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Thread: How do you all choose best gun and how many guns to use?
Ummm... not a math guy. This how I would decide which guns went into my TIE's (woefully low on mass so every once counts!)
I would load on all of my other components first, doing my best to use re'ed components. For example at Ace I loaded out an Intercepter with some seriously cool gear. (lvl 4 re'ed cap, lvl 6 re'ed reward engine, pre-nerf DI, etc...)
So after I had all my "neccesaries" all I do is look at how much mass I have left, then slap in the highest damage weapon I could. So, your "mathey" solution may make more sense but my system works best for me. My Krayt (I'm now Smug Alliance) has over 12k damage outpout without weapon overload 3, Firespray is at about 8-9k damage output before weapon overload 3, and of course my YT1300 has about 4700 top and bottom (each).
Konar-Bria wrote:
I'm not an extremely mathematical person, but here's how I do it (if there are flaws in my math, please let me know).
1. take the avg dmg from the min/max numbers that are given
2. take that number and multiply by the vs shields number, then the vs armor number
3.divide by two to get your avg dmg vs shields and armor.
4. divide by energy/shot, which gives you avg dmg per 1 unit of energy
5. divide refire rate by the number you got in step 4. This should be the amount of damage per 1 unit of (capacitor) energy every 1 second.
With this in mind...how many guns (up to 3)should I put on my x-wing (disregard mass and reactor energy please, and assume I don't have unlimited capacitor energy to consistently shoot)?. If my formula is right, then with each new gun I put on my ship, the damage per 1 unit of capacitor energy every 1 second ( the combined average for more than 1 gun) goes down. How long would you all recommend that I be able to consistently shoot with a 40 regen rate on my capacitor? Thanks.
With Weapon Overload 3 currently bugged, there's no reason to concern yourself with the energy/shot, especially if you use Capacitor Overload 4. The other thing to keep in mind, is that raw damage isn't always the most important thing. For PvP, a faster refire is often times more helpfull. A lot of people, including myself, use crafted guns in PvP. The damage is lower than a good RE'd gun, but having a refire of .25 or .26 lets you put a lot more blaster bolts into the air.
(min damage + max damage)/2; multiply by
(armor effect + shield effect)/2; divide by
refire rate
That's how I figure out the average total DPS on a gun. I suppose you could then divide by energy/shot to get some sort of damage per energy per second ratio, but as has been said, with WO3 and CO3 that shouldn't really be necessary.
I RE all my stuff, so whatever im using typcially has the same Vs mods or roughly in the ballpark. If i have say 0.67 on shields, and 0.62 on armor, ill use the lower figure for both, to give myself a low estimate. Then ill either multiply that by the Min or Max damage. I'll typically use the max to figure out my "best possible scenario" damage using the low estimate vs mod.
I usualy have a couple different loadouts im thinking of so ill do the math and compare the damage on said loadouts. Then ask myself silly questions like:
"Is the mass loss worth the X extra damage?"
"Is the extra manuverablity worth the loss in X damage?"
Last thing ill play with is refire rate, and ill do this simply by feel. Ill just load up the configs, and try them out and see how they feel. In more recent memory, i figured out that Two L7 and one L6 blaster with a fast refire rate and a nice L8 engine seems to give me better overall performance then two L8 blasters and an L6 engine.
So its in part on whats on paper, and in part how it feels.
LuckyB wrote:
wow thats technical i just did it the old fashioned way got my 2 4400 damage cannons both REed with low mass strapped em in and then built the rest of the ship with low mass high stat items. seems to work very well.
thats what i did as well, Guns then shields, engine, capacitor, etc.
my ship is built around Huge guns (and the cap to power em)powerfull shields and a pre-nerf engine.
the only thing thats has really suffered and isnt uber is my armor at 1k front/back.