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How do Incendiary Band's targets accumulate heat?


TheCongoSpider
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I'm at a loss at the moment trying to figure out how exactly Incendiary Band heats targets. Yes, yes, each projectile allegedly heats the target for 7% of maximum temperature,but this begs the question previously stated. 

 

At first, I looked at the direct damage numbers to see how many projectiles made it to the target and confirmed damaged them, and then I would see how many afterburn ticks the player suffered. That gave me a supposed heating rate of 4% per projectile, but that isn't 7%. I then looked again and noticed something different. This time, I counted the number of damage ticks, rather than the total damage, and that made more sense with the previous findings and showed a 7%-per-projectile heating rate. 

 

I know that in one second of fire, a target will be heated pretty quickly to a high %. Considering the damage ticks Vulcan gives you, for Mk8, it gives you ticks of 100s and 200s if you keep the stream of bullets on the target steady and consistent. 10 of that pair will kill a medium hull, which is 20 ticks in total, which would be at maximum temperature already. So I did these with low numbers of projectiles. 

I did it again, looking at the number of damage ticks, and it's somewhat converging with the first method of counting individual projectiles from the total damage. So now, I request help from anyone knowledgeable about this. 

 

Spoiler

Also what's Incendiary Band's projectile speed penalty pls it's been months. 

 

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I assume the 7% means it keeps adding 7% of maximum per shot. So if maximum temperature is 1.00, then each bullet adds 0.07 to the tank's temperature.

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3 minutes ago, Maf said:

I assume the 7% means it keeps adding 7% of maximum per shot. So if maximum temperature is 1.00, then each bullet adds 0.07 to the tank's temperature.

Yes, it's allegedly 7% per projectile, but I would like to know what method that 7% is distributed. 

 

From testing, it showed that the 7% was contained within the number of direct damage ticks rather than the number of projectiles that actually hit the target. For an example, I'll use what I found during the first tests.

 

Let's say my Vulcan was Mk8. It would deal 50 damage per projectile. I overheat and then shot at someone. In total, I did 5 projectiles' worth of damage to the person when I count the total direct damage. And I see 2 afterburn ticks with no noticeable heat residue after the 2nd tick. So I would deduce that the heating rate for each projectile was 4%.

 

But 4% is not 7%. So I did it again to see in what way it could be 7%. And then I see it. When I did the test above, the 5 projectiles were split into 3 different ticks. And that produced 2 afterburn ticks with no noticeable heat residue after the 2nd tick. So with that, I reduced that each tick of direct damage has a heating rate of 7%. 

Those 3 ticks would add up to 21% maximum temperature, which as you'd see, after the 2nd tick of afterburn you would not notice any heat residue since the residue would only be 1%. As compared to pre-nerf Dragon's Breath Hammer, where if it hit all of its projectiles, it would heat the target to 29.7% of maximum temperature. After the 2 ticks, you would still notice heat residue on your tank, enough to think that a 3rd tick was coming, but it didn't, because it was merely 0.3% off from gaining the 3rd tick. 

 

I bought Incendiary Band on this account before the Augment update to test whether or not the heating rate was directly affected by the modification. Haven't done the testing with that one, but I did it again with the Mk8 Vulcan yesterday and it wasn't consistent with the findings from last time. 

 

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1 hour ago, DOUBLE-6 said:

the bottom line is if you get in the way of a vulcan that has overheated your gonna be toast. if that vulcan is on a hornet your gonna be toast in about a 1/4 of the time. if its a hunter vulcan with immunity alt and a isida super glues to his ass  just run for the hills lol.

That is a given considering Vulcan's current state. 

 

I became curious about this because of the way the information about the alteration was posted when the Vulcan rework happened. It was very confusing with putting "%" after 0.07. From healing many if my allies from Incendiary Band's wrath, I noticed that they reach maximum temperature very quickly when under a steady stream of bullets. So the heating rate must be high, so I sought out to find it by using small numbers of projectiles. 

 

Yes, I know that with the DPS that the higher modifications of Vulcan offer, knowing the heating rate would do you no short term good. But I would still like to know how it works because we don't really get stuff explained to us or if we do, there is some hidden factor or parameter that influences the way it works. And I just want to figure it out in these desperate times of the Wiki showing confusing or incorrect information for certain stuff. 

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3 hours ago, Gauss-Hornet said:

Are you sure that the actual number of projectiles hitting the target is equal to the visual count? I mean, there might be a bit of lag, you know.

The ticks of the projectiles went like: 100, 100, 50. That's 5 projectiles in total. 

 

I was open to the possibility that maybe projectiles that hit the target but didn't register damage also heated them, but that was debunked by genuine gameplay in a MM battle and a few times during testing. 

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I've tested it with Mk1 Vulcan and the findings are inconsistent. Sometimes, I can hit one damage tick and they get one tick of afterburn. Sometimes I hit one damage tick and they don't get any.

So the modification will affect how quickly you heat the target due to the increase in firing rate from the later modifications. It makes me wonder if the intervals between the projectiles count as cooling, just like the intervals between Firebird's direct damage ticks. 

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On 5/13/2020 at 12:18 PM, TheCongoSpider said:

It makes me wonder if the intervals between the projectiles count as cooling, just like the intervals between Firebird's direct damage ticks. 

So as I've seen with the status effect update, your temperature ticks downwards from cooling at the same time that it ticks upwards from heating, so there were no heat loss during the intervals like I had thought, it's just constant. 

 

I tried to let myself get hit by enemy Incendiary Bands whenever necessary, and from the steadiest stream of projectiles I've gotten hit by so far, it put me to maximum temperature in just under 1 second. There is someone that I watch who livestreams a lot and uses Incendiary Band Vulcan with Wasp. I'm using that to estimate how many ticks of damage the IB Vulcan must have hit me for. 

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