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Mobius Wyvern
BetaMax. CRONOS.
1254
|
Posted - 2013.03.28 00:30:00 -
[1] - Quote
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. |
Nguruthos IX
Kameira Lodge Amarr Empire
176
|
Posted - 2013.03.28 00:32:00 -
[2] - Quote
and forge guns |
Drake435
SVER True Blood Unclaimed.
27
|
Posted - 2013.03.28 00:33:00 -
[3] - 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.
Are you guys ABSOLUTELY sure that the damage mods (dropsuit versions anyway) are not stacking correctly? I DEFINITELY KNOW that CCP has already stated that the display on the dropsuit fitting screen for damage modifier is incorrect but they never officially stated that damage mods weren't working correctly. If I am wrong, someone please post a thread with numbers because I can't find such a thread. |
Sete Clifton
PSU GHOST SYNDICATE
79
|
Posted - 2013.03.28 00:34:00 -
[4] - Quote
I hope we get a slappers only gametype one day. Though they'd have to change the melee animation a little bit. |
Altina McAlterson
TRUE TEA BAGGERS
427
|
Posted - 2013.03.28 00:36:00 -
[5] - 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. I feel pretty confident saying the stacking penalty is working just fine. |
Mobius Wyvern
BetaMax. CRONOS.
1254
|
Posted - 2013.03.28 00:39:00 -
[6] - Quote
Altina McAlterson wrote: I feel pretty confident saying the stacking penalty is working just fine.
Drake435 wrote: Are you guys ABSOLUTELY sure that the damage mods (dropsuit versions anyway) are not stacking correctly? I DEFINITELY KNOW that CCP has already stated that the display on the dropsuit fitting screen for damage modifier is incorrect but they never officially stated that damage mods weren't working correctly. If I am wrong, someone please post a thread with numbers because I can't find such a thread.
http://www.youtube.com/watch?v=TgZOF8f6zrc This is just one example of how absolutely broken damage mod stacking is. |
Laheon
Osmon Surveillance Caldari State
294
|
Posted - 2013.03.28 00:39:00 -
[7] - Quote
Assault rifles, FG's, HMGs, sniper rifles, nova knives, shotguns, laser rifles, scrambler pistols, scrambler rifles, plasma cannons, swarm launchers...
Oh, I thought you were trying to make a list of all the OP weapons. Sorry.
Think melee needs a buff though. :) |
Mobius Wyvern
BetaMax. CRONOS.
1254
|
Posted - 2013.03.28 00:40:00 -
[8] - Quote
Laheon wrote:Assault rifles, FG's, HMGs, sniper rifles, nova knives, shotguns, laser rifles, scrambler pistols, scrambler rifles, plasma cannons, swarm launchers...
Oh, I thought you were trying to make a list of all the OP weapons. Sorry.
Think melee needs a buff though. :) I'd be okay with the melee radius being increased a bit, though it randomly seems to hit people at 90 degree angles to you sometimes. |
Laheon
Osmon Surveillance Caldari State
294
|
Posted - 2013.03.28 00:43:00 -
[9] - Quote
Mobius Wyvern wrote:I'd be okay with the melee radius being increased a bit, though it randomly seems to hit people at 90 degree angles to you sometimes.
You know, a solution to this could be that when you run out of ammo, you start to use the weapon as a club. So, you run out of ammo on the forge gun, hold it by the barrel, then whack people upside the head with the heavy end. Same with AR and sniper rifle. And I guess swarm launcher.
Please, CCP?! |
Altina McAlterson
TRUE TEA BAGGERS
427
|
Posted - 2013.03.28 00:47:00 -
[10] - Quote
Mobius Wyvern wrote:Altina McAlterson wrote: I feel pretty confident saying the stacking penalty is working just fine.
Drake435 wrote: Are you guys ABSOLUTELY sure that the damage mods (dropsuit versions anyway) are not stacking correctly? I DEFINITELY KNOW that CCP has already stated that the display on the dropsuit fitting screen for damage modifier is incorrect but they never officially stated that damage mods weren't working correctly. If I am wrong, someone please post a thread with numbers because I can't find such a thread.
http://www.youtube.com/watch?v=TgZOF8f6zrcThis is just one example of how absolutely broken damage mod stacking is. Inconclusive without numbers to back it up. The difference between broken and non-broken is 6.6%. That small a difference isn't going to show up conclusively on gameplay footage. |
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Mobius Wyvern
BetaMax. CRONOS.
