Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.09.29 22:10:00 -
[1] - Quote
Here is the inspiration for this poll.
deezy dabest wrote:I kind of feel dumb never having realized this before.
The scrambler rifle receives FAR too much benefit from damage mods. No other weapon in the game has the ability to modify its own damage so it is something easily overlooked. A full charge on the scrambler rifle gives it a x4 multiplier. That means that a 7% damage mod effectively becomes a 28% boost from one module. This is precisely why the thing stays so effective against armor no matter what we do.
As some saw in the testing that Thaddeus and myself did there is always a damage multiplier meaning there is no instance where a damage mod only does 7%
The same issue applies to the constantly growing warbarge multipliers.
EDIT:
This also makes mod stacking wildly effective over all other weapons.
A normal weapon looks about like this with 3 mods stacked:
Individual bonuses: 7.00%, 6.08%, 3.99%, Total bonus: 18.04%
A fully charged ScR receives a benefit something like this:
28.00%, 24.34%, 15.98%, Total bonus: 84.58%
WOWOWOW
Enter warbarges and proficiency skills and there we have it.
Here is the poll.
https://docs.google.com/forms/d/1FDgNhu2BJ5waZgvLUXfgVgFBKYv3XY7VYqXgvWKQDJ4/viewform?usp=send_form
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
|
Arkena Wyrnspire
Negative-Feedback. Negative-Feedback
27
|
Posted - 2015.09.29 22:19:00 -
[2] - Quote
This only required one thread. Additionally, that is not how maths works.
It's not a 28% increase because the number is 4x as large. It's a 7% increase on a number 4x larger.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.09.29 22:20:00 -
[3] - Quote
Arkena Wyrnspire wrote:This only required one thread. Additionally, that is not how maths works.
It's not a 28% increase because the number is 4x as large. It's a 7% increase on a number 4x larger.
deezy dabest wrote:Varoth Drac wrote:I'm sorry to burst your bubble, but no. The damage mod still does +7% damage, it just does +7% to the higher damaged charge shot.
This is not some kind of revelation, it's just that the charge shot does a lot of damage. Lets say 100 as base damage 100 * .07 = 107 107 * 4 = 428 400 * 1.07 = 428 See how that works? The fun of percentages. The effective result of a 7% damage mod on a fully charged ScR is still 28% no matter how you try to look at it. EDIT for Arkena. I realize that but I am talking about the effective gain received from placing a damage mod on a scrambler rifle. Any other weapon ONLY receives 7% while the scrambler receives 28% from its base damage when added in with a full charge.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.09.29 22:24:00 -
[4] - Quote
A regular weapon with 100 base damage only receives a damage bonus of 7 points.
When combined with the charge on the scrambler a bonus of 28 points is received.
Phrase it how you like but it gets a massively higher benefit from damage mods than from any other weapon in the game.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
|
Arkena Wyrnspire
Negative-Feedback. Negative-Feedback
27
|
Posted - 2015.09.29 22:28:00 -
[5] - Quote
deezy dabest wrote: Lets say 100 as base damage
100 * .07 = 107
107 * 4 = 428
400 * 1.07 = 428
See how that works? The fun of percentages.
The effective result of a 7% damage mod on a fully charged ScR is still 28% no matter how you try to look at it.
That isn't a 28% increase.
A 28% increase on your 400 damage charge shot would be 512. A 7% increase on your 400 damage charge shot is 428 - your actual result.
Yes, a charge shot has more damage than a standard shot. This does not magically change percentages - you are still receiving exactly the same percentage effect, just on a higher initial number.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.09.29 22:33:00 -
[6] - Quote
Arkena Wyrnspire wrote:deezy dabest wrote: Lets say 100 as base damage
100 * .07 = 107
107 * 4 = 428
400 * 1.07 = 428
See how that works? The fun of percentages.
The effective result of a 7% damage mod on a fully charged ScR is still 28% no matter how you try to look at it.
That isn't a 28% increase.A 28% increase on your 400 damage charge shot would be 512. A 7% increase on your 400 damage charge shot is 428 - your actual result. Yes, a charge shot has more damage than a standard shot. This does not magically change percentages - you are still receiving exactly the same percentage effect, just on a higher initial number.
Is it not still a 28 point damage increase versus any other weapon which would only receive 7 no matter what?
