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Tweak heatsink?

Author
Grimpak
Aliastra
Gallente Federation
#21 - 2012-05-04 10:30:50 UTC
DarkAegix wrote:
Grimpak wrote:
Demieta wrote:
Dato Koppla wrote:
Wont that mean it would give overall less dps due to more stacking though?


Off the top of my head I think that would only happen with a collision rig. Multiple heat sinks should just be proportional. I'd need to do some analysis to know for sure. Do you know where I can get the basic stacking formula?



25% RoF = 33% straight up damage bonus.


I know that there's a formula somewhere that proves this, but I forgot it and I'm very bad at maths.

1 damage per 0.75 second cycle = 1.33 damage per second (1/0.75=1.33)
1.25 damage per 1 second cycle = 1.25 damage per second (1.25/1=1.25)

thanks

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[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Jorma Morkkis
State War Academy
Caldari State
#22 - 2012-05-04 11:05:24 UTC
Demieta wrote:
There has been much hand wringing around here about energy weapons. I've been poking around, and I have noticed that the mag stab, gyro, and heat sink all give the same bonuses, a damage multiplier and a RoF bonus. I know that when I've made Amarr fits, one of the things that I keep running into is that every heat sink I fit has a significant impact on the ship's cap.

So here's an idea:

Increase the multiplier by a little and decrease the RoF bonus proportionally to reduce an unintentionally severe drawback of the weapon upgrade.


Heat sinks aren't the problem. Problem is that "must be cap stable" and Amarr ship doesn't work well together.
Demieta
Deep Core Mining Inc.
Caldari State
#23 - 2012-05-04 16:53:25 UTC
I'm not sure that lasers use too much cap base, but then I've mostly flown ships with a cap use bonus or pirate faction laser boats. My main point is that the only damage mod that has any disadvantage other than increased ammo use is the heat sink.

TBH I think that if they modded the T2 heatsink to have a damage bonus of 1.25 and no RoF bonus, or a 1.1 damage bonus and a 10% reduction in cap use instead of the RoF bonus, it would be a pretty noticeable improvement.
Jorma Morkkis
State War Academy
Caldari State
#24 - 2012-05-04 18:51:16 UTC
So your point is that you want laser damage nerfed?
Mfume Apocal
Brutor Tribe
Minmatar Republic
#25 - 2012-05-04 19:04:46 UTC
Demieta wrote:
I'm not sure that lasers use too much cap base, but then I've mostly flown ships with a cap use bonus or pirate faction laser boats. My main point is that the only damage mod that has any disadvantage other than increased ammo use is the heat sink.

TBH I think that if they modded the T2 heatsink to have a damage bonus of 1.25 and no RoF bonus, or a 1.1 damage bonus and a 10% reduction in cap use instead of the RoF bonus, it would be a pretty noticeable improvement.


Magstabs increase cap consumption as well. Not so much now that they've nerfed how much cap blasters use, but still.
Demieta
Deep Core Mining Inc.
Caldari State
#26 - 2012-05-04 20:35:45 UTC
Jorma Morkkis wrote:
So your point is that you want laser damage nerfed?



Current damage bonus is 1.1 for T2 and 10.5% RoF bonus. 10.5% inclusive is about 15% exclusive so .15 + 1.1 (existing bonus) = 1.25. That's pretty much the same DPS with the heat sink as before with 10.5% less cap drain. In my head when I started this thread I was thinking more along the lines of ~5% RoF bonus and 1.175 damage multiplier, but the example holds.

How is that a nerf?
Jorma Morkkis
State War Academy
Caldari State
#27 - 2012-05-04 22:21:42 UTC
Demieta wrote:
Jorma Morkkis wrote:
So your point is that you want laser damage nerfed?



Current damage bonus is 1.1 for T2 and 10.5% RoF bonus. 10.5% inclusive is about 15% exclusive so .15 + 1.1 (existing bonus) = 1.25. That's pretty much the same DPS with the heat sink as before with 10.5% less cap drain. In my head when I started this thread I was thinking more along the lines of ~5% RoF bonus and 1.175 damage multiplier, but the example holds.

How is that a nerf?


Ok, maybe not then. But what capacitor has to do with all this? (Your OP)

I ask because it's not a problem. True, some Amarr ships have cap problems with local reps if flown incorrectly.
Demieta
Deep Core Mining Inc.
Caldari State
#28 - 2012-05-14 17:22:11 UTC
Jorma Morkkis wrote:


Ok, maybe not then. But what capacitor has to do with all this? (Your OP)



So for example using round numbers:

Ship 1 does 100 damage per shot with a 5s cycle time for one gun

Ship 2 does 150 damage per shot with a 7.5s cycle time for one gun

Ship 1 and Ship 2 have the same guns, and the guns have the same cap use per shot.

In this case over a period of 15s they both do 300 damage but Ship 2 uses 2/3 the cap.

By upping the damage bonus and reducing the RoF there would be less cycles for a given time period. With fewer shots less cap is used, therefore my proposed tweaks would reduce the additional average cap per second used when a heat sink is added.
Salo Aldeland
Sebiestor Tribe
Minmatar Republic
#29 - 2012-05-14 18:35:05 UTC  |  Edited by: Salo Aldeland
It's a silly reason, but I love RoF on medium guns just so I can get Quad Light Beams down under 1s cycle times. So bad ass, meanest looking turrets spewing blazing death everywhere. It's just a shame they don't even have the range of Dual Light Beams. They could use three halves of their current range and two thirds of their current tracking and they'd just about make sense as a low-caliber cruiser gun instead of a LOL TERRIBLE joke weapon.
Francis Longbottom
Apotheosis Enterprises
#30 - 2012-05-14 19:50:41 UTC
While we are at it, can we lower the CPU cost of BCS to match heat sinks,gyro and mags.. while we are at it.
Dato Koppla
Spaghetti Militia
#31 - 2012-05-15 03:53:49 UTC
Also, up the fitting requirement on TEs =P, 15 CPU for 30% boost in Minmatars most important stat....Winmatar indeed.
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