1254
|
Posted - 2013.03.28 00:50:00 -
[11] - Quote
Altina McAlterson wrote:Mobius Wyvern wrote:Altina McAlterson wrote: I feel pretty confident saying the stacking penalty is working just fine.
Drake435 wrote: Are you guys ABSOLUTELY sure that the damage mods (dropsuit versions anyway) are not stacking correctly? I DEFINITELY KNOW that CCP has already stated that the display on the dropsuit fitting screen for damage modifier is incorrect but they never officially stated that damage mods weren't working correctly. If I am wrong, someone please post a thread with numbers because I can't find such a thread.
http://www.youtube.com/watch?v=TgZOF8f6zrcThis is just one example of how absolutely broken damage mod stacking is. Inconclusive without numbers to back it up. The difference between broken and non-broken is 6.6%. That small a difference isn't going to show up conclusively on gameplay footage. I don't know where to find the table, but there was a damage output table posted a few weeks back that pretty concisely laid it out. As well, I played a match last build with two suits that were exactly the same except one had 2 Complex damage mods, and one had none, and used a Laser Rifle and AR with it. The difference was pretty astonishing. |
Altina McAlterson
TRUE TEA BAGGERS
427
|
Posted - 2013.03.28 00:53:00 -
[12] - Quote
Mobius Wyvern wrote:Altina McAlterson wrote:Mobius Wyvern wrote:Altina McAlterson wrote: I feel pretty confident saying the stacking penalty is working just fine.
Drake435 wrote: Are you guys ABSOLUTELY sure that the damage mods (dropsuit versions anyway) are not stacking correctly? I DEFINITELY KNOW that CCP has already stated that the display on the dropsuit fitting screen for damage modifier is incorrect but they never officially stated that damage mods weren't working correctly. If I am wrong, someone please post a thread with numbers because I can't find such a thread.
http://www.youtube.com/watch?v=TgZOF8f6zrcThis is just one example of how absolutely broken damage mod stacking is. Inconclusive without numbers to back it up. The difference between broken and non-broken is 6.6%. That small a difference isn't going to show up conclusively on gameplay footage. I don't know where to find the table, but there was a damage output table posted a few weeks back that pretty concisely laid it out. As well, I played a match last build with two suits that were exactly the same except one had 2 Complex damage mods, and one had none, and used a Laser Rifle and AR with it. The difference was pretty astonishing. Because 2 Complex Mods does 19.6% more damage than none. |
Drake435
SVER True Blood Unclaimed.
27
|
Posted - 2013.03.28 01:03:00 -
[13] - Quote
Altina McAlterson wrote: Because 2 Complex Mods does 19.6% more damage than none.
LOL this^
What you need to do is to see the EXACT numbers. If the damage penalty is NOT working then 2 complex damage modifiers should be about 21% damage while if it was working then it would be 19 something %. Best to show with 3 damage mods because there is a bit more range in variation between working and non-working stacking penalties. |
Mobius Wyvern
BetaMax. CRONOS.
1254
|
Posted - 2013.03.28 01:05:00 -
[14] - Quote
Okay, as someone who plays EVE, this is NO way you should be getting 19% off two 10% Damage Mods. That's psychotic. |
Drake435
SVER True Blood Unclaimed.
27
|
Posted - 2013.03.28 01:15:00 -
[15] - Quote
Mobius Wyvern wrote:Okay, as someone who plays EVE, this is NO way you should be getting 19% off two 10% Damage Mods. That's psychotic.
It's called the stacking penalty. I'm pretty sure for 2 complex damage mods, the penalty isn't that high. For 3 however, there is a noticeable penalty. I think it's like:
1st damage mod gives 10% damage 2nd damage mod gives 9.? % damage 3rd damage mod gives 6 or 7% damage
My figures are probably off but I'm positive there isn't much penalty for 2 complex damage mods. |
Drake435
SVER True Blood Unclaimed.
27
|
Posted - 2013.03.28 01:19:00 -
[16] - Quote
Bumped for further feedback or numerical explanations. |
Mobius Wyvern
BetaMax. CRONOS.