You may not agree with my phrasing but the numbers are the numbers. The scrambler gains FAR more benefit from damage mods than any other weapon which seriously negates the profile which is suppose to be the primary draw back.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
|
Darken-Sol
Darken's Forge and Trade
2
|
Posted - 2015.09.29 22:52:00 -
[7] - Quote
deezy dabest wrote:Arkena Wyrnspire wrote:deezy dabest wrote: Lets say 100 as base damage
100 * .07 = 107
107 * 4 = 428
400 * 1.07 = 428
See how that works? The fun of percentages.
The effective result of a 7% damage mod on a fully charged ScR is still 28% no matter how you try to look at it.
That isn't a 28% increase.A 28% increase on your 400 damage charge shot would be 512. A 7% increase on your 400 damage charge shot is 428 - your actual result. Yes, a charge shot has more damage than a standard shot. This does not magically change percentages - you are still receiving exactly the same percentage effect, just on a higher initial number. Is it not still a 28 point damage increase versus any other weapon which would only receive 7 no matter what? You may not agree with my phrasing but the numbers are the numbers. The scrambler gains FAR more benefit from damage mods than any other weapon which seriously negates the profile which is suppose to be the primary draw back.
How much does a forge gun get? Is that considered any other weapon?
Crush them
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.09.29 22:55:00 -
[8] - Quote
Darken-Sol wrote: How much does a forge gun get? Is that considered any other weapon?
Unless I seriously missed something the forge gun charges to fire not to modify its damage. The same applies to a few other weapons such as the bolt pistol and the rail rifle but none of them are modifying their damage and able to be fired at any time.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
|
Death Shadow117
Wolf Pack Special Forces Rise Of Legion.
805
|
Posted - 2015.09.29 23:06:00 -
[9] - Quote
deezy dabest wrote:Darken-Sol wrote: How much does a forge gun get? Is that considered any other weapon?
Unless I seriously missed something the forge gun charges to fire not to modify its damage. The same applies to a few other weapons such as the bolt pistol and the rail rifle but none of them are modifying their damage and able to be fired at any time. ok what about IoP's ? |
Arkena Wyrnspire
Negative-Feedback. Negative-Feedback
27
|
Posted - 2015.09.29 23:11:00 -
[10] - Quote
deezy dabest wrote: Is it not still a 28 point damage increase versus any other weapon which would only receive 7 no matter what?
You may not agree with my phrasing but the numbers are the numbers. The scrambler gains FAR more benefit from damage mods than any other weapon which seriously negates the profile which is suppose to be the primary draw back.
The scrambler rifle gains exactly the same benefit from damage mods as any other weapon. In the case of a complex light damage mod, this is 7%.
It is 7% whether the damage is 3, 50, 100, 21302139 or eleventy-bajillion.
It's not a matter of phrasing. It's just wrong. 400 --> 428 is not a 28% increase, even if there's a pretty '28' on the end.
A number having 4 times the magnitude of another number does not mean that percentages applied to that number will also be 4 times the magnitude. It means that the increase in value of the number is 4 times the magnitude - not the percentage increase in value of the number.
This isn't phrasing. This is a significant difference.
What you have proven here is that a number that is 4 times the magnitude of another number is, when the same percentage increase is applied to both numbers, still 4 times the magnitude of another number.
That is to say, 100*4 = 400. 100*4*1.07 = 400*1.07.
The percentage is unchanged.
Do you understand now?
Arkena Wyrnspire aka "British Khorne" - Cross Atu
|
|
Darken-Sol
Darken's Forge and Trade
2
|
Posted - 2015.09.29 23:14:00 -
[11] - Quote
deezy dabest wrote:Darken-Sol wrote: How much does a forge gun get? Is that considered any other weapon?
Unless I seriously missed something the forge gun charges to fire not to modify its damage. The same applies to a few other weapons such as the bolt pistol and the rail rifle but none of them are modifying their damage and able to be fired at any time.
Perhaps you should consider your words more carefully if you wish to be taken seriously. Why wouldnt a damage mod provide the bonus it describes to an amount of damage dealt? If you took 4 individual shots would you ask for it to only provide a damage bonus to only one of those shots? Your argument seems silly to people who can think.
Crush them
|
Thaddeus Reynolds
Facepunch Security
458
|
Posted - 2015.09.29 23:35:00 -
[12] - Quote
Ok...I get what he's saying...I don't see the issue with it but I get what he's saying:
taking the 100 damage example:
100 * .07 = 107
107 * 4 = 428
400 * 1.07 = 428 428 - 400 = 28 100 * 1.28 = 128 128 - 100 = 28
The added damage is equivalent to 28% of the uncharged damage.
