Pages: 1 2 3 4 [5] 6 7 8 9 10 11 12 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Byozuma Kegawa
The Tritan Industries RISE of LEGION
57
|
Posted - 2013.05.24 00:32:00 -
[121] - Quote
Happening now, but they are doing it in batches in order they are received, with submission deadline being May 31st. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
150
|
Posted - 2013.05.24 01:31:00 -
[122] - Quote
Well, this was actually easier done than said. There is a benefit to thinking ahead and making the spreadsheet dynamic and modular .
Here is a 3.1.0 Beta version https://docs.google.com/spreadsheet/ccc?key=0Aq6pdGj-zwyedGg2YlRzakRCTkFvV3NtSUdUcU1hNVE#gid=32 You do have to request access for this one. This will be a temporary sheet, i will delete it eventually. Please use this sheet to verify the new rounding/intermediate results calculations
Byozuma Kegawa, your fittings works fine in this version. Please note that all values that you see on the fitting screen (such as shield recharge rate, movement, etc) will not be calculated correctly unless the base value (from the data-dump) matches to in-game value.
If you have accurate data for the suits, please let me know.
I am interested if CPU/PG reduction of equipment is working correctly
|
xAckie
Ahrendee Mercenaries
151
|
Posted - 2013.05.24 12:00:00 -
[123] - Quote
Hi Hydra,
I dont know if the have changed for the requested version.
But on the one linked in the first post the CPU for the basic SMG is wrong and the toxins etc dont load.
I have bee, wondering about the PG loading being correct.
This is where the suit I am trying to build gets maxed out quite quickly and tbh putting 1 in SMG operation bumps it up 1pg which cant be right? though I put in 1 operation for assault (with duvolle) and core upgrades up to 5
thanks for doing the hard work
|
2100 Angels
The Southern Legion RISE of LEGION
122
|
Posted - 2013.05.24 12:30:00 -
[124] - Quote
hey hyrda, first of all awesome job mate.
Just wondering about the calculations for kinetic catalyzers and movement speed. Have you taken stacking penalties into account for these? Version 3.04 (still waiting for 3.1 access) is telling me I can get a 10.87 moving speed on a Logistics mk.0 and 10.43 on my minmatar medium frame mk.0....
My own calculations with stacking show this:
Medium Frame mk.0 (2 complex kinetic catalyzers): 9.8 m/s Logistics mk.0 (3 complex kinetic catalyzers): 9.75 m/s
This is taking into account Level 5 biotic upgrades and level 5 kinetic catalyzation... not sure if I'm missing something else? |
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 13:43:00 -
[125] - Quote
xAckie wrote: But on the one linked in the first post the CPU for the basic SMG is wrong and the toxins etc dont load.
Hi
Items with star (*) are incomplete. That means i do not have all stats for them. Weapons that start with a star (*) in their name are missing CPU/PG requirements. Dropsuits that start with a star (*) in their name are missing their slots layout (high/equipment/low/weapons/grenades).
I have Toxin SMG listed with a star (*), because i don't have the stats for it. If you have the base CPU/PG/Damage of Toxin SMG, please paste it here and i will updated the spreadsheet.
Also what is wrong with Basic SMG? Is the CPU not 15?
Quote: This is where the suit I am trying to build gets maxed out quite quickly and tbh putting 1 in SMG operation bumps it up 1pg which cant be right? though I put in 1 operation for assault (with duvolle) and core upgrades up to 5
I am not sure what you mean there. Please explain.
SMG Operation does not change PG. Dropsuit Core Upgrades increases CPU/PG by 1% per level. I am afraid i don't understand what you are saying here. Can you tell me what values you see in-game, and in the tool? |
xAckie
Ahrendee Mercenaries
152
|
Posted - 2013.05.24 13:58:00 -
[126] - Quote
sorry, trying to type from phone.
on the beta the SMG is indeed 15 CPU. On the spreadsheet from the first post link it says it comes up with 14 CPU. If the numbers behind it are saying 15 I am not sure what is changing the number.
sorry, I meant SMG fitting optimisation.
Settings were engineering level 5, assault rifle fitting optimisation level 2 - this was the base I was starting from. (assault rifle in fitting is a duvolle (in the spreadsheet it says its PG is 12 but in the game it is 13 - are you decreasing the numbers in the slots as the levels are added?)
