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DrakeStone
Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.09.29 18:09:00 -
[1]
Edited by: DrakeStone on 29/09/2006 18:09:45
Didn't I read somewhere that each 5% ROF increase translated into about 6% damage increase?
Does anyone have a link to that math or resulting answer?
I seem to remember it not being a 1:1 ratio even though logic would say it did.
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Dark Shikari
Caldari Imperium Technologies Firmus Ixion
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Posted - 2006.09.29 18:13:00 -
[2]
Edited by: Dark Shikari on 29/09/2006 18:14:03 5% RoF bonus = 95% of previous RoF = 1 / 0.95 times more damage per second = 1.05263158 times more damage per second.
25% RoF bonus = 75% of previous RoF = 1/0.75 times more damage per second = 1.3333333 times more damage per second.
50% RoF bonus = 50% of previous RoF = 1/0.5 times more damage per second = 2 times more damage per second.
-[23] Member-
Awesome new space games site, from the editor of E-ON! |
Dr Hallibut
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Posted - 2006.09.29 18:14:00 -
[3]
The dps increase that a 5% reduction in rof gives is 1/0.95 = 1.05263 and a bit. i.e 5.263%
ROF bonuses give a slightly higher dps bonus than straight damage bonuses.
1/0.95 = 1.05263 1/0.9 = 1.1111... 1/0.85 = 1.17647 1/0.8 = 1.25 (so a 20% rof bonus gives the same dps increase as a 25% damage bonus) 1/0.75 = 1.3333...
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Garramon
Gallente Sturmgrenadier Inc R i s e
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Posted - 2006.09.29 18:14:00 -
[4]
Edited by: Garramon on 29/09/2006 18:14:51 Edited by: Garramon on 29/09/2006 18:14:11 It changes based on the previous level.
100/95 = 1.0526 80/75 = 1.0667
so for 5 levels
100/75 = 1.333 For some reason the fact that ~50% of the people replying to the thread fail to read and understand the point of the OP is hilarious. |
Deja Thoris
Revelations Inc.
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Posted - 2006.09.29 18:43:00 -
[5]
This makes it slightly mystifying why ROF implants are always cheaper than DMG implants.
Unless everyone flys in an alphastrike blob
Originally by: Clementina
If you bug report it, you get ignored. If you post about it on the forums, you get banned. If you exploit it, you get rich.
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Dark Shikari
Caldari Imperium Technologies Firmus Ixion
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Posted - 2006.09.29 18:44:00 -
[6]
Originally by: Deja Thoris Unless everyone flys in an alphastrike blob
Bingo!
Higher RoF also means higher cap usage, so generally damage is preferable on laser/hybrid ships.
-[23] Member-
Awesome new space games site, from the editor of E-ON! |
Akita T
Caldari Perkone
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Posted - 2006.09.29 18:59:00 -
[7]
...and don't forget extra ammo spent... might not be much for T1, but for T2 stuff, it can hurt the pocket. __ Always question everything. Including yourself. |
Fenderson
Ridin' Dirty Muffins of Mayhem
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Posted - 2006.09.29 19:04:00 -
[8]
if they changed gallente to getting ROF instead of damage bonuses i would cry.
cap already sux, ROF bonus would be utter cap devastation.
Oh yeah and t2 ammo = 500 isk per shot or more.
*real men structure tank* |
Melkisadek
M'8'S
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Posted - 2006.09.29 19:33:00 -
[9]
surely the 500isk per shot would negate itself over time with the increased rate of fire
if you damage more you pop a ship with less ammo
however if you fire faster you also pop a ship with less ammo only you do it more quickly
increasing the damage whilst allowing a ship to repair means even MORE damage is needed - if your ROF is such that a ship pops before an extra repair cycle kicks in then you save even more ammo and therefore even more isk
if the ROF increase is higher than the damage increase then it stands to reason that the ROF increase is the preferable solution IF it can be maintained cap-wise
probably
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DrakeStone
Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.09.29 19:37:00 -
[10]
Edited by: DrakeStone on 29/09/2006 19:36:50
Originally by: Melkisadek surely the 500isk per shot would negate itself over time with the increased rate of fire
if you damage more you pop a ship with less ammo
however if you fire faster you also pop a ship with less ammo only you do it more quickly
increasing the damage whilst allowing a ship to repair means even MORE damage is needed - if your ROF is such that a ship pops before an extra repair cycle kicks in then you save even more ammo and therefore even more isk
if the ROF increase is higher than the damage increase then it stands to reason that the ROF increase is the preferable solution IF it can be maintained cap-wise
probably
Thanks for the responses from DS et al.
Well put Melk, and all true.
I will never accept an argument for T1 based on ammo cost in general. Unless there is some niche fiscal dynamic for a particular exception, T2 cost is so neglible over time based on your increased ability to kill and time-savings.
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Fenderson
Ridin' Dirty Muffins of Mayhem
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Posted - 2006.09.29 19:47:00 -
[11]
Originally by: Melkisadek surely the 500isk per shot would negate itself over time with the increased rate of fire
if you damage more you pop a ship with less ammo
however if you fire faster you also pop a ship with less ammo only you do it more quickly
increasing the damage whilst allowing a ship to repair means even MORE damage is needed - if your ROF is such that a ship pops before an extra repair cycle kicks in then you save even more ammo and therefore even more isk
if the ROF increase is higher than the damage increase then it stands to reason that the ROF increase is the preferable solution IF it can be maintained cap-wise
probably
The cost of the ammo is more of a side note. The real issue is the cap. and "can it be maintained" is not really a valid question. Pvp setups rarely can maintain their cap over time. Less cap = faster death plain and simple.
*real men structure tank* |
Hllaxiu
Shiva Morsus Mihi
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Posted - 2006.09.29 19:54:00 -
[12]
Originally by: Akita T ...and don't forget extra ammo spent... might not be much for T1, but for T2 stuff, it can hurt the pocket.
If it takes 10 shots to kill a target, you'll spend the same amount of isk on ammo if those 10 shots happen over 60 seconds or over 0.6seconds. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
Fenderson
Ridin' Dirty Muffins of Mayhem
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Posted - 2006.09.29 20:05:00 -
[13]
Originally by: Hllaxiu
Originally by: Akita T ...and don't forget extra ammo spent... might not be much for T1, but for T2 stuff, it can hurt the pocket.
If it takes 10 shots to kill a target, you'll spend the same amount of isk on ammo if those 10 shots happen over 60 seconds or over 0.6seconds.
Well the point of what melk said earlier is true... if you kill something faster it takes less ammo because it had less time to rep itself so you actually have less HP to take out.
However the cap issue would still suck.
*real men structure tank* |
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