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kyrieee
Brutal Deliverance Tactical Narcotics Team
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Posted - 2009.10.03 19:40:00 -
[1]
Since Gallente and blasters sucking seems to be the the thing to talk about here on EVE-O atm I decided to take a look at it and made a few graphs. It's hardly anything conclusive but it's more than a priori blaster comments from grumpy Gallente pilots.
All the graphs were made assuming that the ships would be shooting a similarly sized ships, i.e. signature radius = signature resolution. Damage and tracking is calculated using max skills and no ship bonuses unless otherwise specified. I had more to say but forums ate my post :[
Here's a graph showing standardized DPS (meaning '1' is the max theoretical DPS of the blasters, because they do the most) as a function of range and transversal velocity. We can see that the Megapulses do roughly 85% of the blaster's damage but over a much wider range spectrum. The lasers, predictably, demonstrate a lesser ability to keep up with faster targets though. They do track worse after all. It's notable, though, that the blasters don't reach their maximum theoretical damage against any target moving at a realistic speed. It's a recurring theme
Here's the same graph but with an MWD turned on. As you can see it makes a massive difference. It also demonstrates the fact that blasterboats were hurt by the web nerf / scram chance. A strong web + mwd running yields much better damage
Here's graph showing the standardized DPS as a function of range, but with four different transversal velocities. Here we can see how, even with a transversal of 50 m/s, the tracking bonused Mega doesn't reach its peek DPS within optimal, but instead slightly into falloff. The lasers, on the other hand, have no problems tracking well inside of their optimal. Blasters still win out on damage within their intended range, but not by a significant amount.
This is the same graph but for Cruiser sized weaponry. The same observations can be made, but they're even more prominent here.
Now we move on to the small turrets. As you can see small blasters cannot get close to their theoretical damage. You can see the lasers again hitting well inside their optimal while the blasters struggle in any scenario.
Here's the pure hit percentage in the same circumstances. Doesn't look too got for those small neutrons
In my opinion the higher damage of blasters doesn't outweigh their bad tracking, poor range and limited adaptability.
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kyrieee
Brutal Deliverance Tactical Narcotics Team
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Posted - 2009.10.03 20:59:00 -
[2]
Edited by: kyrieee on 03/10/2009 21:00:34
Originally by: Liang Nuren These are excellent graphs. However, you should really take ship bonuses into account. For example, when looking at battleships, I have found it best to examine the Armageddon vs the Megathron. They fulfill essentially the same role, and you can (as a bonus) ignore drone DPS.
The Abaddon is also an interesting case (IMO), but it's not as easy to ignore drone DPS. The graphs can be offset by drone DPS if you like.
It's worth noting that you should pick a standard ship to shoot at - such as Raven/Drake/Cerb/Crow or something. Sig res = sig rad isn't particularly useful since the ships have different sig radiuses.
-Liang
Yeah I know The reason I didn't apply ship specific bonuses other than the Mega's tracking is that there are just so many different cases to cover. Geddon vs Mega would probably just turn out even more in favour of the Geddon though since they both have a DPS bonus (RoF / Dmg bonus gives equal DPS boost) but the Geddon has a smaller sig and they're equally fast
Most of the good Amarr ships have a damage bonus. Zealot, Harbinger, Geddon, Abaddon etc.
I should probably add Null (how often do you actually change hybrid ammo in a fight though?). Drones would skew ship damage slightly in favour of Gallente but then you have to look at how many turret slots a ship has etc. I tried to just look at the guns, and they don't track well enough to hit in their optimal. It may be the way CCP wants it
The real issue is how much damage they should do though. Before you determine that you can't really say that they do too little.
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kyrieee
Brutal Deliverance Tactical Narcotics Team
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Posted - 2009.10.03 22:40:00 -
[3]
Edited by: kyrieee on 03/10/2009 22:42:10 Here ya go
Null included. It's not that impressive. Generally it's like AN MF but will less damage
First off:
Null vs Caldari Navy Antimatter vs Amarr Navy Multifrequency on Battleships
Null vs Scorch on Battleships:
All four on BSes:
Cruisers:
Frigates:
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kyrieee
Brutal Deliverance Tactical Narcotics Team
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Posted - 2009.10.04 17:45:00 -
[4]
Nice
If you're using MatLab, try: shading interp;
(to get rid of the grid, you can add a less dense one later if you want)
and if you get glitches from the origin try:
lighting phong;
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kyrieee
Brutal Deliverance Tactical Narcotics Team
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Posted - 2009.10.05 21:11:00 -
[5]
Edited by: kyrieee on 05/10/2009 21:13:25 You guys are just arguing about Large blasters. There are a couple of other size types and only one Gallente BS even has a tracking bonus. Hype is not supposed to be worthless with blasters. Relatively speaking though the large ones have the best parameters, small ones are much worse off.
Here's what I think: Better tracking and less falloff
The shape of the blaster diagram is too similar to the pulse laser one. It needs to me more compressed along the range-axis, as such:
The blaster at the bottom as greatly increased tracking with greatly reduced falloff. This means it actually hits, and hits very well, when it's very close, and at the same time the better tracking doesn't give it a massive advantage when distance isn't very short.
Also, that second diagram isn't supposed to be balanced or anything. It's just to illustrate what I mean, not actual values you should use to tell me I want blasters to be nber
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kyrieee
Brutal Deliverance Extreme Prejudice.
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Posted - 2009.10.30 18:37:00 -
[6]
With transversal = 0 an Armageddon with AN MF out damages a Megathron with CN AM at 8km. That number grows (slightly) with higher transversal because the blasters track better. At 100 m/s it's about 9km. But you're right that anything other than CN AM is more or less useless. The damage penalty on the other ammo types is so huge that CN AM out damages them very far into falloff, even with hit quality taken into consideration.
The difference between the damage output of a geddon and mega is closer than the raw damage difference on the guns with max skills, so the geddon outperforms the mega quite a bit more than what the previous graphs I posted might have you believe. Those damage stats weren't for specific ships and the 25% RoF bonus on the geddon is actually a 33% DPS increase (DPS is damage / duration. The duration on the geddon is reduced to 75% which means that the DPS increase is 1 / 0.75 = 4/3 = 1.3333...)
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kyrieee
Brutal Deliverance Extreme Prejudice.
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Posted - 2009.11.04 19:26:00 -
[7]
Edited by: kyrieee on 04/11/2009 19:33:22 Edited by: kyrieee on 04/11/2009 19:30:54 Hey guys I made two more graphs in response to the discussion
First off, here's a damage comparison between the Megathron and the Armageddon. Max skills + Drones (no damage mods, but the result is the same if you're wondering). Close range faction ammo, ofc
At its lowest the Armageddon does 95% of the damage on the Megathron ( transversal = 0 )
Link
Here's transversal = 50 m / s Link 3
Secondly, here's a comparison of the different blaster ammo types. It speaks for itself
Link 2
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