And then if I put SMG fitting optimisation to level 1 I get a decrease of 1PG. I am not sure if this is right as 5% of 3pg... |
xAckie
Ahrendee Mercenaries
152
|
Posted - 2013.05.24 14:03:00 -
[127] - Quote
Not sure if this will help. They are from the fitting screen in the game.
Balac
CPU 90 PG 13 damage: 39.3 Rate of fire 857.1 Accuracy rating 59.6 Clip size 72 Max Ammo 360 reload time 3.0s meta level 10
Krins CPU 90 PG 13 damage 37.4 rate of fire 750 accuracy 59.5 clip size 90 max ammo 450 reload time 3.0s meta level 10 |
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 14:17:00 -
[128] - Quote
2100 Angels wrote:hey hyrda, first of all awesome job mate.
Just wondering about the calculations for kinetic catalyzers and movement speed. Have you taken stacking penalties into account for these? Version 3.04 (still waiting for 3.1 access) is telling me I can get a 10.87 moving speed on a Logistics mk.0 and 10.43 on my minmatar medium frame mk.0....
My own calculations with stacking show this:
Medium Frame mk.0 (2 complex kinetic catalyzers): 9.8 m/s Logistics mk.0 (3 complex kinetic catalyzers): 9.75 m/s
This is taking into account Level 5 biotic upgrades and level 5 kinetic catalyzation... not sure if I'm missing something else?
I can confirm that in 3.0.4 all skills that affect modules with %-based bonuses are broken and don't work correctly. I had put that into known issues
Known Issues wrote: - Skills that effect modules that have %-based bonus are applied wrong right now. This includes: Cardiac Regulation, Kinetic Catalyzation, Shield Regulation, Shield Recharging and Hand to Hand Combat. However skills that effect modules that have plain-bonus (such as Shield Extension, Armor Plating and Armor Repair Systems) are correct.
If you don't want to wait for the update, you can manually fix it. Open Skills & Characters sheet, find one of the broken skills (listed above), and where you see, for example, "% Sprint Kinetic Catalyzer" add extra percentage with space, like this "% % Sprint Kinetic Catalyzer". If you want to fix Shield Regulation, you also need to change the -2% modifier to 2%.
Version 3.1.0 fixes this (i've give access to 2 people this morning, i guess that's xAckie and yourself)
With 3.1.0, i am getting: Medium Frame mk.0 (2 complex kinetic catalyzers): 9.71 m/s Logistics mk.0 (3 complex kinetic catalyzers): 9.85
Let's see the maths: Base Sprint: 7.4 Biotic Upgrades: 1% Sprint per level At LVL5 skill = 7.4 * 1.05 = 7.77
Kinetic Catalyzation: 1% bonus to Kinetic Catalyzer per level Complex Kinetic Catalyzer Base bonus: 12% or 0.12 At LVL5 skill = 0.12 * 1.05 = 0.126 or 12.6%
First module: 0.126 Second module: 0.126 * 0.87 = 0.10962 or 10.962%
Final bonus: 7.4 * 1.05 * 1.126 * 1.10962 = 9.7080875724 =~ 9.71
Please note As noted in post #120, unless the base values match the 2 decimal point values on fitting screen, your in-game numbers will be off. CCP did not provide stats precise to 2 decimal points, yet in-game uses 2 decimal point precision.
|
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 14:23:00 -
[129] - Quote
xAckie wrote:Not sure if this will help. They are from the fitting screen in the game.
Balac
CPU 90 PG 13 damage: 39.3 Rate of fire 857.1 Accuracy rating 59.6 Clip size 72 Max Ammo 360 reload time 3.0s meta level 10
Krins CPU 90 PG 13 damage 37.4 rate of fire 750 accuracy 59.5 clip size 90 max ammo 450 reload time 3.0s meta level 10
ARs, right? Nice, i will put that in.
|
xAckie
Ahrendee Mercenaries
153
|
Posted - 2013.05.24 14:27:00 -
[130] - Quote
ok
so the same thing has happened on the beta link.
the SMG CPU has dropped to 14 - but the strange thing is I havent put anything in SMG optimisation yet.
The CPU and PG of the duvolle have gone done to 87 and 11 . Am pretty sure optimisation only works on PG
i rpesume you are changing the numbers in the module boxes.
My question is: how are you changing numbers? Are you rounding down or are you calculating the %changes in their totally before changing stats.
the PG is quite key for suits and a 5% reduction in SMG PG giving an increase in 1PG is quite major. Do you know how CCP is changing the numbers that are then displayed on the in game fitting screen? |
|
xAckie
Ahrendee Mercenaries
153
|
Posted - 2013.05.24 14:34:00 -
[131] - Quote
yeb balacs and krins are Ars
cala mk -33 smg CPU 57 PG 10 damage 28.8 HP rate of fire 1000.0rpm accuracy 52.9 clip size 80 max ammo 480 reload time 3.0 s meta level 10
wolfmans pcp-30 scrambler pistol cpu 48 PG 8 damage 96.0 HP rate of fire 500.0rpm accuracy ratign 52.6clip size 6 max ammo 42 reload time 2.5 s meta elvel 10 |
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 14:54:00 -
[132] - Quote
xAckie wrote:sorry, trying to type from phone.
on the beta the SMG is indeed 15 CPU. On the spreadsheet from the first post link it says it comes up with 14 CPU. If the numbers behind it are saying 15 I am not sure what is changing the number.
sorry, I meant SMG fitting optimisation.
Settings were engineering level 5, dropsuit core level 5, assault rifle fitting optimisation level 2 - this was the base I was starting from. (assault rifle in fitting is a duvolle (in the spreadsheet it says its PG is 12 but in the game it is 13 - are you decreasing the numbers in the slots as the levels are added?)
And then if I put SMG fitting optimisation to level 1 I get a decrease of 1PG. I am not sure if this is right as 5% of 3pg...
OK, 2 issues i see here
First, there is a skill Sidearm Operation that reduces Sidearm CPU by 3% per level. There is also a skill Light Weapon Operation that does the same. I don't have access to in-game right now, but i am getting conflicting information.... Some other spreadsheets/sites i am looking at are showing these skills reducing CPU, others list them only as unlocks.
Can someone please confirm from in-game what does the skill do?
Second issue is related to what's described in #115. In Chromosome, CPU/PG were always rounded down, so even if you had 14.90 CPU after skills, it would be rounded down to 14. Version 3.0.4 follows this implementation. This is why you see a decrease of 1PG when 5% is applied to 3PG.
Version 3.1.0 changes that implementation (look at post #115 for details). However the testing was done on Armor/Shield. That's why i am letting you guys preview 3.1.0 Beta, as the impact of the change is significant. Please let me know if 3.1.0 works correct for you
Also, final note: in-game fitting screen does not show skill affects on modules (well, it didn't last build). The only way to see correct CPU/PG usage of a module in-game is to highlight it for fitting (don't press X yet), and then press Square for stats. The stats page will now show the CPU/PG before and after fitting side by side. Calculate that difference, and that's your real number.
Hope this helps. |
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 15:12:00 -
[133] - Quote
xAckie wrote:the SMG CPU has dropped to 14 - but the strange thing is I havent put anything in SMG optimisation yet.
the PG is quite key for suits and a 5% reduction in SMG PG giving an increase in 1PG is quite major
Found the issue in the 3.1.0 beta. The fixes i did were only for dropsuit and modules. I've updated it for Weapons as well now (try again). This will fix the issue were it was jumping from 15 to 14 for 5% decrease.
Everything else i said above still stands though. There is a skill "Sidearm Operation" that reduces CPU. Can you please confirm in-game this is what the description there says (some sources i find have it, some don't), and confirm if you are putting any levels into it in your skills in the spreadsheet
Quote:Do you know how CCP is changing the numbers that are then displayed on the in game fitting screen? Last build they simply didn't display it (didn't check in this build)
Module/weapon stats were not effected by skills on display. Only way to get the correct number was to go to "Stats" page (square button), just before you fitted the module/weapon and calculate the difference.
For dropsuits stats they are using half-round-down method, as explained in post #115 |
xAckie
Ahrendee Mercenaries
154
|
Posted - 2013.05.24 15:24:00 -
[134] - Quote
On screen check:
sidearm operation is 3% reduction to CPU usage
Light weapon operation is 3% reduction to CPU usage
Slightly confused on your conclusions. Will CCP not tell you how they are calculating the bonuses?
and are they rounding down for sidearm and assault weapons like dropsuits - or are you just presuming? |
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 15:45:00 -
[135] - Quote
xAckie wrote:On screen check: sidearm operation is 3% reduction to CPU usage Light weapon operation is 3% reduction to CPU usage
Thank you
Quote:Slightly confused on your conclusions. Will CCP not tell you how they are calculating the bonuses? No. They may have confirmed that roles, skills and module bonuses are compounded. But i've never seen them go into details of their implementation and rounding.
Even the stacking penalty: it was EvE players that had to figure it out all those years go (link to a players research paper on stacking penalty).
Or the half-down-rounding... i had to find this out the hard way.
Or the change to how Dropsuit's Armor/Shield/CPU/PG are rounded between Chromosome and Uprising.... where are the change notes?
Quote:and are they rounding down for sidearm and assault weapons like dropsuits - or are you just presuming? Since CCP won't tell, this fall into hands of players research. I've checked Armor/Shields and 100% certain of those conclusions (post #115 again). I don't know about weapon/module CPU/PG requirements in Uprising.
In Chromosome, it was truncated: 0.80 PG consumed 0 PG on in-game fitting screen. In Uprising, since finding out they changed Shield/Armor, i can't tell for sure anymore. This is why i stopped updating the spreadsheet and version 3.1.0 is released as beta so we can figure this out first.
If 3.1.0 matches with in-game (remember, module/weapon stats are not updated with skills in in-game fitting screen, so we have to rely on final numbers on the dropsuit), then we will know this presumptions are correct. If it doesn't match, we will keep figuring this out.
And i really appreciate your help guys in getting this right. When i get home today, i will be doing more testing in-game with my alt's SP and recording the results |
alten hilt
DUST University Ivy League
32
|
Posted - 2013.05.24 17:52:00 -
[136] - Quote
I think I found a mistake with the Minmatar Logistics suits
The High and low slots are mixed up between the M-1 and the M/1. You have 2 slots on the M/1 and 3 on the M-1. Shouldn't this be swapped?
I'm not ingame at the moment to confirm. |
hydraSlav's
Pink Fluffy Bounty Hunterz
151
|
Posted - 2013.05.24 18:15:00 -
[137] - Quote
alten hilt wrote:I think I found a mistake with the Minmatar Logistics suits
The High and low slots are mixed up between the M-1 and the M/1. You have 2 slots on the M/1 and 3 on the M-1. Shouldn't this be swapped?
I'm not ingame at the moment to confirm.
It's possible. The slot information was not in the data-dump, so i was copying that from elsewhere. Please confirm in-game when you get a chance.
So far, the raised issues are: - Logi M-I and Logi M/1-Series have wrong high slots. Will update. - Shotgun Proficiency skills is increasing damage instead of ROF. Will update - Shield Regulation skill is still incorrect in it's bonus (essentially 3.0.4 did not fix anything, just messed around). Fixed in 3.1.0 - All skills that affect modules that have a %-based module are currently not correct. Fixed in 3.1.0 - Some weapons have missing CPU/PG. I am aware of that, they are marked with a star (*). Will update them as i manage to collect their stats. - Some dropsuits have missing slots layouts. I am aware of that, they are marked with a star(*). Will update them as i manage to collect their stats. - I've made a thread in GD for the purposes of the above 2 issues, bump it up please so we can get all (xAckie already provided some in current thread): https://forums.dust514.com/default.aspx?g=posts&m=845132#post845132 - CCP data-dump provided dropsuit attributes accurate to 1 decimal point (like in "show info"), but the fitting tool in-game is using values accurate to 2 decimal points (only visible when you are actually fitting the suit). This will affect speed, shield recharge and similar calculations. Will update as i manage to collect these stats (not a single resource i've seen provides correct values for these). - CPU/PG/Armor/Shields is truncated (including any fitting skill calculations). This was the behavior in Chromosome. 3.1.0 fixes this and we are testing if this has unexpected effect anywhere else. - CCP uses round-half-down method. This is implemented in 3.1.0. Show me one other spreadsheet/tool that's doing round-half-down |
Kaelan Masterson
Subdreddit Test Alliance Please Ignore
1
|
Posted - 2013.05.25 15:08:00 -
[138] - Quote
I am not sure if I just didn't find it or if it is not there, but the Dragonfly Assault [nSv] definitely needs to be added :) |
J Falcs
Bojo's School of the Trades
52
|
Posted - 2013.05.25 15:27:00 -
[139] - Quote
All Minmatar logistics suits do not have a grenade slot, e.g., "No such slot." |
Spacetits CDXX
Subdreddit Test Alliance Please Ignore
327
|
Posted - 2013.05.25 16:17:00 -
[140] - Quote
Something about the way you're calculating sprint speed with Biotics at 5 is incorrect. Your spreadsheet predicts me being much faster than I actually am (according to in-game stats). There appears to be no discrepancy on a Biotics 0 char. |
|
hydraSlav's
Ostrakon Agency Gallente Federation
152
|
Posted - 2013.05.25 19:55:00 -
[141] - Quote
Kaelan Masterson wrote:I am not sure if I just didn't find it or if it is not there, but the Dragonfly Assault [nSv] definitely needs to be added :)
Got the stats? Please post, and i will add |
hydraSlav's
Ostrakon Agency Gallente Federation
152
|
Posted - 2013.05.25 20:00:00 -
[142] - Quote
Spacetits CDXX wrote:Something about the way you're calculating sprint speed with Biotics at 5 is incorrect. Your spreadsheet predicts me being much faster than I actually am (according to in-game stats). There appears to be no discrepancy on a Biotics 0 char.
hydraSlav's wrote:- CCP data-dump provided dropsuit attributes accurate to 1 decimal point (like in "show info"), but the fitting tool in-game is using values accurate to 2 decimal points (only visible when you are actually fitting the suit). This will affect speed, shield recharge and similar calculations. Will update as i manage to collect these stats (not a single resource i've seen provides correct values for these).
What suit are you using? What is the base Sprint/Movement that you see on the Fitting Screen with 2 decimal places (not from "Show Info", but on fitting screen) and what is your in-game skill of Dropsuit Biotic Upgrades?
Using the above info, i can deduce the base of the dropsuit. It is probably inaccurate in the data-dump. |
Saint Star
Mikramurka Shock Troop Minmatar Republic
0
|
Posted - 2013.05.25 21:52:00 -
[143] - Quote
This Gdoc is really impressive. Thank you! |
Spacetits CDXX
Subdreddit Test Alliance Please Ignore
328
|
Posted - 2013.05.26 03:58:00 -
[144] - Quote
hydraSlav's wrote:Spacetits CDXX wrote:Something about the way you're calculating sprint speed with Biotics at 5 is incorrect. Your spreadsheet predicts me being much faster than I actually am (according to in-game stats). There appears to be no discrepancy on a Biotics 0 char. hydraSlav's wrote:- CCP data-dump provided dropsuit attributes accurate to 1 decimal point (like in "show info"), but the fitting tool in-game is using values accurate to 2 decimal points (only visible when you are actually fitting the suit). This will affect speed, shield recharge and similar calculations. Will update as i manage to collect these stats (not a single resource i've seen provides correct values for these). What suit are you using? What is the base Sprint/Movement that you see on the Fitting Screen with 2 decimal places (not from "Show Info", but on fitting screen) and what is your in-game skill of Dropsuit Biotic Upgrades? Using the above info, i can deduce the base of the dropsuit. It is probably inaccurate in the data-dump.
Gallente Light Frame gk.0, Biotics 5, Kinetic Catalyzation 5. With 3 Complex Kinetic Catalyzers, in-game fitting shows my sprint speed as 10.73 m/s, your fitting tool has it as 11.76 m/s. With 4 Complex Kin Cats, in-game speed of 11.11 m/s, 12.32 m/s in your fitting tool.
It seems like more than just a rounding error, wondering if it's possible Biotics & Kinetic Catalyzation are stacking in your tool in a way that they don't in the game? But this is just a guess.
Let me know if you need more stats. |
hydraSlav's
Ostrakon Agency Gallente Federation
152
|
Posted - 2013.05.26 04:05:00 -
[145] - Quote
Spacetits CDXX wrote: Kinetic Catalyzation Ahh.... you didn't mention that before
Known Issues wrote: - Skills that effect modules that have %-based bonus are applied wrong right now. This includes: Cardiac Regulation, Kinetic Catalyzation, Shield Regulation, Shield Recharging and Hand to Hand Combat. However skills that effect modules that have plain-bonus (such as Shield Extension, Armor Plating and Armor Repair Systems) are correct.
This is fixed in 3.1.0 (not yet out, but i have a link to the beta version a few posts up).
