Shipwright Archive
Thread: Is +Max Dmg or +Min Dmg better for weapons (average damage)?
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Coreena
Mon Nov 08, 2004 7:30 am
#1
Hi
I was wondering, if +Max and -Min Dmg or the other way round with +Min Dmg you get better results.
I'm aware that one gets a higher possible damage, but with the other the range is smaller and you do a reliable amount.
What are the stats on those sub parts if experimented the same way, or before experimenting?
Do they add/substract the same amounts?
If they do the average damage should be the same (unless there is something like Damage Mitigration in space)
Well thanks for your answers
hase2
Mon Nov 08, 2004 7:36 am
#2
imo they both reduce avg damage.
for single gun ships i would suggest making quick shot upgrades and experiments for firerate then energy per shot, then min damage.
for multigun ships dont use any upgrades and experiment for energy per shot, then min dam, then max dam (to save capacitor energy)
thats for blasters.
for disruptors and ions you can use the corresponding shield and armor damage upgrades
Coreena
Mon Nov 08, 2004 8:10 am
#3
Well if they reduce more from one stat then they add to the other than its a bad choice.
RagNoRock5x
Mon Nov 08, 2004 8:14 am
#4
I have noticed that increasing the max damage helps more
going from 2300 to 2550 damage in max
going from 1450 to 1500 damage in the min
Coreena
Mon Nov 08, 2004 8:23 am
#5
Ok, if you add the max thing to go from 2300 to 2550, how much does the min damage drop?
certifiedandrew
Mon Nov 08, 2004 11:04 am
#6
I have to agree with the above poster. If you're going to use points on damage, go high and neglect the low. A 65% boost from 1500 is much larger than a 65% boost from 1000.
Bastilaa
Mon Nov 08, 2004 11:28 am
#7
For Light weapons I use Max Damage upgrades for all other weapons I use speed limiters as it's no use having a weapon that does 2500 damage your capacitor runs out. The -5 to Energy pershot you get from Speed limiter and experimenting on EPS I can now get Heavy Weapons down into the low 14's on Energy pershot vs the 20's if I use a Max Damage upgrade. The speed limiter makes afor a much better and well rounded ship IMO.
noSup4u
Mon Nov 08, 2004 3:23 pm
#8
for your master level pilots energy per shot does not matter too much.
speaking from the imperial perspective, with the droid weapon program and an over 40 recharge capacitor i can fire two heavy weapons constantly throughout engagements.
i use max damage modifiers on each as the increase to the max is much higher to the decrease to the min, which increases the average damage significantly.
as for rate of fire, its practically a constant stream on my target so i dont see the need for anything faster. any tier5 dies in a matter of seconds, and larger capital targets go the same way with eweapons.
Bastilaa
Mon Nov 08, 2004 3:40 pm
#9
noSup4u wrote:
for your master level pilots energy per shot does not matter too much.
speaking from the imperial perspective, with the droid weapon program and an over 40 recharge capacitor i can fire two heavy weapons constantly throughout engagements.
i use max damage modifiers on each as the increase to the max is much higher to the decrease to the min, which increases the average damage significantly.
as for rate of fire, its practically a constant stream on my target so i dont see the need for anything faster. any tier5 dies in a matter of seconds, and larger capital targets go the same way with eweapons.
Question for you: Are you using Heavy weapons (mark3) or higher? The reason is based on damage done and I will try to do a chart. I also have a nice capacitor 47.3 which was looted by a friend it is peding RE right now, need one more lvl 6 to RE it. If my X Wing could fit another 10k in it I would have 3 Advanced weapons in it, but I'm over my reactor and only have 9k in Mass left to play with. The Reactor I RE'd (lvl 6) was heavier and had less power than my current one. Max Damage Enhancers are nice but on an X Wing they are not feasable unless you lower your weapons
Jagged-F3l
Mon Nov 08, 2004 4:02 pm
#10
I found this in the Bounty Hunter forum not too long ago.
http://forums.station.sony.com/swg/board/message?board.id=bounty_hunter&message.id=78949
This thread discussed in detail the "effectiveness" of a weapon, and I would not doubt that the devs strayed too much from this mathematical model for weapons on ships. Grant it, there are different stats to be considered, but I think we can use this analysis of ground weapons as a starting point for understanding space weapons.
Dalux
Mon Nov 08, 2004 4:38 pm
#11
Effectiveness vs Shield and Armor should be the primary focus. Max damage listed is not true max damage, it is true max damage to the guts of the ship...once the shields and armor are gone. In any case any ship with no Shields or Armor is as good as dead in a shot or two anyways. General rule I go by is that the effectivness of the weapon gets you closer to true max damage or effectiveness is the percentage of what the true max damage of the weapon is. Thus a .50 in shield and armor effectiveness on a 1000 max damage weapon is basically half (not actual formula) but you get the idea ( think about composite armor % resists....same thing). A weapon like a blaster with .75 in both effectiveness vs armor and shields with max damage of 1600 will do MORE damage than a blaster with a .45 effectivness in armor and shields with a max damage weapon of 1800. The blaster with .75 will cut through the shields and armor equally FASTER than the .45 blaster will. Thus you pop your targets faster than grinding away their shields.....then armor.
For blasters use the max damage intensifier to boost that max damage on the weapon, experimentthe effectiveness on final product. Though it won't compair to loot, seen some sweet loot items for 500 to 2000 on bazar that would cut though ships better than crafted. High end loot weapons cut even better, tier 3 and up loot and you can RE some uber weapons.
Just run the numbers on your best materialsand compair to competition / RE loot.
Effectiveness goes for missles and bombs too, a 30k max damage bomb with .40 effectiveness will do less than a 25k max damage bomb with .65 effectiveness.
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