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Laheon
Osmon Surveillance Caldari State
298
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Posted - 2013.03.28 03:29:00 -
[31] - Quote
Garrett - the effect is cumulative. So, for 2 modules, it would be 1.1 x 1.087, which gives 1.957.
You have to do (1+ 0.1 x 0.87) x 1.1 to get the total effect of two modules. For three modules it would be (1 + 0.1 x 0.57) x (1 + 0.1 x 0.87) x 1.1. |
Garrett Blacknova
Codex Troopers
2172
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Posted - 2013.03.28 03:50:00 -
[32] - Quote
Thanks for the correction guys.
Makes sense now.
Although that means that without stacking penalties, we should be looking at the following for 3 of the 10% modifiers:
1.1 x 1.1 x 1.1 = 1.331 = 33.1% damage bonus.
Which is almost 7% more than the expected damage amount. At 4 mods, the difference is even larger.
1.1 x 1.1 x 1.1 x 1.1 = 1.464 = 46.4% damage bonus.
Turning a damage bonus of less than 30% into more than 45% should be easily checked up on, shouldn't it? |
Buster Friently
Rosen Association
213
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Posted - 2013.03.28 03:52:00 -
[33] - Quote
Garrett Blacknova wrote:Thanks for the correction guys.
Makes sense now.
Although that means that without stacking penalties, we should be looking at the following for 3 of the 10% modifiers:
1.1 x 1.1 x 1.1 = 1.331 = 33.1% damage bonus.
Which is almost 7% more than the expected damage amount. At 4 mods, the difference is even larger.
1.1 x 1.1 x 1.1 x 1.1 = 1.464 = 46.4% damage bonus.
Turning a damage bonus of less than 30% into more than 45% should be easily checked up on, shouldn't it?
Not as easy as you might guess considering all of the other variables. A sniper rifle is probably the best way to test I would guess. |
Drake435
SVER True Blood Unclaimed.
28
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Posted - 2013.03.28 03:54:00 -
[34] - Quote
Buster Friently wrote:Garrett Blacknova wrote:Thanks for the correction guys.
Makes sense now.
Although that means that without stacking penalties, we should be looking at the following for 3 of the 10% modifiers:
1.1 x 1.1 x 1.1 = 1.331 = 33.1% damage bonus.
Which is almost 7% more than the expected damage amount. At 4 mods, the difference is even larger.
1.1 x 1.1 x 1.1 x 1.1 = 1.464 = 46.4% damage bonus.
Turning a damage bonus of less than 30% into more than 45% should be easily checked up on, shouldn't it? Not as easy as you might guess considering all of the other variables. A sniper rifle is probably the best way to test I would guess.
Yes because sniper rifles are the only gun in the game right now that does 100% damage to both shields and armor unlike other guns like the AR that does 110% to shields and 90% to armor. Best way to calculate this is with the sniper. |
Aqil Aegivan
The Southern Legion
91
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Posted - 2013.03.28 04:11:00 -
[35] - Quote
I don't know if this has been remarked on but the speed nerf from armour plates also has a stacking penalty (at least based on the numbers on the fitting screen). Stacking penalties certainly seem to be working properly for this module, though I didn't expect to see them on nerfs as well as buffs. |
Nemo Bluntz
Chatelain Rapid Response Gallente Federation
35
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Posted - 2013.03.28 04:17:00 -
[36] - Quote
"OP Weapons Thread" First thought, every time: https://www.youtube.com/watch?v=qS7nqwGt4-I |
NAV HIV
The Generals
174
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Posted - 2013.03.28 13:39:00 -
[37] - Quote
Militia AR |
Altina McAlterson
TRUE TEA BAGGERS
437
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Posted - 2013.03.28 13:57:00 -
[38] - Quote
Buster Friently wrote:
You do not add percentages. They are always multiplicative
Just for the sake of clarity to people not familiar with EVE's calculations:
All bonuses from skills are added together and applied to the base value.
Modules are then summed and applied to that modified value.
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RECON BY FIRE
Internal Error. Negative-Feedback
80
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Posted - 2013.03.28 16:06:00 -
[39] - Quote
Mobius Wyvern wrote:Before you make one, repeat this in your head:
Damage Mods with no stacking penalties.
If you still feel like you have to post yet another one of those asinine threads, I can't help you.
Seriously, virtually all damage output related issues these posters are having are related to the fact that you can stack the multiplier on those things to get way more damage than you should be able to.
If stacking penalties for those go in for the next build, you're gonna be amazed at how many of these "game breaking imbalances" just magically disappear.
Would you mind testing this for us so we can finally put to rest if they work or not? We would all greatly appreciate it if you could set up a test corp battle with Betamax Beta and have someone stack 3 or more complex with a sniper rifle and test how much hp it removes with every shot. I want to believe that stacking penalties work, but I also got one shotted by a charge sniper rifle, non-headshot, yesterday in my douchey heavy sniper suit with around 700 HP. I cant see how thats possible even with broken penalties, but it definately leads me to believe theyre not working. |
Mobius Wyvern
BetaMax. CRONOS.
