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Cleric JohnPreston
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Posted - 2006.04.07 18:51:00 -
[1]
Which would be better, 4 light neutrons with 3 mag stabs or 4 heavy electrons? How do i cacluate the damage for them to see which is better?
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HippoKing
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Posted - 2006.04.07 18:55:00 -
[2]
on what ship?
Win a Cerberus!!
sigs of the 23/24/25 hijack just as well -eris yarrrr, i shall retake my sig -HippoKing Not a chance, our 1337 sig haXx0r sk1llz are too powerful! - Wrangler Ho-Ho-Hooooooo, Merry Saturday!11 - Immy Yo ho ho and a bottle of BReeEEEEeee.... - Jacques ARRRRRRchambault Stop spamming with "QFT" >:|. - Teblin
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Malka Badi'a
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Posted - 2006.04.07 18:55:00 -
[3]
In it's simplest form:
Damage mod on the gun * ammo amount(the kinetic + thermal damage) = Damage per shot
60 / Rate of Fire = How many shots in a 60 second time period.
Damage per shot * Shots in 60 seconds = Damage in 60 seconds
Damage in 60 seconds / 60 = Damage per Second
Exmaple:
5(damage mod) * 20 (made up ammo damage) = 100 damage a shot 60 / 2.5 = 24 shots in 60 seconds 100 * 24 = 2400 damage in 60 seconds 2400 / 60 = 40 damage a second
Per gun. --------------
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lofty29
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Posted - 2006.04.07 18:55:00 -
[4]
My guess, if you're using them on a ship with bonus's to med hybreds (rax?), would be heavy electrons. Without, I dont know, but they would be pretty close. ---------------------------
Originally by: Oveur I see boobies! \o/
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Zephyrlin
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Posted - 2006.04.07 18:58:00 -
[5]
Originally by: Malka Badi'a In it's simplest form:
Damage mod on the gun * ammo amount(the kinetic + thermal damage) = Damage per shot
60 / Rate of Fire = How many shots in a 60 second time period.
Damage per shot * Shots in 60 seconds = Damage in 60 seconds
Damage in 60 seconds / 60 = Damage per Second
Exmaple:
5(damage mod) * 20 (made up ammo damage) = 100 damage a shot 60 / 2.5 = 24 shots in 60 seconds 100 * 24 = 2400 damage in 60 seconds 2400 / 60 = 40 damage a second
Per gun.
Why overcomplicate it?
(Damage mod * ammo damage) / RoF = DPS ----------
And God said... "Let there be lasers, and let them go... PEW! PEW! ...." |

Barendar
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Posted - 2006.04.07 18:59:00 -
[6]
Originally by: Malka Badi'a In it's simplest form:
Damage mod on the gun * ammo amount(the kinetic + thermal damage) = Damage per shot
60 / Rate of Fire = How many shots in a 60 second time period.
Damage per shot * Shots in 60 seconds = Damage in 60 seconds
Damage in 60 seconds / 60 = Damage per Second
Exmaple:
5(damage mod) * 20 (made up ammo damage) = 100 damage a shot 60 / 2.5 = 24 shots in 60 seconds 100 * 24 = 2400 damage in 60 seconds 2400 / 60 = 40 damage a second
Per gun.
a few unescisary steps there .
Instead of all this: 60 / 2.5 = 24 shots in 60 seconds 100 * 24 = 2400 damage in 60 seconds 2400 / 60 = 40 damage a second
just go: 100 / 2.5 = 40 damage in a second
Unless you really want to know how many shots you fire in a minute and all that.
