DRL > Discussion
New DoomRL guide...
Sylph:
Sorry about the mistake re: Running mode and armour. I'll fix that. :)
Thomas:
--- Quote from: sorear on December 31, 2009, 22:52 ---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).
--- End quote ---
Ah, but a weapon that fires every 0.8 seconds is doing 25% more damage than one that only attacks every second.
ChaoticJosh:
But Thomas, I might be misunderstanding something, but wouldn't that only be 20%, and even then only if you were standing in one spot firing nonstop? And even then only from a weapon that doesn't require constant reloading?
Whereas, with a power mod, it'd be your average damage increasing with each shot, which might be more necessary if you need to finish off a monster a solitary monster in one or two turns. Wouldn't that be the case?
Thomas:
--- Quote from: ChaoticJosh on January 01, 2010, 20:30 ---But Thomas, I might be misunderstanding something, but wouldn't that only be 20%, and even then only if you were standing in one spot firing nonstop? And even then only from a weapon that doesn't require constant reloading?
--- End quote ---
Damage per second is based off the weapon's shots per second.
0.8 is the weapon's seconds per shot. You get the reciprocal of that for shots per second. 1/0.8 is 1.25/1.
Hence the weapon does 25% more DPS, as an unmodded weapon does only 1 shot per second.
However, power uses less bullets to do that damage, and has a better first turn (As it doesn't matter how fast the weapon is if it can kill something in one turn)
So power is better for an ammo-efficient gun, or attempting to kill things in one shot. But for pure damage per second, tech mods are better.
I said tech mods were really good for ammochain runs, which is correct. Power's two advantages over it, ammo-efficiency (especially this) and killing things in one turn, don't matter a lot in a MAc run.
EDIT: Ah, this is also implying that there is only one enemy. For speed to not matter, you must kill EVERY enemy in your sight radius in one turn. Speed is therefore also more useful in an MAc run when you're fighting more than one enemy at once.
Frankosity:
Would technical mods still outclass damage mods in, say, a Dualgunner run? I thought I heard somewhere that your firing speed is so low from your traits that technical mods provide diminishing returns in terms of DPS vs. power mods.
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