While I agree that damage mods provide a arguably greater tactical benefit to weapons that concentrate on Alpha-Strike, the solution proposed by Deezy only serves to mitigate the symptom, not the root "problem." If indeed alpha-strike weapons are receiving too much of a tactical benefit from fitting damage mods, then I believe the solution would be to divide the damage mod benefits between Damage and RoF (in equal proportion) similar to how they function in Eve.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.09.29 23:41:00 -
[13] - Quote
Thaddeus Reynolds wrote:Ok...I get what he's saying...I don't see the issue with it but I get what he's saying:
taking the 100 damage example:
100 * .07 = 107
107 * 4 = 428
400 * 1.07 = 428 428 - 400 = 28 100 * 1.28 = 128 128 - 100 = 28
The added damage is equivalent to 28% of the uncharged damage.
While I agree that damage mods provide a arguably greater tactical benefit to weapons that concentrate on Alpha-Strike, the solution proposed by Deezy only serves to mitigate the symptom, not the root "problem." If indeed alpha-strike weapons are receiving too much of a tactical benefit from fitting damage mods, then I believe the solution would be to divide the damage mod benefits between Damage and RoF (in equal proportion) similar to how they function in Eve.
The problem realistically comes in when you figure that the ScR has such an insane damage profile. The drawback of that damage profile is almost immediately mitigated leaving the problem we have now.
My solution is very much a quick fix. I believe the real fix would come in the form of damage type based modifiers similar to Eve having damage mods for specific weapons but that is currently beyond the scope of what we can ask for.
All in all the ScR just has too many "unique" things about it making it always at risk of mechanics for other guns messing it up. I feel that the charge multiplier reduction is the easiest path to getting it inline with other weapons without removing all uniqueness.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
|
Thaddeus Reynolds
Facepunch Security
458
|
Posted - 2015.09.29 23:51:00 -
[14] - Quote
deezy dabest wrote:Thaddeus Reynolds wrote:Ok...I get what he's saying...I don't see the issue with it but I get what he's saying:
taking the 100 damage example:
100 * .07 = 107
107 * 4 = 428
400 * 1.07 = 428 428 - 400 = 28 100 * 1.28 = 128 128 - 100 = 28
The added damage is equivalent to 28% of the uncharged damage.
While I agree that damage mods provide a arguably greater tactical benefit to weapons that concentrate on Alpha-Strike, the solution proposed by Deezy only serves to mitigate the symptom, not the root "problem." If indeed alpha-strike weapons are receiving too much of a tactical benefit from fitting damage mods, then I believe the solution would be to divide the damage mod benefits between Damage and RoF (in equal proportion) similar to how they function in Eve. The problem realistically comes in when you figure that the ScR has such an insane damage profile. The drawback of that damage profile is almost immediately mitigated leaving the problem we have now. My solution is very much a quick fix. I believe the real fix would come in the form of damage type based modifiers similar to Eve having damage mods for specific weapons but that is currently beyond the scope of what we can ask for. All in all the ScR just has too many "unique" things about it making it always at risk of mechanics for other guns messing it up. I feel that the charge multiplier reduction is the easiest path to getting it inline with other weapons without removing all uniqueness.
Although even if reducing the charge multiplier was the best and quickest fix to the ScR, now isn't the time to try to get it in. Wait for after the current scheduled nerfs to the ScR, which mosly affect the charge shot. The changes make it to where the heat on a fully charged shot is 16x as opposed to 12x...or Heat per Damage Multiplier of 4x compared to todays 3x. Additionally, a slow-on-charge combined with the weapons always charging systems, plus the increased recoil (if they get it working xD) will help reduced its CQC ability, but it will still be there
I will agree that the ScR has too many unique things about it, and I will say this: The ScR isn't so popular because of the damage profile, the DPS, or even the Alpha-Strike; rather, the ScR is popular because of the versatility inherent in the weapons design. Even if the rifles where perfectly balanced from a numbers perspective, even if the ScR's profile was reduced, the I would still call the ScR the best service rifle of the lot. A semi-automatic DMR with a good number of shots/cycle, good damage, solid range (needed to be a DMR), low recoil, and the option to charge for higher alpha strike.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |