DRL > Pre-0.9.9
[H|98%|YAVP] First win on hard for me - pistols!
skarczew:
--- Quote ---Also - Yeah. Cybie with pistols is surprisingly easy. I was expecting hell, too, but it wasn't nearly so bad. I had a Blaster and a double damage modded pistol, so I was pulling off an average of 15 damage a second. Only have to reload every third second, too.
--- End quote ---
Imho it was because of the Blaster. Without any unique weapon and the damage mods it tends to be tricky.
--- Quote ---It looks like on average you are always better off using damage mods. Damage mods give you a significant advantage against armored opponents. As the enemy armor decreases, the advantage diminishes.
--- End quote ---
Quoted for truth.
--- Quote ---Since pistols start out so accurate already I don't know if they are worth using more than once.
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I usually end up having one accuracy mod - helps a lot in early game (in late too - for shotting targets outside FOV).
raekuul:
Whoa there styro, that's more than I really wanted. Nice to know, but more than I wanted.
Damage mods on pistols increase range without raising the minimum, though, so D3 Pistol would be 2d7. Higher damage, yes, but higher variance and less-frequent maximums as well. Versus cybie, this could make a big difference. Disregard that.
Plus, I think that rounding is downward, so the .03 difference isn't going to be making a significant difference against unarmored.
Oh, and for your formulations... no, wait, we're assuming an advanced pistol, so it's a pointless argument...
So - DG Blaster + A.Pistol (S3) with Finesse 3, SoG 3 (That's CL 7 right here - we'll need reloader 3 to stand a chance, so CL 10)
This would be:
1.2*[0.5*(0.8*0.8*0.8)*(0.9*0.9*0.9) + 1.0*(0.8*0.8*0.8)*(0.9*0.9*0.9)*(0.9*0.9*0.9)]/2 = 0.2752330752 - somewhere between 4 shots per second and 3 shots per second, closer to 4. At this point, the reload time becomes prohibitive, which means we'd be sacrificing the almost essential Eagle eye and Cateye upgrades (CL 13 and 15, respectively) to maximize firing speed.
ParaSait:
--- Quote from: skarczew on February 10, 2009, 16:08 ---
--- Quote ---In some cases I'd even say Peanuts.
--- End quote ---
Thermonuclear sth.
--- End quote ---
No, pistols. And of course with the right traits and mods. =)
Thermies are for cowards. =P
Styro:
--- Quote from: raekuul on February 11, 2009, 08:24 ---Whoa there styro, that's more than I really wanted. Nice to know, but more than I wanted.
--- End quote ---
Eh, I can't help myself. :)
--- Quote from: raekuul on February 11, 2009, 08:24 ---So - DG Blaster + A.Pistol (S3) with Finesse 3, SoG 3 (That's CL 7 right here - we'll need reloader 3 to stand a chance, so CL 10)
This would be:
1.2*[0.5*(0.8*0.8*0.8)*(0.9*0.9*0.9) + 1.0*(0.8*0.8*0.8)*(0.9*0.9*0.9)*(0.9*0.9*0.9)]/2 = 0.2752330752 - somewhere between 4 shots per second and 3 shots per second, closer to 4. At this point, the reload time becomes prohibitive, which means we'd be sacrificing the almost essential Eagle eye and Cateye upgrades (CL 13 and 15, respectively) to maximize firing speed.
--- End quote ---
You are correct that the damage mod's advantage is less when dual-wielding.
Here are the numbers for dual-wielding the Advanced Pistol and a normal pistol for a character with SoG 3 and Fin 3.
Speed:
1.2*[0.5*(0.8*0.8*0.8)*(0.9*0.9*0.9) + 1.0*(0.8*0.8*0.8)*(0.9*0.9*0.9)*(0.9*0.9*0.9)]/2 = 0.2752330752
8 dmg / .275 sec = 29.1 dmg/sec (16 dmg / .275 sec = 58.1 dmg/sec against unarmored)
Damage:
1.2*[0.5*(0.8*0.8*0.8)*(0.9*0.9*0.9) + 1.0*(0.8*0.8*0.8)*(0.9*0.9*0.9)]/2 = 0.3359232
11 dmg / .336 sec = 32.7 dmg/sec (19 dmg / .373 sec = 56.6 dmg/sec against unarmored)
So when you are dual-wielding with full SoG and Fin, they are nearly identical with a slight edge for Damage mods vs armored opponents and a slight edge for Speed mods vs unarmored opponents.
Since pistol-wielders end up taking Dualgunner, in the end it really does not make much of a difference which type of mods you choose to apply.
At that point you are burning through your ammo every 1.5 - 2 seconds, so your reload time of 1.2 seconds is the limiting factor in DPS.
TFoN:
Thanks, Styro! I don't know what raekuul's complaining about - I love good statistics in the morning! XD
Anyway, I think this gives the edge to Damage mods - even if Speed mods had an overall edge, Damage mods make ammo usage more efficient. That would probably make it a tie. However, as they're pretty evenly matched, I'd take Damage and never miss the Backpack on AoMr.
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