Just a little longer before i release 3.1.0 to everyone. |
Spacetits CDXX
Subdreddit Test Alliance Please Ignore
328
|
Posted - 2013.05.26 14:01:00 -
[146] - Quote
hydraSlav's wrote:Spacetits CDXX wrote: Kinetic Catalyzation Ahh.... you didn't mention that before Known Issues wrote: - Skills that effect modules that have %-based bonus are applied wrong right now. This includes: Cardiac Regulation, Kinetic Catalyzation, Shield Regulation, Shield Recharging and Hand to Hand Combat. However skills that effect modules that have plain-bonus (such as Shield Extension, Armor Plating and Armor Repair Systems) are correct.
This is fixed in 3.1.0 (not yet out, but i have a link to the beta version a few posts up). Just a little longer before i release 3.1.0 to everyone.
Oh OK cool. Sorry for not reading the release notes more thoroughly then, skimmed through but guess I missed that. |
Kaelan Masterson
Subdreddit Test Alliance Please Ignore
1
|
Posted - 2013.05.26 16:00:00 -
[147] - Quote
hydraSlav's wrote:Kaelan Masterson wrote:I am not sure if I just didn't find it or if it is not there, but the Dragonfly Assault [nSv] definitely needs to be added :) Got the stats? Please post, and i will add
Sure. 'Dragonfly' Assault [nSv]
Max. PG. 30kW Max. CPU 150gF Shield 210HP Armor 120HP Shield Recharge Rate 25.0 HP/s SHield Recharge Delay 5.0s Shield Depleted Recharge Delay 8.0s Armor Repair Rate 0.0 HP/s Movement Speed 5.0 m/s Sprint Speed 7.0 m/s Sprint Duration 15.0 s Stamina 150.0 Stamina Recovery Rate 15.0 /s Scan Profile 50dB Scan Precision 55dB Scan Radius 10.0m Melee Damage 110.0 HP Meta Level 1 |
hydraSlav's
Ostrakon Agency Gallente Federation
156
|
Posted - 2013.05.27 03:11:00 -
[148] - Quote
Kaelan Masterson wrote:hydraSlav's wrote:Kaelan Masterson wrote:I am not sure if I just didn't find it or if it is not there, but the Dragonfly Assault [nSv] definitely needs to be added :) Got the stats? Please post, and i will add Sure. 'Dragonfly' Assault [nSv] Max. PG. 30kW Max. CPU 150gF Shield 210HP Armor 120HP Shield Recharge Rate 25.0 HP/s SHield Recharge Delay 5.0s Shield Depleted Recharge Delay 8.0s Armor Repair Rate 0.0 HP/s Movement Speed 5.0 m/s Sprint Speed 7.0 m/s Sprint Duration 15.0 s Stamina 150.0 Stamina Recovery Rate 15.0 /s Scan Profile 50dB Scan Precision 55dB Scan Radius 10.0m Melee Damage 110.0 HP Meta Level 1
Nice. Slot layouts please, including weapons and grenades
Thank you
|
Kaelan Masterson
Subdreddit Test Alliance Please Ignore
1
|
Posted - 2013.05.27 14:05:00 -
[149] - Quote
hydraSlav's wrote:Kaelan Masterson wrote:hydraSlav's wrote:Kaelan Masterson wrote:I am not sure if I just didn't find it or if it is not there, but the Dragonfly Assault [nSv] definitely needs to be added :) Got the stats? Please post, and i will add Sure. 'Dragonfly' Assault [nSv] Max. PG. 30kW Max. CPU 150gF Shield 210HP Armor 120HP Shield Recharge Rate 25.0 HP/s SHield Recharge Delay 5.0s Shield Depleted Recharge Delay 8.0s Armor Repair Rate 0.0 HP/s Movement Speed 5.0 m/s Sprint Speed 7.0 m/s Sprint Duration 15.0 s Stamina 150.0 Stamina Recovery Rate 15.0 /s Scan Profile 50dB Scan Precision 55dB Scan Radius 10.0m Melee Damage 110.0 HP Meta Level 1 Nice. Slot layouts please, including weapons and grenades Thank you
I knew I forgot something. I made a screenshot of the Fit. Slot Layout.
|
hydraSlav's
Ostrakon Agency Gallente Federation
156
|
Posted - 2013.05.27 14:48:00 -
[150] - Quote
Kaelan Masterson wrote:I knew I forgot something. I made a screenshot of the Fit. Slot Layout.
Great. Added in 3.1.0. I assume it's got Caldari Assault bonus based off other stats. |
|
|
|
|
Pages: 1 2 3 4 [5] 6 7 8 9 10 11 12 :: one page |
First page | Previous page | Next page | Last page |