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Question Regarding Quriks And Modules


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#1 Aresye

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Posted 11 October 2015 - 11:37 PM

Perhaps someone knows this, because it's very hard to lookup, but does anybody know how quirks and modules are applied?

For example, I figured out that a Clan's targeting computer and range module gets added together for the final number, so an Ebon Jaguar w/ CERLL + TC Mk. II + Range 5 module has a final optimal range of 838m.

Base Range for CERLL = 740m
TC Mk. II = 3.25% Range Boost
Range 5 Module = 10% Range Boost

740 x 1.1325 = 838.05 (In-game shows 838m)

When it comes to the Inner Sphere, does this work the same way when it comes to quirks?

I'm specifically looking at the RVN-4X with its 30% Energy Range quirk. Would throwing a Range 5 module on there add to a total of 40% applied to the base stats of the weapon, or would the 30% quirk be applied first, with the 10% range module multiplying the post-quirked range?

#2 fat4eyes

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Posted 12 October 2015 - 05:47 PM

All the buffs/debuffs from quirks and modules seem to be additive, not multiplicative. The BJ-1X has +10% energy range and +10% medium laser range. With a range 5 module (+10% range), the medium lasers have a range of 351m, which is 130% of the 270m base range. If it were multiplicative it would have been 359m (270*1.1*1.1*1.1).

#3 Nothing Whatsoever

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Posted 12 October 2015 - 06:04 PM

Looks like an Elited 4X can mount two ERLLs with Modules for 945 M / 1890 M Range, burn time of about 0.87 and a Cooldown of 2.7.

So two have a DPS of about ~5.04 and HPS is around ~4.48, so potentially dealing up to 54 damage over ~11 seconds out to 945 M.

With an XL 255 Ferro, Endo and 215 Armor, it can mount 14 DHS for ~66.7 Capacity and about 2.94 Dissipation, So it can run and alpha non-stop about 3 times on most maps, without needing a cool shot.

Not too shabby. I see why it's a common sniper light.





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