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HippoKing
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Posted - 2006.04.07 19:00:00 -
[7]
might be worth remembering that the smalls will track much better, but have a shorter range
Win a Cerberus!!
sigs of the 23/24/25 hijack just as well -eris yarrrr, i shall retake my sig -HippoKing Not a chance, our 1337 sig haXx0r sk1llz are too powerful! - Wrangler Ho-Ho-Hooooooo, Merry Saturday!11 - Immy Yo ho ho and a bottle of BReeEEEEeee.... - Jacques ARRRRRRchambault Stop spamming with "QFT" >:|. - Teblin
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Malka Badi'a
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Posted - 2006.04.07 19:01:00 -
[8]
Because calculating each step allows me to make adjustments as needed for reloading times (stupid non energy turrets). If you can simplify the formula that would allocate/include reloading time variables, I'll love you for it. --------------
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Cleric JohnPreston
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Posted - 2006.04.07 19:03:00 -
[9]
damn forgot to say a thorax :)
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HippoKing
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Posted - 2006.04.07 19:04:00 -
[10]
you have a damage bonus that will swing things heavily towards the heavy electrons then.
however, fitting lights will give you a buttload of grid to play with (1600mm plate)
also, why only 4 guns?
Win a Cerberus!!
sigs of the 23/24/25 hijack just as well -eris yarrrr, i shall retake my sig -HippoKing Not a chance, our 1337 sig haXx0r sk1llz are too powerful! - Wrangler Ho-Ho-Hooooooo, Merry Saturday!11 - Immy Yo ho ho and a bottle of BReeEEEEeee.... - Jacques ARRRRRRchambault Stop spamming with "QFT" >:|. - Teblin
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Malka Badi'a
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Posted - 2006.04.07 19:04:00 -
[11]
Oh, well Miner II's then. --------------
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Kellyl
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Posted - 2006.04.07 19:07:00 -
[12]
Originally by: HippoKing
also, why only 4 guns?
For the obligatory fotm nos.
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Cleric JohnPreston
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Posted - 2006.04.07 19:08:00 -
[13]
cos i love having a med nos on, gives me some sense of security, albeit its probably a bad idea. Im still gettting to grips with the rax and my skill limitations.
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Barendar
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Posted - 2006.04.07 19:08:00 -
[14]
Edited by: Barendar on 07/04/2006 19:09:01
Quote: Because calculating each step allows me to make adjustments as needed for reloading times (stupid non energy turrets). If you can simplify the formula that would allocate/include reloading time variables, I'll love you for it.
a seperate formula would be best.
Ammo held = 200 (a) Fire rate = 2s (f) reload time = 10s (r)
= r / ((a * f) + r) will give you what % of your time is spent reloading.
200 * 2 = have to reload every 400s
so 10 out of every 410 seconds is spent reloading. 10 / 410 = 0.0243904 ...... so 2.43904% of your time is spent reloading.
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Zephyrlin
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Posted - 2006.04.07 19:15:00 -
[15]
Originally by: Malka Badi'a Because calculating each step allows me to make adjustments as needed for reloading times (stupid non energy turrets). If you can simplify the formula that would allocate/include reloading time variables, I'll love you for it.
Ahh, hadn't thought of that because I don't usually spend to much time thinking about how reloading time factors in. There is usually a large enough difference in comparative terms that I don't need to determine what my dps loss from reloading is in order to pick the better weapon out.
That and reloading isn't usually something done that often. I think most turrets I use (mostly a blaster/rail user myself) don't have me reloading but once every 2.5 or so minutes, if not longer.
But, if the calculations need to be that exact then yes, you can't skip those steps.
 ----------
And God said... "Let there be lasers, and let them go... PEW! PEW! ...." |

Asurix
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Posted - 2006.04.07 19:18:00 -
[16]
in my experience when i fly a deimos most fights are over before I fire 25 rounds and I have 200 loaded so reloading I wouldn't factor that in
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Asurix
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Posted - 2006.04.07 19:18:00 -
[17]
in my experience when i fly a deimos most fights are over before I fire 25 rounds and I have 200 loaded so reloading I wouldn't factor that in
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Malka Badi'a
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Posted - 2006.04.07 19:28:00 -
[18]
Quote: That and reloading isn't usually something done that often. I think most turrets I use (mostly a blaster/rail user myself) don't have me reloading but once every 2.5 or so minutes, if not longer.
Fair enough, I can see that point  --------------
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