Read this. Give the MGs another, serious try.
Koniving, on 06 August 2013 - 03:23 PM, said:
What I don't like is previously it was mentioned this would only apply to the MGs, thereby making them more viable.
Now it applies to everything. I should warn you this means that AC/20s will now do bonus damage, as their crit damages were very high (can't remember the ranges but they were very high), which means 15% of that crit damage now goes to your internals too.
Say if it's 4 damage to crit slots, 15% of that now also goes to your structure health (0.6 bonus).
If does 8 damage to crit slots, 15% of that now also goes to your structure health (1.2).
As an example there's a (depending on how you read it) 2% or 7% chance of a single MG bullet doing 3 damage to your crit slots (as of the 1.0 damage/sec buff for MGs). That means this super MG bullet can also do 0.6 additional damage to your structure health as well as the actual bullet damage of 0.1.
Fun fact: Small lasers have high crit chances, too. 6 SL + 2 MGs = instant destruction of an AC/20 (18 health). Even if there's 6 damage done by 2 super MG bullets, that leaves 12 crit damage done by small lasers. Worth testing!
Selfish, on 06 August 2013 - 04:40 PM, said:
This isn't true. MGs are doing the majority of the legwork. An MG on its own deals ~11.875 CDPS. With 2 Mgs versus an 18 HP item you'll see destruction in ~0.75 seconds.
A small laser has no hidden crit modifier. It deals ~1.86 critical damage over its 0.75s duration, for ~0.62 CDPS. If you fired an MG for that time, it would deal ~8.73 damage. Overall the Slas is just lackluster for crit seeking.
Koniving, on 06 August 2013 - 06:14 PM, said:
I figured this much, but whenever I say it people say I'm full of it and exaggerating how powerful MGs are. I do know the Atlas victim I had was calling "Bullsh" and "PGI really needs to relook at the crit numbers for the MGs, I lost my AC/20 instantly." Followed by several very unhappy expletives about them being overpowered.
Didn't know the specific math. Though when I said instant I meant as in there's still armor when the lasers started, and the armor was gone with the end of the beam as well as the AC/20 at nearly the same time. So it's pretty wicked.
So I suppose the 6 SLs did 1.86 * 6 = 11.16 combined with the two MGs dealing 8.73*2 = 17.46 to total 17.46 + 11.16 = ~28.62... holy @#$%-$#&!. I'm guessing that's a high-end of the crit damage.
But 15% of that is 4.293 damage to the structure health now. Interesting. I know the tears were glorious in my runs with the Firebrand using 6 SL + 2 MGs, where enemies with nasty weapons frequently were rendered completely weaponless before losing a single limb on their body but heh heh heh ha ha ha ha!!! MWAHHAHAHAHAHAHAHAHAHAA!!!
Not sure how much truth there is to this, as I've never seen what the small laser crit chances are, but you just made my day.
Selfish, on 07 August 2013 - 06:55 AM, said:
It's actually the average crit damage, so you're more likely to see results around that point. I've got the
math here if you're interested/want to double check.
The small laser crit chances are the same 42% layout of normal weapons.
The new crit % transfer makes 4x MG builds fairly strong. Once they hit an unarmored component their DPS jumps from 4 to ~11 DPS.
Modo44, on 07 August 2013 - 11:18 PM, said:
Koniving, on 06 August 2013 - 06:14 PM, said:
I figured this much, but whenever I say it people say I'm full of it and exaggerating how powerful MGs are. I do know the Atlas victim I had was calling "Bullsh" and "PGI really needs to relook at the crit numbers for the MGs, I lost my AC/20 instantly." Followed by several very unhappy expletives about them being overpowered.
Because many do not know that MGs hit directly, so you should not be leading with them. It is nowhere in the description, and the bullets look like, you know, bullets.
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Selfish, on 08 August 2013 - 12:43 AM, said:
These two I can respond to. First, the 1x, 2x, 3x crit modifiers don't just multiply the damage and add it as critical damage. They create the appropriate roll of weapon base damage (or adjusted damage) which are then applied to items in a component. So a 3x crit with an AC/5 would look like 5-5-5 and comprise three successive rolls to determine where each 5 damage part lands, not a single roll of 15.
Critical transfer damage is being added regardless of whether or not there's an item present. It's just a straight 15% of all critical damage done. I'm not sure if it's intended, but it's what's occurring in game at the moment.
Void Angel, on 08 August 2013 - 12:57 AM, said:
So, I was wrong on that bullet point; it's the weapon's base damage, not the damage that actually penetrates the armor? I'll go fix it, then, to avoid misinformation.
How come Smurfy's lists projectile speed at 100m/s? Those stats draw directly from the game files... is the game just rendering the machine gun special effects at that speed, but treating it as a hitscan weapon?
Koniving, on 08 August 2013 - 01:16 AM, said:
That appears to be the speed of the particle effects.
Don't know, but my old results with the MGs and flamers were awesome. Always on target because flamers + your face = blind person.
Later, removed the flamers. Started leading, my accuracy dropped to crap, as did all my stats with MGs.
Then I listened to Prosperity Park, and started doing amazing damage with MGs again. They hitscan like lasers.
They were upgraded with the energy (laser) HSR, too. They're instant hits. Don't lead them.
Edited by Koniving, 08 August 2013 - 11:26 PM.