1263
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Posted - 2013.03.28 18:38:00 -
[40] - Quote
RECON BY FIRE wrote:Mobius Wyvern wrote:Before you make one, repeat this in your head:
Damage Mods with no stacking penalties.
If you still feel like you have to post yet another one of those asinine threads, I can't help you.
Seriously, virtually all damage output related issues these posters are having are related to the fact that you can stack the multiplier on those things to get way more damage than you should be able to.
If stacking penalties for those go in for the next build, you're gonna be amazed at how many of these "game breaking imbalances" just magically disappear. Would you mind testing this for us so we can finally put to rest if they work or not? We would all greatly appreciate it if you could set up a test corp battle with Betamax Beta and have someone stack 3 or more complex with a sniper rifle and test how much hp it removes with every shot. I want to believe that stacking penalties work, but I also got one shotted by a charge sniper rifle, non-headshot, yesterday in my douchey heavy sniper suit with around 700 HP. I cant see how thats possible even with broken penalties, but it definately leads me to believe theyre not working. Like the post I made earlier, I could see a remarkable difference in AR and LR damage output when I stacked Complex Damage mods. If that guy was in a Logistics suit with 3 of the things, I'm not surprised you got taken out like that. |
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RECON BY FIRE
Internal Error. Negative-Feedback
80
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Posted - 2013.03.28 19:30:00 -
[41] - Quote
Mobius Wyvern wrote:RECON BY FIRE wrote:Mobius Wyvern wrote:Before you make one, repeat this in your head:
Damage Mods with no stacking penalties.
If you still feel like you have to post yet another one of those asinine threads, I can't help you.
Seriously, virtually all damage output related issues these posters are having are related to the fact that you can stack the multiplier on those things to get way more damage than you should be able to.
If stacking penalties for those go in for the next build, you're gonna be amazed at how many of these "game breaking imbalances" just magically disappear. Would you mind testing this for us so we can finally put to rest if they work or not? We would all greatly appreciate it if you could set up a test corp battle with Betamax Beta and have someone stack 3 or more complex with a sniper rifle and test how much hp it removes with every shot. I want to believe that stacking penalties work, but I also got one shotted by a charge sniper rifle, non-headshot, yesterday in my douchey heavy sniper suit with around 700 HP. I cant see how thats possible even with broken penalties, but it definately leads me to believe theyre not working. Like the post I made earlier, I could see a remarkable difference in AR and LR damage output when I stacked Complex Damage mods. If that guy was in a Logistics suit with 3 of the things, I'm not surprised you got taken out like that.
I notice a difference when using damage mods too, however, I do not notice much of a difference between 2 or 3. That is why I asked if you would be so kind as to test this for us so we can have a definitive answer.
Im not sure what kind of suit they had, I just saw it was advanced (I think it was scout cause I one shot them back when I respawned). But even still, I just did the math and a charge with 3 complex (using broken 33%), proficiency 5, and weaponry 5 caps out at about 450 damage. Maybe a little more cause I forget off hand what the charges base damage is (I used 288 cause thats what I remember it being for some reason). Even if it is a bit higher, lets call it 500? Im honestly hoping I got double sniped at one time cause otherwise I dont know what in the world happened there. |
Mobius Wyvern
BetaMax. CRONOS.
1263
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Posted - 2013.03.28 19:31:00 -
[42] - Quote
RECON BY FIRE wrote:Mobius Wyvern wrote:RECON BY FIRE wrote:Mobius Wyvern wrote:Before you make one, repeat this in your head:
Damage Mods with no stacking penalties.
If you still feel like you have to post yet another one of those asinine threads, I can't help you.
Seriously, virtually all damage output related issues these posters are having are related to the fact that you can stack the multiplier on those things to get way more damage than you should be able to.
If stacking penalties for those go in for the next build, you're gonna be amazed at how many of these "game breaking imbalances" just magically disappear. Would you mind testing this for us so we can finally put to rest if they work or not? We would all greatly appreciate it if you could set up a test corp battle with Betamax Beta and have someone stack 3 or more complex with a sniper rifle and test how much hp it removes with every shot. I want to believe that stacking penalties work, but I also got one shotted by a charge sniper rifle, non-headshot, yesterday in my douchey heavy sniper suit with around 700 HP. I cant see how thats possible even with broken penalties, but it definately leads me to believe theyre not working. Like the post I made earlier, I could see a remarkable difference in AR and LR damage output when I stacked Complex Damage mods. If that guy was in a Logistics suit with 3 of the things, I'm not surprised you got taken out like that. I notice a difference when using damage mods too, however, I do not notice much of a difference between 2 or 3. That is why I asked if you would be so kind as to test this for us so we can have a definitive answer. Im not sure what kind of suit they had, I just saw it was advanced (I think it was scout cause I one shot them back when I respawned). But even still, I just did the math and a charge with 3 complex (using broken 33%), proficiency 5, and weaponry 5 caps out at about 450 damage. Maybe a little more cause I forget off hand what the charges base damage is (I used 288 cause thats what I remember it being for some reason). Even if it is a bit higher, lets call it 500? Im honestly hoping I got double sniped at one time cause otherwise I dont know what in the world happened there. Seems like one hell of a shot. |
RECON BY FIRE
Internal Error. Negative-Feedback
80
|
Posted - 2013.03.28 19:49:00 -
[43] - Quote
Mobius Wyvern wrote: Seems like one hell of a shot.
