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RoF bonuses

Author
Hengle Teron
Red Sky Morning
The Amarr Militia.
#21 - 2015-01-19 18:40:21 UTC
Grauth Thorner wrote:
Hengle Teron wrote:
Grauth Thorner wrote:
maths

all that, just to point out what we already know...

Define: we

clearly not you :D
Unsuccessful At Everything
The Troll Bridge
#22 - 2015-01-19 18:41:42 UTC
Grauth Thorner wrote:
Hengle Teron wrote:
Grauth Thorner wrote:
maths

all that, just to point out what we already know...

Define: we


The pronoun used when one does not want to appear to be the only tool in the room.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Grauth Thorner
Vicious Trading Company
#23 - 2015-01-19 18:43:18 UTC
Hengle Teron wrote:
Grauth Thorner wrote:
Hengle Teron wrote:
Grauth Thorner wrote:
maths

all that, just to point out what we already know...

Define: we

clearly not you :D

Exactly my point, so it wasn't useless

View real-time damage statistics in-game

>EVE Live DPS Graph application forum thread

>iciclesoft.com

Grauth Thorner
Vicious Trading Company
#24 - 2015-01-19 18:47:57 UTC
Unsuccessful At Everything wrote:
Grauth Thorner wrote:

Define: we


The pronoun used when one does not want to appear to be the only tool in the room.

Thanks, google.. I mean.. UaE.

View real-time damage statistics in-game

>EVE Live DPS Graph application forum thread

>iciclesoft.com

Hengle Teron
Red Sky Morning
The Amarr Militia.
#25 - 2015-01-19 19:00:58 UTC
Unsuccessful At Everything wrote:
Grauth Thorner wrote:
Hengle Teron wrote:
Grauth Thorner wrote:
maths

all that, just to point out what we already know...

Define: we


The pronoun used when one does not want to appear to be the only tool in the room.

But if I am the only tool in the shed no one can claim I'm not the sharpest tool in the shed
Unsuccessful At Everything
The Troll Bridge
#26 - 2015-01-19 19:07:31 UTC
Hengle Teron wrote:
Unsuccessful At Everything wrote:
The pronoun used when one does not want to appear to be the only tool in the room.

But if I am the only tool in the shed no one can claim I'm not the sharpest tool in the shed


Touché.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#27 - 2015-01-19 19:11:28 UTC
Aran Hotchkiss wrote:
Now the drawback is you chew through ammo faster and have to reload more frequently, but whatevs.
For those who already knew this sorry for stating the obvious.

I think you'll find that for most weapons, the main drawback is on cap use.

An increase in raw damage has no affect on cap use.

A decrease in cycle time increases cap use.
Li Mu'Bai
Absurdity of Abstractions
#28 - 2015-01-19 19:27:19 UTC
@Grauth: No worries. I didn't care who was right or wrong, just wanted to figure out what was actually the case in-space, rather than on paper theorycrafting.

As for dmg Vs. RoF bonuses in regards to cap: Definitely. I guess its just a tradeoff for those tiny little bits of extra DPS you get from RoF bonus.

Regardless, I don't ever theorycraft or work this stuff out when fitting ships for PvP. I just slap a fit on, go "Yep. Looks good." and go smash people in the face.
Gilan Isana
Science and Trade Institute
Caldari State
#29 - 2015-01-19 20:19:04 UTC  |  Edited by: Gilan Isana
does this just apply to Hybrid and projectile ?

Or does it work for pew-pew too? As it could be more relevant with no reload time.

Tho of course I take the point about higher cap. . . .
Cara Forelli
State War Academy
Caldari State
#30 - 2015-01-19 21:00:03 UTC
Scipio Artelius wrote:
I think you'll find that for most weapons, the main drawback is on cap use.

This. I was surprised no one mentioned it earlier. It's a huge deal for laser boats in particular.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Gully Alex Foyle
The Scope
Gallente Federation
#31 - 2015-01-19 22:00:23 UTC
Cara Forelli wrote:
Scipio Artelius wrote:
I think you'll find that for most weapons, the main drawback is on cap use.

This. I was surprised no one mentioned it earlier. It's a huge deal for laser boats in particular.
Aye, that's another reason why, in fits where you get only one dmg rig, it's advisable to go for the dmg one (instead of the rof one), even though the rof gives a slightly higher dps figure.

The other reason is alpha, which is always nice. Also, at equal theoretical dps, higher alpha (and lower rof) actually means higher dps for shorter engagements, since the damage is applied at the start of the cycle.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Hengle Teron
Red Sky Morning
The Amarr Militia.
#32 - 2015-01-19 22:16:47 UTC
Cara Forelli wrote:
Scipio Artelius wrote:
I think you'll find that for most weapons, the main drawback is on cap use.

This. I was surprised no one mentioned it earlier. It's a huge deal for laser boats in particular.

sorry, but how is 2/4 weapon types most ?
Serene Repose
#33 - 2015-01-20 01:20:06 UTC  |  Edited by: Serene Repose
I do missiles. Actually, I mission with a T2 cruise missile set up w/drones. I can hit at 135k on average, and with drone mods I can get my drones out that far, too. I'll say RoF has a lot to do with using missiles. However, and this may just be me, with the skills I have pushing my RoF very near the max (without implants but with a rig) the increase in damage is significant when taking an entire mission over time, not necessarily significant with one target. (I guess you could save five or ten minutes if still-firing on a POS with one ship - so what's that 50 minutes instead of an hour?)

What I've found affects damage more has to do with the explosion radius and the explosion speed. There's also a skill that makes the speed of your target less of a factor in avoiding damage - this seems like a rather elusive value to try to put into a formula as it would have to take into account inconsistent target velocities and trajectories (stops and gos, sudden turns). We're not shooting at inanimate objects. They're moving targets. The success of damage also, to state the obvious, varies with the size of the target - frig to BS.

Instead of visualizing a missile hit similarly to a bullet hit, it may help to visualize that you're setting off explosions with proximity fuses and your target is driving into the explosions, thus getting damaged. Projectile weapons, of course, fire elements that strike a target, and a certain amount of accuracy is required for a hit. Turret speed therefore becomes an issue. Missiles, as I said, create an explosion of a certain radius and force. The more in the center of the explosion is the target, the more damage. The further toward the outer radius of the detonation, the less damage.

Rate of fire only affects how tight your string of explosions can be would be one way of looking at it. You're not (necessarily) striking the target directly with your missiles. And, the target isn't necessarily cooperating by flying center to center on your explosion radii. Therefore, you can only come up with estimates of damage given the values of a set of variables, that yes RoF is among, but isn't actually as significant with missiles as it may be with projectile ammo.

TYVM. Have a nice day. Big smile

We must accommodate the idiocracy.

Aran Hotchkiss
School of Applied Knowledge
Caldari State
#34 - 2015-01-20 04:26:25 UTC  |  Edited by: Aran Hotchkiss
The main reason to the post was that RoF bonuses have a bigger impact the more you put on, unlike flat damage boosts - i.e. You have surgical strike and rapid firing - for a 100dps ship each point in surgical strike gives you another 3 dps, whilst each point in rapid firing would give an increasing dps boost, i.e. first 2 dps, then 3 dps, then 4... (random numbers just as an example) etc. - you get the biggest boost from training level four to five.

Likewise for RoF boosts from ship bonuses

You should have enough control over your herd of cats to make them understand. If they constantly make misstakes, get better cats.

Pok Nibin
Doomheim
#35 - 2015-01-20 04:56:05 UTC
Aran Hotchkiss wrote:
The main reason to the post was that RoF bonuses have a bigger impact the more you put on, unlike flat damage boosts - i.e. You have surgical strike and rapid firing - for a 100dps ship each point in surgical strike gives you another 3 dps, whilst each point in rapid firing would give an increasing dps boost, i.e. first 2 dps, then 3 dps, then 4... (random numbers just as an example) etc. - you get the biggest boost from training level four to five.

Likewise for RoF boosts from ship bonuses

Oh, I agree wholeheartedly. Always do the math. Never just accept a damage increase over other attributes. Things may not be what they seem. For instance rockets, one of my favorites. Each rocket does less damage than a light missile, but you can pour rockets out faster than light missiles, so - if range isn't an issue - loading up on rocket launchers might well give you more damage than light missiles. I just converted a missile frig to a rocket frig because of that. It gets in close, and it lets fly and it's all kind of neat to do.

DON'T FORGET TO FACTOR IN Rate of Fire.

The right to free speech doesn't automatically carry with it the right to be taken seriously.

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#36 - 2015-01-20 05:10:00 UTC
Hengle Teron wrote:
Cara Forelli wrote:
Scipio Artelius wrote:
I think you'll find that for most weapons, the main drawback is on cap use.

This. I was surprised no one mentioned it earlier. It's a huge deal for laser boats in particular.

sorry, but how is 2/4 weapon types most ?

Cause I'm a glass half full guy Hengle...Big smile

Some weapons are more useful than others. They count for more.
Hasikan Miallok
Republic University
Minmatar Republic
#37 - 2015-01-20 05:29:05 UTC
Higher Alpha has advantages but potentially you could waste DPS on target overkill compared to a higher ROF.

As far as "wrecking shots" I would have thought intuitively that over a period of time more but smaller wrecking shots would average out to about the same buff to DPS.

Grauth Thorner
Vicious Trading Company
#38 - 2015-01-20 11:08:38 UTC
Cara Forelli wrote:
Scipio Artelius wrote:
I think you'll find that for most weapons, the main drawback is on cap use.

This. I was surprised no one mentioned it earlier. It's a huge deal for laser boats in particular.

GrauthThorner wrote:
Or, CCP might've added a bit to RoF-damage to compensate for both increased reload time and increased cap-usage

I did... Although I got to admit that it was in a rather badly formatted post.

View real-time damage statistics in-game

>EVE Live DPS Graph application forum thread

>iciclesoft.com

Soldarius
Dreddit
Test Alliance Please Ignore
#39 - 2015-01-20 14:52:32 UTC  |  Edited by: Soldarius
Once we start talking about things like explosion velocity or optimal range, we are getting into discussing damage application vs dps bonuses. Also, missile application and turret application are very different things.

With missiles, range and transversal are irrelevant so long as the target is within maximum range. They are only effected by velocity and signature radius. With turrets, range and transversal are vitally important as both can effect the quality of hits.

In some cases, it may be that fitting an application rig will help apply more dps than any damage or RoF rig. This is especially true with large missiles. But I think we are diverging a bit from the main topic.

http://youtu.be/YVkUvmDQ3HY

Mario Putzo
#40 - 2015-01-20 21:04:44 UTC  |  Edited by: Mario Putzo
Soldarius wrote:
Once we start talking about things like explosion velocity or optimal range, we are getting into discussing damage application vs dps bonuses. Also, missile application and turret application are very different things.

With missiles, range and transversal are irrelevant so long as the target is within maximum range. They are only effected by velocity and signature radius. With turrets, range and transversal are vitally important as both can effect the quality of hits.

In some cases, it may be that fitting an application rig will help apply more dps than any damage or RoF rig. This is especially true with large missiles. But I think we are diverging a bit from the main topic.



That isn't always true about missiles, range and direction and speed of travel all have an impact on missiles, a ship burning away from you at a high rate of velocity will reduce your effective engagement range, where as a ship burning straight into you will increase the effective engagement range, the faster the target is moving the more the range varies.

While it isn't the same effect per say it most certainly does have an impact on your engagement radius when using missiles.

In regards to your second comment. For anything other than Light Missiles(and lolrockets) it is almost always better to use Rigors instead of RoF, in the case of Heavy Missiles it is ALWAYS better to use Rigors AND Flares instead of any other rigs at all, because HM's are terrible and even with 2Rigors and 1Flare still lose up to 45% (to compare medium Long Range Turrets lose ~30% at worst possible transversals) of their applied damage (before resists) depending on the target and whether they are AB fit or not.
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