@ladelag + bolbi
U missunderstood some of the increased power use values I think.
If u increase the reload time u also reduce the power use, so u have to compensate that.
Scythe explained it somewhere early in this thread after I asked something in that direction.PSG:
As far as I got told the formula for RoF ET's strength calculation is 1/(1-x).
And a fast test with 40% and 50% ET's confirmed it. So it seems accurate.
That means 50% RoF ET results in 100% higher firerate.
Whereas 40% RoF ET results still in 66.6% higher firerate.
And 35% RoF ET results only in 53.8% higher firerate.
I also just tested out that RoF mechanics in general seem to follow this formula:
(BaseDPS / (1 + Ship RoF)) x (1 + Ship RoF + Art's RoF) x (1 / (1 - Power ET RoF)) x (1 / (1 - Weapon ET RoF)) = DPS
Example for better understanding (Vindicator, 45.1% RoF from arts, Particle Gun):
(191260.5 / (1 + 0.3)) x (1 + 0.3 + 0.451) x (1 / (1 - 0.15)) x (1 / (1 - 0.4)) = 505123.885
In my test this was very accurate for the real values (505131.4).
That is a negligible deviation.Important Notes:
- Since the Vindi's and other ship's base values are already included in the values shown ingame on the weapon and u cant interchange it within the formula because its summed up with the Art's RoF u have to divide through it first before u apply the formula.
- BaseDPS means without RoF ET's and RoF Arts.
- Troons and Level bonuses are not regarded.
Meh, just for fun I also tested how the formula for % and flat damage looks like:
BaseDPS x (((((DPH - Ship flat) / (1 + Ship %)) x (1 + Ship % + Art's %) + Ship flat + Art's flat) x (1 + Weapon ET %) x (1 + Power ET %)) / DPH)
Was also pretty accurate.
Deviation was 1.9%.Important Notes:
- Got pretty complicated because I wanted to calculate it without including RoF. That way u can calculate the effects of Rof and damage independently from each other. Furthermore u can take only a part of this formula to calculate the damage per hit too.
- If there is more than one damage type u just have to calculate the damage for each and sum them up before u divide them through the likewise summed up Shown Basedmg. Afterwards u multiplicate the result like always with the BaseDPS.
- I have only tested weapon ET's that add % damage. I suspect that u can replace it with the calculated bonus damage from Extra Projectiles ET's (200% - 2 x % malus on each projectile = Replace value). I havent tested ET's that add flat damage.
- Shown Basedmg and BaseDPS mean without % ET's and % or flat Arts.
- Troons and Level bonuses are not regarded.
So, I got a tiny bit sidetracked XD.
Well, at least u can now all discuss about the mechanics if u want
Anyways, ur numbers are about correct bolbi, in case someone wonders.
But I dont understand why u bring up the amount of projectiles here. Whether u are using % or flat damage, double the firerate and u double the damage. The only difference is, that with flat arts u can get very high damage increases in relation to the base dmg. Way higher than with % arts. but since we are talking about weapons that are only good with one of both art types and the discussion is focused on the damage this seems pretty irrelevant to me. So if i missed something there please tell me.
And I think u made a mistake in the focus rates. The numbers itself are fine, but u looked at the wrong part.
Based on what Scythe wrote earlier about the focus mechanics (Burn factor), it takes a certain amount of hits to reach the maximum focus. The current suggestion will based on my calculations reduce the current firerate by 23%. Ur suggestion would reduce it by 16.5%. So it will take about 30%, respectively 20%, longer to reach the maximum focus.
So I'd suggest something like this to save PvE use:
Add a PvP penalty of 30%
Reduce range tech from 75% to 40%
Increase power use 50%
Add kinetic base techCL:
First, with the current suggestions the firerate will be, compared to level 6, 1.23 times faster.
There u are correct. But atm, its compared to level 6, 2 times faster. Not 1.5 times.
So it will stack 38.5% slower with the current changes.
Additional the dot does 20% less damage.
Result: The damage gets halfed.
So to not affect PvE I'd suggest a PvP penalty of 40%.
The other values can stay as they are.
I tested the Increase DoT ET once and with the suggested value it could become useful for % users.EF:
My opinion is still to keep the current AoE range and nerf the PvP damage more than suggested now.
The increased base damage is in my opinion a compensation for the increased reload time.
Though it shouldnt be that high then. It should compensate it not buff it, so that its DPS remains unchanged in PvE.HF:
Here I also still believe the nerf should be higher.
And again, why not just a PvP penalty to keep it unchanged for PvE?Teeth/Photons:
I dont know about Photons, but Teeth remain even with the Extra Projectiles ET clearly a % weapon.
That aside, iirc the reason behind removing the RoF ET was to make people use the Projectiles ET, which will have a wider spread to compensate a bit for the high damage. Though i just had to wonder why not remove the slight damage penalty on the Projectiles ET then? The wider spread alone will reduce the damage already.
And the Burn ET gets nerfed too. So why not change it to this:
Remove attack speed tech
Reduce burn tech to 500%
Remove damage penalty from Projectiles ET@mt10kardans
With an appropriate damage penalty the Extra Projectiles ET on EF wont do more damage than the DD ET.
And the base damage buff combined with the PvP penalty currently results in 20% less damage than now in PvP.@TheSupreme
I already suggested several pages ago to make EF chargeable...Conclusion:
If I calculated something wrong or made otherwise a mistake please tell me