Beren Hurin
OMNI Endeavors
232
|
Posted - 2013.03.11 20:21:00 -
[1] - Quote
---CAVEAT THIS IS ALL THEORY, PRACTICE IS ANOTHER STORY-PLAYING IN A WAY THAT MAXIMIZES THIS IS DIFFICULT---
One thing I look at is 'what each suit can rep in one minute' or in other words, 'how much damage they could take in one minute'-and this IS an ideal scenario yes...
Scout I: Shield recharge rate = 40, depleted delay = 10 s, regular delay = 4 seconds, base shield = 100 Assault II: Shield recharge rate = 25 (40% less), depleted delay = 10 s (same), regular delay = 4.8 seconds (20% slower), base shield 225
Depletion (low end of damage absorbtion rate) Assumptions:
no skills or modules on an assault II and scout I, and that each suits shields are always fully depleted (and each suit escapes in time before they lose all their armor), and that each 'depletion round' takes ~ 3 seconds. No interruptions during recharge cycle (assumes x seconds in cover/avoiding).
Round 1 of depletion (@ second 3) Scout I: Has 0 shield HP (Received 100 HP damage total) Assault II: Has 0 shield HP (Received 225 HP damage total)
Round 1 Delay (begins @ second 3 finishes at second 13)
Round 1 recharge cycle Scout I: recharges 40 HP/s or 100 HP (full) in 3 seconds Assault II: recharges 25 HP/s or 100 HP (scout amount) in 4 seconds or 225 HP (full in 9 seconds)
So a full scout I cycle will take 16 seconds and 'absorb/rep' 100 HP (6.3/s) (13 s cover/ cycle) A partial assault II cycle that matches the scout for HP rep will take 17 seconds and absorb/rep 100 HP. (5.9/s) (14 s cover/ cycle) A full assault II cycle will take 22 seconds and rep 225 HP (10.2/s) (19 sec cover/cycle)
Delay only (upper end of damage absorbtion rate)
Round 1 of depletion (@ second 3) Scout I: Has 1 shield HP (Received 99 HP damage total) Assault II: Has 1 shield HP (Received 224 HP damage total)
Round 1 delay: Scout 1: begins at second 3, ends at second 7 Assault II: begins at second 3, ends at second 8
Round 1 recharge cycle Scout I: recharges 40 HP/s for 99 HP (full) in 3 seconds Assault II: recharges 25 HP/s for 99 HP (scout amount) in 4 seconds or 224 HP (full in 9 seconds)
So a full scout I delayed cycle will take 10 seconds and rep 99 HP. 9.9 HP/s (7 s cover/cycle) A partial assault II cycle will take 12 seconds and rep 99 HP. 8.25 HP/s (9 s cover/cycle) A full assault II cycle will take 17 seconds and rep 225 HP. 13.2 HP/s (14 s cover/cycle)
So during the delayed cycles, scouts can be applying their damage for those 3 seconds of their 10 second cycle or 30% of the time while an assault who partially heals will be applying damage 25% of the time, and a conservative assault will apply damage for only ~18% of the time of their cycle. Assuming full depletions these numbers aren't as divergent.
A final note: without skills the performance of the scouts recharge ability isn't fully reflective, because of its base skills and shield amount Shield Boost Systems and Shield control will actually scale its performance even better than the assault since up to 20% of its recharge can be lost every cycle due to the remainder that can't go into more shield (3 seconds of recharge should give 120HP).
In other words, with max skills, the shield absorbtion rate of a scout I is theoretically 15-20% better than these numbers compared to the assault II especially when you factor in modules.
TL;DR- So in summary, at its highest level of performance, a scout can probably spend 25% less time in cover than an assault II using the same dodge/cover/aggressiveness, and also absorb 'skirmish' damage at a 20-30% higher rate. It is burst damage or where players are standing still or taking significant damage in periods that last <10 seconds where assaults succeed. This SHOULD mean that, where there is cover, scouts should excel. Not to mention, their detection skills should give them the advantage when they are jumping back in to the fray. |