|
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 ++
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.09.29 22:20:00 -
[2] - 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 -
[3] - 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 ++
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.09.29 22:33:00 -
[4] - 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 ++
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.09.29 22:55:00 -
[5] - 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 ++
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.09.29 23:41:00 -
[6] - 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 ++
|
|
|
|