Carbineer Archive
Thread: What powerup to use?
i use a mindamage +/ speed - power up on all my guns.
and i thin the lasers 2 weakest pints are that itsslow and has low min damage
Everybody presumes that damage mitigation will mean that min damage increases will be the end all to reducing the loss from mitigation. That is not the case.
Take a decent Laser:
New:
Well, that stinks. I did not even hit Submit. Let's try that again.
Everyone assumes that,with damage mitigation,minimum damage powerups will be more important than maximum ones. That is not the case. Let's take a look at the math on a decent Laser with 54 - 540 damage.
Comparing a 33% min/16% max powerup vs.a 33% max/16% power up min it would look like this:
33% min/16% max: 72 - 626
16% min/33% max: 63 - 718
Damage mitigation formula (level 3 mitigation): New Max = min + ((max - min) * .40))
33% min/16% max: 72 + ((626 - 72) * .40)) = 294
16% min/33% max: 63 + ((718 - 63) * .40)) = 325
So after damage mitigation:
33% min/16% max: 72 - 294
16% min/33% max: 63 - 325
So as you can see, in order to gain 9 points of minimum damage, you would be giving up 31 points of maximum damage. So while it would seem to make sense that you would gain more by boosting the minimum damage, it just does not work that way.
In answer to the original question:
I use 33% Max damage/16% mind cost reduction powerups for my Laser and my T21. This is to reduce the mind costs.
For my E11, Jawa, SG82, and Spraystick, I use the 16% minimum/33% Maximum damage powerups. The HAM costs on these are lower, so increasing damage is more important.
As mentioned, for Masters, speed is not as important. However, until Masteryou may also want to consider a powerup that substitutes Speed for Max damage. Since it is not possible to get those two in the same Powerup. It is just as good of a strategy to hit for the average damage 33% faster as it is to try to boost the maximum damage by 33% at a slower speed.
It is possible to get some with a 3rd stat, such as wound percentage or ideal range. This should be in addition to what was mentioned above.
One last thing about the damage mitigation and minimum damage vs. maximum damage power ups. I was specifically addressing a Laser with its low minimum damage and high damage range, which is what most people focus on with regard to damage mitigation. It is notas cut and dried with weapons with a high minimum and lower damage range, like the T21 and E11.
Consider the following table for a T21 doing 176 - 470 damage:
Normal Mitigated
Min Max Avg Min Max Avg
no powerup: 176 470 323 176 294 235
33min/16max: 234 545 390 234 359 296
16min/33max: 204 625 415 204 373 288
33min: 234 470 352 234 328 281
33max: 176 625 401 176 356 266
Before mitigation (level 3), the best option is the 16% min/33% max powerup, followed by the 33% max only (e.g., 33% max/16% mind). After mitigation,the 33% min/16% max powerup does the highest average damage followed closely by the 16%min/33% max powerup. However, notice that it is only a difference of 8 points of average damage whereas the latter has a 14 point max damage advantage. And the 33% min onlyvs. the 33% max only has a 15 point average damage advantage but hits for 18 points less maximum damage than the latter.
With the numbers this close, it really comes down to a matter of taste. If you want to maximize your average damage, go with one that boosts the max damage, but if your concern is average damage, go with the one that boosts minimum damage. (This of course is comparing the ones that boost both to each other and the ones that boost only one stat to each other.) The numbers are close enough that it probably is not that big of an issue. But as you can see, there is a break even point where it actually becomes advantageous to start looking at boosting the minimum damage on theses narrower range weapons.
Personally, I would choose the 16% min/33% max if I was going to boost both or the 33% max if I was going to boost only one. As metioned, it does not make that big of a difference when mitigate, but you get a bigger gain when not mitigated, so I think it is the better overall choice.
Speed + Tat Sunburn. It's a way of life for me.....
Bash Darkmoon - Master Chef/Master Carbineer
For PvM i prefer using 30+ action powerups and max damage as a secondary. Speed is only good on realy slow weapons like rifles and id stay away from them unless you have no speed mods in skills (yeh i know we could all use more speed overall but thats not the point).
For PvP you need food spices and buffs etc...then hams dont mater so you want to get a gun specialy built with a advanced stock for all out damage and demand an ADVANCED SCOPE built for all out range. With the weapon built for range you can hit extreamly well even running wich makes your enemy miss a lot and you can stay much farther away. I recomend a DH17 for PvP if they dont have armor on (kryte prefered naturaly) Its fast low hams and comparable damage to a dxr or elite. Although the elite has anicer ideal range of around 40m wher as the dh is around 20 or 25 i forget. Sodepending on who your dueling you might want a damage issue elite also (i carry8 carbines myselfall the time). If you dont have a tissue in the DH17 id also use it unpoweruped for killing bases and save your lower ham weapons for mobs and powerups. And youll want Max Damage/Damage or speedpowerups...and damage slice.
Master Carbineer/Master Weaponsmith
Sorry for double post
But as for a laser carbine id just ditch it...damage is to inconsistant to rely on. I made myself an all out damage laser that i use soloing some mobs on a mount kite style simply because its ideal range is 50m wich makes it real easy to move in and out of range of mobs shooting at me wile getting very few misses. People talk about speed and damage all the time but range is just as important and drasticly under rated. Get a good +ideal range weapon and youll see what im talking about.