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Everything posted by TheCongoSpider
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Bug with Tesla. Its normal damage at Mk1 should be 405 but is 409. As you go through the modifications, the critical damage and normal damage eventually meet again at the end, but it is not supposed to dealing different damages. This has been like this since late 2021. Additionally, Tesla's ball lightning damage does not deal the damage stated, and instead often deals ~98-99% damage instead of 100% like it used to do just fine.
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Bug with Ares. The fan on the front left side started spinning diagonally rather than horizontally. I do not know what caused it.
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You simply play with those equipment and those equipment only. Players are free to choose which turret they would like to use at any time.
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May I ask why you do this? In that case, you should equip one drone at the start and then switch to another if it suits the battle conditions. Running around with no drone in a battle is detrimental for you.
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Why is your current Gear Score 7,266 which, conveniently is missing out on 2,733 GS, which, coincidentally happens to be the GS for a fully upgraded drone? The past few non-DM screenshots you posted on March all show you have not been using drones. Your profile explicitly shows that you have not been using drones. Again, equip one of your drones that are nearly fully upgraded, or fully upgraded. You are downgrading your experience in battle on purpose and then sharing that whather you use is not strong enough.
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You find it garbage because you vehemently insist on not using a drone. Equip your Brutus or any drone you have near or fully upgraded. You are downgrading your firepower and survivability on purpose and then complaining that you are too weak.
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I said it is not entirely true, that statement. It slows down the rate at which you get frozen, and is particularly effective against short-burst applications, and I listed examples. But it does not stop you from reaching minimum temperature. A Freeze that continuously shoots at you, or as I phrased it in my previous reply, "if the freezing continues to be inflicted on you", you will eventually reach to minimum temperature and take the same 10 seconds to passively defrost as anyone else who is using a non-Cold Immunity augment. Describing Cold Resistance's effect as "getting rid of the freezing faster" is not accurate. "It slows down the rate at which you tend towards minimum temperature" is accurate.
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This is misleading and not totally true. It reduces the total freezing of burst applications, such as those from the Cryo augments and a very short attack from a Freeze. All Cold Resistance does is slow down the rate at which you reach to minimum temperature. You will still reach minimum temperature if the freezing continues to be inflicted on you.
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Cold Resistance reduces the freezing rate of applications by 50%. For example, if a Freeze with a freeIng rate of 40% of minimum temperature per second starts freezing you, it will freeze you at a rate of 20% of minimum temperature per second. Or to give a clearer example, the Cryo Rounds augment for Railgun reduces a target's temperature by -100% on a critical hit. If you have Cold Resistance, your temperature will be reduced by -50% instead.
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If and when they do decide to move onto Shaft's Short-Band Emitters to turn it into a 245k augment, they should reduce the extra energy consumption for a sniping shot from 20% to 10%, similar to Light Capacitors and Armour-Piercing Sight. This will further bring home its purpose for quickscoping.
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Is maxed Armadillo really worth a slot of protection?
TheCongoSpider replied to numericable in Archive
The distribution of normal hits and critical hits is skewed heavily towards normal hits for every turret except Railgun. You won't be getting as much value out of it as having the module against the respective turrets. It's the same way you complain about Falcon being unusable with Railgun's 50% critical hit rate. Hence he asks the question. Too bad that every augment that removes critical hits have less damage over time than those that do, or are just not worth using at all (Round Stabilisation, Sledgehammer Rounds). -
Seems to be an across-the-board shortening of battle distances. Everything is being brought much closer together. If it wasn't obvious, they've been trying to make melee turrets on the stronger side, and what better way to do this than to buff them a lot and to nerf the effective range/weak damage of the rest of the turrets as a start? They're balancing it for player engagements to happen closer to each other. If you ask me I don't like that turrets are being so dumbed down or dealing so much easy burst damage justified by fast damage dropoff. You feel powerless at times.
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Bug with Thunder's critical chance paramaters. Thunder will sometimes do two critical hits in a row after spawning. It's critical chance paramaters attached to Thunder should not be able to do this. I started noticing this after the update on the 4th of March.
