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
134
|
Posted - 2015.09.15 01:31:00 -
[2] - Quote
Megaman Trigger wrote:
I heard someone say that, if you use a Viktor's on a Amarr Assault with the suit skill maxed, it's next to impossible to overheat. Is that true?
Well, you can still over heat.
But if you have an Amarr Assault at 5 and Laser Rifle at 5 (this one you have to have for Victors it's Level 5 plus Proficiency at level 3, just to use.)
Amarr Assaults gain 5% per level reduction in heat build up. So heat build up is 25% slower at level 5. And in Laser Rifle you get a 5% speed up in cool down time. So heat cools off faster by 25% at level 5.
We don't have exact numbers on when Maximum Heat happens, the screens online do not have that info, but if you stop shooting before it seizes, it's less than 5 seconds to cool off, presumably 3.75 seconds or less.
But this is true of all Lasers Rifles.
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There is a certain logic to suggesting you can fire Laser Rifles for (just under) 5 seconds at a go before it seizes. With the Assault at Level 5 this would increase 25%, or 1.25 seconds, so 6.25 seconds.
With Laser Rifle at Level 5 it cools down faster, so instead of 5 seconds it would conceivable be 1.25 seconds less than that or 3.75 seconds, to get back to 0 heat.
Now they may not use time as the ratio here, they may use "heat" and I just don't have that figure, they don't say what level of "heat" is for any Laser Rifle to seize. Is it 500 or 600 or the same for each Rifle? We don't have that info on the online screens. And they could use heat for build up and time for cooldown . Again they don't say.
But, I think, the basic math above is in the ballpark.
Thanks for reading this. |