For sure, but not enough to one shot a heavy without a headshot. Matter of fact, I happened to find the base damage on IGN (such a weird place to find it, Dust wiki is failing) and the base damage is 266, which makes it a total of 420 according to all the math up there. Which is still a good 280 off from one shotting a heavy suit. Thats why I really hope I was double sniped and just didnt realize it. That is a pretty big amount of damage for the game to be off by. |
DeadlyAztec11
One-Armed Bandits Atrocitas
11
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Posted - 2013.03.30 22:50:00 -
[44] - Quote
RECON BY FIRE wrote:Mobius Wyvern wrote: Seems like one hell of a shot.
For sure, but not enough to one shot a heavy without a headshot. Matter of fact, I happened to find the base damage on IGN (such a weird place to find it, Dust wiki is failing) and the base damage is 266, which makes it a total of 420 according to all the math up there. Which is still a good 280 off from one shotting a heavy suit. Thats why I really hope I was double sniped and just didnt realize it. That is a pretty big amount of damage for the game to be off by. Maybe it was a headshot. |
RECON BY FIRE
Internal Error. Negative-Feedback
80
|
Posted - 2013.03.31 03:33:00 -
[45] - Quote
DeadlyAztec11 wrote:RECON BY FIRE wrote:Mobius Wyvern wrote: Seems like one hell of a shot.
For sure, but not enough to one shot a heavy without a headshot. Matter of fact, I happened to find the base damage on IGN (such a weird place to find it, Dust wiki is failing) and the base damage is 266, which makes it a total of 420 according to all the math up there. Which is still a good 280 off from one shotting a heavy suit. Thats why I really hope I was double sniped and just didnt realize it. That is a pretty big amount of damage for the game to be off by. Maybe it was a headshot.
I clearly said it was a non-headshot. Which I knew it was not due to the fact I had a bleedout sequence afterward. |
Garrett Blacknova
Codex Troopers
2253
|
Posted - 2013.03.31 04:01:00 -
[46] - Quote
RECON BY FIRE wrote:DeadlyAztec11 wrote:RECON BY FIRE wrote:Mobius Wyvern wrote: Seems like one hell of a shot.
For sure, but not enough to one shot a heavy without a headshot. Matter of fact, I happened to find the base damage on IGN (such a weird place to find it, Dust wiki is failing) and the base damage is 266, which makes it a total of 420 according to all the math up there. Which is still a good 280 off from one shotting a heavy suit. Thats why I really hope I was double sniped and just didnt realize it. That is a pretty big amount of damage for the game to be off by. Maybe it was a headshot. I clearly said it was a non-headshot. Which I knew it was not due to the fact I had a bleedout sequence afterward. Nobody's confirmed 100% that headshots always guarantee no respawn timer.
One theory is that they need to deal a certain amount of "overkill" damage beyond the amount your suit can survive before counting as an insta-kill in this way. Maybe there's a smaller "insta-kill" hitbox inside the heashot box, and if they caught just barely into the edge of dealing a headshot, you still got your bleed-out timer. |
RECON BY FIRE
Internal Error. Negative-Feedback
80
|
Posted - 2013.03.31 04:20:00 -
[47] - Quote
Garrett Blacknova wrote:RECON BY FIRE wrote:DeadlyAztec11 wrote:RECON BY FIRE wrote:Mobius Wyvern wrote: Seems like one hell of a shot.
For sure, but not enough to one shot a heavy without a headshot. Matter of fact, I happened to find the base damage on IGN (such a weird place to find it, Dust wiki is failing) and the base damage is 266, which makes it a total of 420 according to all the math up there. Which is still a good 280 off from one shotting a heavy suit. Thats why I really hope I was double sniped and just didnt realize it. That is a pretty big amount of damage for the game to be off by. Maybe it was a headshot. I clearly said it was a non-headshot. Which I knew it was not due to the fact I had a bleedout sequence afterward. Nobody's confirmed 100% that headshots always guarantee no respawn timer. One theory is that they need to deal a certain amount of "overkill" damage beyond the amount your suit can survive before counting as an insta-kill in this way. Maybe there's a smaller "insta-kill" hitbox inside the heashot box, and if they caught just barely into the edge of dealing a headshot, you still got your bleed-out timer.
Now this is something I was definately wondering about, particularly for the heavy. So many unconfirmed facets to this game. |
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