1255
|
Posted - 2013.03.28 01:36:00 -
[17] - Quote
Yeah, but that's not nearly enough of a penalty. The second one should be down to 5% at the most, and the third to 2.5%. The idea is to offer a gradual bonus to damage output, not to allow you to increase your damage by nearly 25%. |
Laheon
Osmon Surveillance Caldari State
295
|
Posted - 2013.03.28 01:47:00 -
[18] - Quote
http://www.eve-wiki.net/index.php?title=Stacking_penalty
On eve, it goes: Module Total modifier 1 10% 2 19.6% 3 26.4% 4 29.9% 5 31.3% 6 31.7%
|
Altina McAlterson
TRUE TEA BAGGERS
428
|
Posted - 2013.03.28 01:49:00 -
[19] - Quote
Drake435 wrote:Bumped for further feedback or numerical explanations. The percent effectiveness for each additional module goes like this:
1- 100% 2 - 87% 3 - 57% 4 - 28%
t goes on, but doesn't matter for DUST. So the total damage bonus for the various numbers of mods goes like this:
1 - 10% 2 - 19.6% 3 - 26.4% 4 - 29.9%
And that's how it works.
Mobius Wyvern wrote:Yeah, but that's not nearly enough of a penalty. The second one should be down to 5% at the most, and the third to 2.5%. The idea is to offer a gradual bonus to damage output, not to allow you to increase your damage by nearly 25%. Maybe, but it's honestly fine as you have to sacrifice other stuff to have that damage. |
Disturbingly Bored
Universal Allies Inc.
182
|
Posted - 2013.03.28 02:13:00 -
[20] - Quote
Altina is correct. Damage mods are working as intended, even if the stat is displayed incorrectly on the fitting screen.
Player testing that proved it (done on tanks):
https://forums.dust514.com/default.aspx?g=posts&t=62955&find=unread
Can we all stop whining about Damage Mods now?
(I take it the answer is no....) |
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Piercing Serenity
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
210
|
Posted - 2013.03.28 02:27:00 -
[21] - Quote
Disturbingly Bored wrote:
I think those numbers are just for tanks. As far as I recall, damage mods get a "+.1" bonus instead of a stacking penalty. I recall reading (but cannot find) that three complex damage mods give a 33% bonus. |
King Kobrah
SyNergy Gaming
114
|
Posted - 2013.03.28 02:28:00 -
[22] - Quote
Just had 340 armor stripped from me in 1 tick from a laser rifle
great weapon balancing CCP |
General Tiberius1
ZionTCD Legacy Rising
343
|
Posted - 2013.03.28 02:30:00 -
[23] - Quote
King Kobrah wrote:Just had 340 armor stripped from me in 1 tick from a laser rifle
great weapon balancing CCP
too bad, saw your last thread, try harder
1/10 |
King Kobrah
SyNergy Gaming
114
|
Posted - 2013.03.28 02:37:00 -
[24] - Quote
General Tiberius1 wrote:King Kobrah wrote:Just had 340 armor stripped from me in 1 tick from a laser rifle
great weapon balancing CCP too bad, saw your last thread, try harder 1/10 It better be a 1/10 troll because I'm not trolling. That literally just happened to me in the last skrimish I played in. |
Buster Friently
Rosen Association
209
|
Posted - 2013.03.28 02:40:00 -
[25] - 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.
Ironically, CCP has not confirmed that a Bug with the Damage mod's function exists.
They have confirmed a display bug relating to the damage mods and the fitting screen, and based on that wording, it's possible there is an actual gameplay bug.
Maybe though, all you people screaming damage mods are op, are suffering from a whole lot of confirmation bias.
EDIT: i see that my point has already been covered by others. Sorry. |
Drake435
SVER True Blood Unclaimed.
28
|
Posted - 2013.03.28 02:51:00 -
[26] - Quote
Piercing Serenity wrote:Disturbingly Bored wrote: I think those numbers are just for tanks. As far as I recall, damage mods get a "+.1" bonus instead of a stacking penalty. I recall reading (but cannot find) that three complex damage mods give a 33% bonus.
Display error officially confirmed on loadout screen. As for actual damage, everything is working as intended. You do realize that by stacking on damage mods, the player is fragile right? A player who stacks on shields and bits of armor is > than a damage mod stacker. I am one of those damage mod stackers (for now at least) and I can say that those players are greater than damage mod stackers. |
Disturbingly Bored
Universal Allies Inc.
182
|
Posted - 2013.03.28 02:55:00 -
[27] - Quote
Piercing Serenity wrote:I think those numbers are just for tanks. As far as I recall, damage mods get a "+.1" bonus instead of a stacking penalty. I recall reading (but cannot find) that three complex damage mods give a 33% bonus.
I hope someone can organize a proper test for dropsuits, but I'm confident it works for complex damage mods as well.
The "33%" bonus you read comes from people looking at the fit screen. 1.1*1.1*1.1=1.331, which is what gets (incorrectly) displayed.
CCP has stated the fit screen math is borked, and the tank test showed that damage modules there follow the EVE pattern penalty. I don't see CCP using one set of math for tank damage mods and a separate set of math for dropsuits.
I imagine it'd take a thorough, careful test by some overly diligent player to convince everybody that the math carries over to dropsuits, though. |
Drake435
SVER True Blood Unclaimed.
28
|
Posted - 2013.03.28 02:56:00 -
[28] - Quote
I'm going to save this thread for future references. Players can't get it through their minds that ONLY an error on the display fitting has been officially stated, NOT the damage mods themselves. Damage mods are working as intended until future nerfs/buffs. |
Garrett Blacknova
Codex Troopers
2172
|
Posted - 2013.03.28 03:19:00 -
[29] - Quote
Altina McAlterson wrote:Drake435 wrote:Bumped for further feedback or numerical explanations. The percent effectiveness for each additional module goes like this: 1- 100% 2 - 87% 3 - 57% 4 - 28% t goes on, but doesn't matter for DUST. So the total damage bonus for the various numbers of mods goes like this: 1 - 10% 2 - 19.6% 3 - 26.4% 4 - 29.9% And that's how it works. Mobius Wyvern wrote:Yeah, but that's not nearly enough of a penalty. The second one should be down to 5% at the most, and the third to 2.5%. The idea is to offer a gradual bonus to damage output, not to allow you to increase your damage by nearly 25%. Maybe, but it's honestly fine as you have to sacrifice other stuff to have that damage. I don't know how you got those numbers, but they make no sense.
1 - 10% bonus x 100% = 10% = total of 10% 2 - 10% bonus x 87% = 8.7% = total of 18.7% 3 - 10% bonus x 57% = 5.7% = total of 24.4% 4 - 10% bonus x 28% = 2.8% = total of 27.2%
OR
1 - 10% base x 1 ... 10% total = 100% of base value on first mod. 2 - 10% base x 2 ... 19.6% total = 96% of base value on second mod. 3 - 10% base x 3 ... 26.4% total = 68% of base value on third mod. 4 - 10% base x 4 ... 29.9% total = 35% of base value on fourth mod. |
Buster Friently
Rosen Association
210
|
Posted - 2013.03.28 03:25:00 -
[30] - Quote
Garrett Blacknova wrote:Altina McAlterson wrote:Drake435 wrote:Bumped for further feedback or numerical explanations. The percent effectiveness for each additional module goes like this: 1- 100% 2 - 87% 3 - 57% 4 - 28% t goes on, but doesn't matter for DUST. So the total damage bonus for the various numbers of mods goes like this: 1 - 10% 2 - 19.6% 3 - 26.4% 4 - 29.9% And that's how it works. Mobius Wyvern wrote:Yeah, but that's not nearly enough of a penalty. The second one should be down to 5% at the most, and the third to 2.5%. The idea is to offer a gradual bonus to damage output, not to allow you to increase your damage by nearly 25%. Maybe, but it's honestly fine as you have to sacrifice other stuff to have that damage. I don't know how you got those numbers, but they make no sense. 1 - 10% bonus x 100% = 10% = total of 10% 2 - 10% bonus x 87% = 8.7% = total of 18.7% 3 - 10% bonus x 57% = 5.7% = total of 24.4% 4 - 10% bonus x 28% = 2.8% = total of 27.2% OR 1 - 10% base x 1 ... 10% total = 100% of base value on first mod. 2 - 10% base x 2 ... 19.6% total = 96% of base value on second mod. 3 - 10% base x 3 ... 26.4% total = 68% of base value on third mod. 4 - 10% base x 4 ... 29.9% total = 35% of base value on fourth mod.
The OR block is correct, which is exactly what he said. Where's the problem here? |
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Laheon
Osmon Surveillance Caldari State
298
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.03.28 13:39:00 -
[37] - Quote
Militia AR |
Altina McAlterson
TRUE TEA BAGGERS
437
|
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.
|
RECON BY FIRE
Internal Error. Negative-Feedback
80
|
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
|
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
|
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
|
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
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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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