Shipwright Archive
Thread: Fastest Lvl 8 blaster?
Ibixat wrote:
CommTampers wrote:
If you actually do the math, you will find that refire rate increases the DPS more than spending your experimentation on min/max damage. Also, it is much easier to track a target with a fast gun as opposed to a slow gun. Ask anyone who sits in a gunner seat. This becomes even more important when fighting a JSF in PvP, being that they have a tiny profile. I equip three uberfast guns on my Adv. X-wing. The fast refire combined with a deadly kill box makes it a lethal weapon.
First, spend your experimentation in refire. Once that is capped, pour the rest of it into effectiveness.
Such a noob. If you have a damage of 9K and a refire rate of .550, what good will that firepower be if you can't hit that JSF?
Turn that around... If I am havinga hard time hitting a JSF firing faster MAY not be waht it takes, i may just need to be able toland one lucky hit to one shot instead of needing to land 2 or 3 from the faster gu.... the thing is that quickshots greatly increase the DPS of crafted guns without chaning their damage per hit, there is no reason NOT to use them with WO3 being bugged and cap overload being so nice since the downside of a quickshot is all but negated with those droid commands.
I was just focusing on the weapons category, but if you really must push it, the engine PYR and the type of chassie have tracking influence too. Turrets still need a fast firing gun to track properly. Try not to turn this thread into an anti-WO3 crusade.
Well the usual way to determin weapon effectivness is average dammage per unit time.[comonly caled DPS for dammage per second]
So if the refire rate is doing more fro your DPS then the effectivness, indeed the obvious route is toi max that.
However , its well known that in JTL the best way to get more DPS is more guns. More guns are better than one gun , even if the total mass is the same. And a 3 gun fighter can trash pretty much anything very quickly if it can hit. The point here is that if you only need 1 or two hits with your massed barrage. then the refire rate becomes less important.
DPS is worked out assuming an infinite burst of fire. dammage for each shot divided by time between shots. But if you only hit twice anyway you're looking at dammage [first hit ] plus dammage [second hit] divided by the time between shots. ie Twice the DPS.
I would like to note that to get the maximum effect from slow firing big weapons, you need to be a damn good shot.
So the best weapon is a matter of personal style, accuracy and knowing your target before you go up there.
CommTampers wrote:If you actually do the math, you will find that refire rate increases the DPS more than spending your experimentation on min/max damage. Also, it is much easier to track a target with a fast gun as opposed to a slow gun. Ask anyone who sits in a gunner seat. This becomes even more important when fighting a JSF in PvP, being that they have a tiny profile. I equip three uberfast guns on my Adv. X-wing. The fast refire combined with a deadly kill box makes it a lethal weapon.
First, spend your experimentation in refire. Once that is capped, pour the rest of it into effectiveness.
Such a noob. If you have a damage of 9K and a refire rate of .550, what good will that firepower be if you can't hit that JSF?
Note about experimenting effectiveness.
Each experimetation point increases effectiveness about .004?
So if you have a 2000 min damage/3000 max damage (if you average it out 2500) gun and you add the .004 effectiveness, you'll be adding10 points of damage.
If you experiment instead on increasing damage min or max. Each experimentation point increases damage around 18...Do the math on the 2500 average damage gun and you'll see that you'll be adding 9 points of damage.
So experimenting effectiveness looks bit better. Except...effectiveness only works on either sheilds OR armour where as increasing min or max damageapplies to both.
Just food for thought.
Message Edited by Slysix on 07-01-200504:46 AM
Message Edited by Slysix on 07-01-200504:47 AM
Message Edited by Slysix on 07-01-2005 04:47 AM
When I do Im going to but that btard in my veksai and go on a rampage
Shotter wrote:
lvl 9 stuff with subcomponents is equil to lvl 10 stuff.Message Edited by Shotter on 07-05-2005 12:51 PM
Not with .8xx+ effs to both VA and VS.
AlexHood wrote:
Thatposter above makesexactly my point. With a heavy Xwing I can load out 2 level 10 weapons and 1 level 8 weapon. With my good RE'd weapons, I have:
1. 2900 to 4700damage, .8, .8, .38 refire weapon
2. 3200 to 4600 damage, .8, .8, .39 refire weapon
3.2500 to 3800 damage, .7, .7, .38 refire weapon
And the firing pattern on the Xwing is TIGHT. So if I amhitting with 1 weapon, I am hitting with ALL weapons. As such, with ONE burst of fire (refire rate irrelevant) I am doing 8600 - 13,100 damage with a VERY high armor and shield ratio. I can DESTROY anything short of tier 5 in ONE shot, and tier 5 takes about 1.5 secondsof firing with this loadout.
In pvp my experience is the first person to get the other in their sights is the winner anyway, so the maneuverability of your ship is far more important to the outcome than the weapon refire in my view. So the jsf and grievous fighter will have the advantage over the Xwing regardless of the loadout, but if IgetONE shot in they are dead. Again, refire is irrelevant to outcome.
Tell me again why refire is more important?
Alexhood
Also, those are level 10s which are naturaly the best in the game.
We cant make level 10 so RE 10 is the only way to go if you want the "best Stuff"
Message Edited by Shotter on 07-05-2005 12:51 PM
KaylBreinhar wrote:
Shotter wrote:
lvl 9 stuff with subcomponents is equil to lvl 10 stuff.
Message Edited by Shotter on 07-05-200512:51 PM
Not with .8xx+ effs to both VA and VS.