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New DoomRL guide...

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Thomas:

--- Quote from: Jarkko on December 31, 2009, 04:32 ----Surely power mods give more than +1 damage :) With a plasma rifle on AoMC it's more like +8. In a normal game tech mods might still be more useful, but it's still balancing a chance to kill with less shots vs shooting those shots faster.

--- End quote ---

Lets say your gun does XdY damage per shot (It doesn't matter how many shots it fires in a single volley).

If X is lower than Y, your gun gains X - (X/(Y+1)) per shot.
If Y is lower than X, your gun gains (Y/2) per shot.

In AoMC, it just increases the damage by X or Y per shot (It chooses the lower one)

Whereas a tech mod is a flat +25% to your damage per second, unless you need to reload your weapon a lot.

As such, tech mods are much more useful in a MAc run from a purely damage-per-second perspective. Hmm...

ChaoticJosh:
I'd like to say thanks to Sylph for the nice guide, it helped me quite a bit.

sorear:
A tech mod is only 15% to DPS, and due to rounding, a tech modded normal weapon goes 1.0, 0.8, 0.7, 0.6.

Running mode does not increase armor.  It does, however, decrease monster to-hit (ranged and melee) by 4 and give +20% to active defense checks (monster is much more likely to shoot at your old position).

ChaoticJosh:
So you're saying a Tech mod is more useful than a power mod the first time, but less useful each time after that?

sorear:
Maybe.  The relative utility of tech mods and power mods is variable depending on weapon stats.

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