From what I read, The LB 10X AC fires 10 pellets and each per shot, each pellet capable of dealing 1 damage each.
But here is the catch. Each pellet has a 14% chance of dealing 2 damage , 8% chance of dealing 4 damage and 3% chance of dealing 6 damage.
So if we do the math, 1.4 pellets of of 10 pellets will deal 2 damage and that equates to around 11 damage per shot.
If we take into account all the other chances we get a added total of 25% chance of a pellet dealing more than 1 damage.
Another interesting point is that for every 4 shots you make, one of them will deal >16 damage, because there is a 3 % chance of dealing 6 damage for that pellet. You times that by 10 and you get a 30 % chance, time 4 shots and you get a 120% chance.
I was also crazy enough to make another calculation
There is a 5.9049e-14% chance of having it deal out 60 damage in that shot. (Unless the system purposely limits the amount of 6 DP shots it can deal)
So for all of you out there complaining that the LB10X AC is much worst than a AC/10, Sit down and do your math. It deals at +>1 point of damage, less heat, 1 less ton and 1 less slot.
Now with the cone of spread cut down by 25%, I personally feel that it is much more viable than a solid slug AC/10.


Lb 10X Ac Theoretically Dealing At Least 11 Damage?
Started by ByteHacker, Jun 09 2013 01:23 AM
6 replies to this topic
#1
Posted 09 June 2013 - 01:23 AM
#2
Posted 09 June 2013 - 01:26 AM
That's damage to internal components.
Crits only affect the things installed in your mech, like weapons, ammo, ECM, BAP, heatsinks, etc...
They don't affect your armor or internal structure.
Crits only affect the things installed in your mech, like weapons, ammo, ECM, BAP, heatsinks, etc...
They don't affect your armor or internal structure.
#3
Posted 09 June 2013 - 01:29 AM
Isn't that crit damage?
Yeah, it is.
In other words, all that extra damage is dished out.... to internal components. Once the armor is stripped off.
Alternatively, you could take a real weapon and MAKE YOUR TARGET DEAD (or at least blow off that entire section of the enemy mech).
Yeah, it is.
In other words, all that extra damage is dished out.... to internal components. Once the armor is stripped off.
Alternatively, you could take a real weapon and MAKE YOUR TARGET DEAD (or at least blow off that entire section of the enemy mech).
#4
Posted 09 June 2013 - 02:14 AM
Edit: As the others have said, that's crit damage and thus only applicable to internal components in sections with removed armour.
Also, your percentages are off. It should be
25+14 = 39% chance of a single crit (2 damage)
14+8 = 24% chance of a double crit (2+2 damage)
3+3 = 6% chance of a triple crit (2+2+2 damage)
Also, your percentages are off. It should be
25+14 = 39% chance of a single crit (2 damage)
14+8 = 24% chance of a double crit (2+2 damage)
3+3 = 6% chance of a triple crit (2+2+2 damage)
Edited by stjobe, 09 June 2013 - 02:18 AM.
#5
Posted 09 June 2013 - 03:54 AM
ByteHacker, on 09 June 2013 - 01:23 AM, said:
From what I read, The LB 10X AC fires 10 pellets and each per shot, each pellet capable of dealing 1 damage each.
But here is the catch. Each pellet has a 14% chance of dealing 2 damage , 8% chance of dealing 4 damage and 3% chance of dealing 6 damage.
So if we do the math, 1.4 pellets of of 10 pellets will deal 2 damage and that equates to around 11 damage per shot.
If we take into account all the other chances we get a added total of 25% chance of a pellet dealing more than 1 damage.
Another interesting point is that for every 4 shots you make, one of them will deal >16 damage, because there is a 3 % chance of dealing 6 damage for that pellet. You times that by 10 and you get a 30 % chance, time 4 shots and you get a 120% chance.
[...]
But here is the catch. Each pellet has a 14% chance of dealing 2 damage , 8% chance of dealing 4 damage and 3% chance of dealing 6 damage.
So if we do the math, 1.4 pellets of of 10 pellets will deal 2 damage and that equates to around 11 damage per shot.
If we take into account all the other chances we get a added total of 25% chance of a pellet dealing more than 1 damage.
Another interesting point is that for every 4 shots you make, one of them will deal >16 damage, because there is a 3 % chance of dealing 6 damage for that pellet. You times that by 10 and you get a 30 % chance, time 4 shots and you get a 120% chance.
[...]
stjobe, on 09 June 2013 - 02:14 AM, said:
Edit: As the others have said, that's crit damage and thus only applicable to internal components in sections with removed armour.
Also, your percentages are off. It should be
25+14 = 39% chance of a single crit (2 damage)
14+8 = 24% chance of a double crit (2+2 damage)
3+3 = 6% chance of a triple crit (2+2+2 damage)
Also, your percentages are off. It should be
25+14 = 39% chance of a single crit (2 damage)
14+8 = 24% chance of a double crit (2+2 damage)
3+3 = 6% chance of a triple crit (2+2+2 damage)
wohoo. never heard of "discrete mathematics" or "probability distribution"?
the actual calculation is extreeeeeeme hard to understand without proper education (university level)... there are tons of formulas with evil capital letters and diabolic brackets...
all you can say is that it does more than 10 dmg.
but remember that a ac/10 will hit one hitzone, where the LBX will hit ACROSS hitzones and therefore distribute the damage between em.
Edited by SixBottles, 09 June 2013 - 03:56 AM.
#6
Posted 09 June 2013 - 02:58 PM
On the upside though, it may still be crap <Alright marginally better after its buff> but it does still have the most satisfying boom crunch sound effect of all the ballistic weapons..
#7
Posted 09 June 2013 - 03:00 PM
Boom Crunch!
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