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If you're asking for something theoretical rather than practical in a MM battle, then for firing at single targets, an Adrenaline Freeze at 1 HP with Supercharge, Viking's Overdrive and Camper/Crisis will be able to deal 26,212.5 damage to a target within the span of 1 second when it starts damaging them (the time starts after the first tick is delivered, resulting in 5 ticks in total for a 1-second time span). If firing at multiple targets, then Hyperspace Rounds for Railgun will have the most damage output in one second.
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@Drones
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Proceeds to give Plasma Torch unlimited energy Why does Plasma Torch get to have high burst damage, sustained trickle damage and a fast reload while Beserk gets less ammo, just barely enough to kill a medium hull without Ricochet protection on equal footing? You might as well remove the energy consumption penalty form Beserk if Ricochet is staying like this. And here I thought that maybe, just MAYBE, the time this Augment's name is uttered in a Patch Note after almost 4 years, it would have been "Fixed a bug that lead to abnormally low splash damage throughout the radius". Come on! It's been almost 4 years and yet still, after forcefully raising the price to 245,000 crystals, you still CAN'T fix this?!
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The only interaction change that occurs here is the critical hit being able to one-shot unprotected light hulls with Viking's Overdrive, but I won't include that as I don't think it would happen often enough to justify a spot in the list; especially since Ricochet's projectiles during the Overdrive have 0.15 seconds between each other.
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Railgun is a special case because its firing rate was significantly higher than what it would be had it had the same reload coefficients as the other ranged turrets, and had been like that since 2019.
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I wish they'd tone done Hammer with Viking's Overdrive after this buff, which probably isn't going to happen because Viking's Overdrive is a fixed function being applied to variables and differs with each balance change. It's too easy to teamwipe with it after the buff.
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After the long range turret nerfs last year, Adrenaline Gauss and Magnum do not gain much on average when they're maxed. The barrier that gets broken for a maxed Adrenaline Gauss is being able to 2-shot unprotected medium hulls with the arcade shot at 20% HP. Which is why you have topics like this at times. They're not that bad. It is that they are unjustly affected by the freezing status and many other much more powerful and consistent augments get to roam freely. The damage boost isn't strong or consistent enough to warrant being disabled by freezing.
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For what it's worth, the EN Wiki turret pages have not updated the proper critical chance values, so the average critical chance is different to what is shown there.
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This muddies it. You add the adrenaline bonus to whatever damage enhancers you have applied. The easiest way to make sense of it is thinking of it as units of damage enhancement. For every 100 units that gets added, it adds +1 to the damage multiplier. For example, let's take a 1,000 damage Railgun. Suppose you start with 100 units which is x1 damage, Boosted Damage alone gives +50 units, which translates to +0.5 to the multiplier, which gives x1.5, 1,500 damage. Fully upgrading a drone increases Boosted Damage to +100 units, which is +1 to the multipler, which gives x2, 2,000 damage. Booster, Crisis and Camper give additonal units of enhancement. Booster gives 30 additional units. The final damage will be: 100 (base damage) + 100 (Boosted Damage) + 30 (Booster's extra damage) = x2.3 damage, 2,300 damage. Adrenaline adds to this when further damage enhancement is applied. Suppose the Railgun is at 50% HP, which will give 15 units of damage enhancement: 100 (base damage) + 100 (Boosted Damage) + 30 (Booster's extra damage) + 15 (Adrenaline) = x2.45 damage, 2,450. If you are at 1 HP with Railgun and activate Boosted Damage,you won't deal 1,000 + 30% = 1,300 X 2 = 2,600. You deal 1,000 + 130% = 2,300.
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That 2,517 DPS you're describing is an Adrenaline Vulcan with Crisis at 21% HP. Not exactly the best way to factor in the augment since that requires him to be near death. It's best to use half of the total Adrenaline value since being at around 50% HP the majority of the time is more realistic. The bonus damage from Adrenaline adds to the Crisis bonus, to give x2.7 damage in total. I assume you're going by 2 critislits per second on average. In order for a Crisis Adrenaline Vulcan to deal 2,517 DPS with 2 crits per second, it needs to be on 21% HP. At full HP, it will be dealing 2,280 DPS.
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