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Joran420
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Posted - 2006.03.23 17:43:00 -
[1]
[OK I may get some of the names wrong...since im not in game but the gist is the same]
So the other day i bought a couple of [Anode Pulse Master 1's] look under variations tag and see that theyre pretty middle of the road for that chain of small energy turrets
so I upgrade 2 [Modulated light energy pulse 1] (for a couple of mil each) and i get the ship outfitted with 3 turrets 2 [Modulated light energy pulse 1] 1 [Anode Pulse Master 1]
heres the weird part the [Modulated light energy pulse 1] which is supposed to be the higher item has a damage modifier of 2.9118 X , while the anode pulse master (which should be lower item) has a damage modifier of 3.9182 X
theyre using the same ammo...what gives with that?
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Cholet Wanderer
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Posted - 2006.03.23 17:48:00 -
[2]
Have you checked the optimal range on the two weapons? The longer range ones usually do less damage then the close range one's.
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Myiesha
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Posted - 2006.03.23 17:48:00 -
[3]
There are a lot of factors that might come into play. Including any skills you may have trained and moduels you have fitted.
Also remeber the X-Damage may be higher but check the Rate of Fire. If it takes twice as long to fire, that X isnt as usefull.
In addition some named items give you lower fitting requirments but may not give you better combat performance.
When looking at a weapon I generaly look at MPS (Damage Multiplier/Refire Time) in addition to Tracking and Optimum+FallOff. You have to balance these with fitting requirments and cap drain. :)
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SadisticSavior
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Posted - 2006.03.23 17:51:00 -
[4]
That is something I had not considered...even if the Damage Per Second ratio is the same, the larger weapon may still be better even taking rate of fire into consideration. Because it may have a longer range.
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Livia Tarquina
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Posted - 2006.03.23 18:16:00 -
[5]
I see. The stats for the weapon you're currently equipped with will be modified by your skills and other mods that give a bonus. The other ones shown in variations will be unmodified. I think that's what's going on. "Big guns and heavy armor what else is there?"
--Amarrian Admiral before entering battle against Jove Navy |

Joran420
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Posted - 2006.03.23 19:33:00 -
[6]
but both weapons are of the same type...itsa higher level variationof thesame weapon so any skills(amarr frigates so energy weapons, which they are) should confer the bonii to both weapons
ifi click the info button in the variation screen it lists the second weapon(modulated) atdamage 3.6 X and the lower lvl one(anode) lists thatdamage as 3.1 X
both are using the same ammo...
im still thouroughly confused
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Charlotte Gallfour
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Posted - 2006.03.23 20:05:00 -
[7]
Edited by: Charlotte Gallfour on 23/03/2006 20:06:18 Have you checked to see whether you are comparing the capacitor usage for each gun and not the damage modifier? Lasers use more cap for the weaker guns and less for the stronger.
I checked all the small pulse lasers and all do more damage the further you go up the variation tree. --- "Let me do the buying while you do the dying." |

BootStrap
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Posted - 2006.03.23 20:22:00 -
[8]
There are several different types of gun for each size (usualy 2 or 3). Your modulated light pulse is a named version of the dual light pulse laser which is the weakest of the small lasers. Your Anode pulse maser is a named version of the medium beam laser which has higher base damage mod and also higher fitting reqs.
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Joran420
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Posted - 2006.03.23 20:34:00 -
[9]
but why would the one that does less damage cost 1.5 mil and the one that does more damage cost 20k?
also according to the variation tabsboth gunsare part of thesame "Family" or whatever with the modulated light energy puls being thestrongest listed under the variation tab but equipped its the weakest gun i have
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Or'i
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Posted - 2006.03.23 20:36:00 -
[10]
Edited by: Or''i on 23/03/2006 20:37:00 Basicly what bootstrap is saying is that you have two different types of pulse wespons here. There is the Gatling Pulse, Dual Light Pulse and Medium Pulse under the small turret pulse laser section. The Gatlings are short to medium range with a high rate of fire. Duals are average range to average rate of fire. Mediums are medium to long range with a low rate of fire. It would seem that you have Two named Dual Lights and a named Medium. That would explain the damage variations.
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Joran420
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Posted - 2006.03.23 20:43:00 -
[11]
Edited by: Joran420 on 23/03/2006 20:43:59 bah why are they on the same variations tabs if theyre variations of diff weapons i still dont understand
is there anout of game item database that lists all these stats...maybei missed something wheni was looking at the guns...
I just dont understand why the crappy 2.8119X damage weapon cost 1.5 mill and the 3.89112 X cost 20k ...andim really bummed i spent all my money on ****ty weapons
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Myiesha
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Posted - 2006.03.23 20:44:00 -
[12]
Also note that Price does not mean quality. Very often you can get gear that is cheaper (MUCH cheaper) that is better then high priced items. A lot of that will depend on where your at, and how common some items are. For example a lot of people will recycle lower quality named items so they seem rarer to players who put them up at high prices. Even if they are not great.
Always Show Info on anything you buy. Make sure you have the skills to use it, the fittings, and its something your actualy willing to buy. Read the attributes page! :)
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BootStrap
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Posted - 2006.03.23 21:38:00 -
[13]
Edited by: BootStrap on 23/03/2006 21:38:01
Originally by: Joran420 Edited by: Joran420 on 23/03/2006 20:43:59 bah why are they on the same variations tabs if theyre variations of diff weapons i still dont understand
is there anout of game item database that lists all these stats...maybei missed something wheni was looking at the guns...
I just dont understand why the crappy 2.8119X damage weapon cost 1.5 mill and the 3.89112 X cost 20k ...andim really bummed i spent all my money on ****ty weapons
Linkage
Compare the fitting requirements of the two guns, you should find that the modulated ones have lower grid/cpu use than the anodes. The modulated version of each laser is the 'best' tech 1 version you can get, they have the lowest fitting reqs, longest range and highest damage mod. The named versions of all items drop from rats, they are not player made and are often in short supply, hence the high prices.
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