Delusional is as delusional does. It is impossible to change a fanatics views even with solid facts.
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Delusional is as delusional does. It is impossible to change a fanatics views even with solid facts.
If one player shoots it and kills it he gets the kill award.
If you have shot it too, you get an assist award.
In other games teamwork points are awarded for you being in close proximity to another player getting kills, I am expecting it to be the same in this one.
The game also rewards for healing and for damaging.
In my estimation my score goes up when I do damage. If I shoot an enemy I get score as my total damage for the fight goes up past each mark. When the enemies dies I then also get awards for teamwork assists or kills. (I don't get score for every bullet I hit with, but I get some points when I reach 10K damage and then some more points when I have reached 20k and so on. NB I am inventing these specific numbers to illustrate the concept). That's what it I was assuming.
I am certainly gaining score when I am shooting a big Volge for example, even while he is still alive. The assist/kill/teamwork awards are only recieved once he is dead however.
With regards to scaling down of BMG damage per link am I quite happy to believe this occurs even though in the hundreds of hours I have used one, I have never noticed.
This leads me to believe the scaling is not significant.
I'll look for myself next time I play, but I could well believe that my first link did 1K, my second .9k my third .8k and so on.
This is part of the chain lightning game mechanic from D&D. It's well used.
I am in no way convinced that it is evenly divided by the number of enemies linked. I think I would have noticed if the damage numbers reduced to 1/8th.
So I won't be taking your word for that one. Sorry. I will however take a closer look next time I give it ago.
So again, even with small reductions per link that damage all adds up.
LMAO. Sorry I missed that one.
ROFL, just ROFL Mate.
BMG's hit multiple targets within a defined area proscribed by the range between one target to another and the number of targets it will reach. In Defiance terms that's "link range" and "link number".
This game mechanic originated in Dungeons and Dragons in the 1970's. They called it chain lightning. You will find it used in many games.
And once again, you fail to miss the point. While they both "technically" deal AoE damage, their actual applications are different and therefore yield different results. A BMG that has a max link count of 5 cannot hit more than 5 targets. A Rocket's explosion will hit everything as long as it's within the blast radius. You had to try, right?
Thanks for your insights into the scoring mechanism and the BMG mechanisms they both sound reasonable to me.
It might not be hard for people to dodge bombs, but one thing is certain, a great many people can be relied upon to fail to.
Just wishing that everyone is going to have a perfect game and never make any error is just that. Wishing.
In reality players consistently take damage, and yes, even the best ones.
Bombs get you when you are target fixated or trying to stay close to a buff or even when they come from behind you, from an enemy you hadn't seen coming or has only just spawned.
To expect everyone never to get hit is ridiculous. That's all.
It happens.
Yes mate, I do have a good computer.
Or at least good enough for this game.
Ultimately if you can't afford to play this game, while you have my sympathies for your financial situation, I'm not going to stop playing just because of that. You are just going to have to man up to your own problems on that one.
I do however feel that if this is a big enough problem for enough people the game designers would be well advised to create some more scaleable GFX options to increase the number of potential players.
It isn't my fault if your PC sucks Mr. It's not the BMG's fault. It's no ones fault but your own.
The minimap is good but it won't show you the health bars on the other players and it won't show you if the enemy behind you is a tiny Volge you can ignore or a mighty big one that is going to poop on you.
The healing done in my opinion is about right. It's not so great that a person being healed is unkillable, but it is large enough to be close. Obviously I have specced for healing so I will be doing more than someone specced for damage.
For the most part outside of a total cluster ****, say 3 WM bombs or 3 Big daddy Volges warping through you at the same time, I can keep you alive. (Dependant on the size of your shield too)
People do still die on me, especially when I am reloading or we get out of range of each other, but pretty much the rate of healing is satisfying to play. I can see that I am saving people and I have to work at it a little, plan it a smidge.
I get you.
I agree with that.
So in this example how the BMG keeps pace with the damage of the Bazooka is by having a continuous fire. So it is much easier to have the full 5 in your BMG chain than it is to aim and land a bazooka on 5 enemies at the same time. Also, the area of effect is vastly larger than that of a Bazooka. The reloading time much shorter.
On the other hand a bazooka has a greater range and the potential to damage more targets at the same time. Further to that the Bazooka also has some complimentary explosives perks.
Each weapon has it's pluses and minuses but both if used well do the same role effectively. Kill multiple enemies at the same time.
So, were you SAS, Delta, or Spetsnaz?
So, let's assume that said Bazooka does 30k Damage per shot. We will also assume 1 rocket can be fired per second. I'll be generous and say your BMG has 10k dps.
For starters, if said rocket hits 1 target per second, it is dealing 30k DPS, 3 times the DPS of your BMG (regardless of how many targets your BMG hits due to the DPS being split). This means you need to be able to attack for 3 times as long to equal what said Bazooka does to the 1 target. For every target after the first, the Bazooka's DPS increases at a steady 30k per target as long as they're in the blast radius. Regardless of how many targets you can BMG down, your DPS is capped at 10k. Lesson over.
You are fixated on single target damage. In the scenario given no one will use either a bazooka or a BMG.
Both suck in this example.
Now lets look at an AOE example.
Let us instead suggest that every 5 seconds you can get a bazooka shot on 3 enemies at a time.
30K + 30K + 30K. = 90k/5 or 18k dps.
The BMG on the otherhand is doing lets say 4k DPS reducing by 100 for each link. But it is doing 4k on 5-8 mobs
so lets average it out a bit and call it 3.5 k and 6 mobs. That's 21K DPS.
Add to that that it is easier to aim a BMG, the Bazooka can expect more misses. Not to metion enormous reload times and time spent collecting ammo. Lets also add that the BMG is more survivable than the bazooka. You will be alive for more seconds so you will do more DPS over time. (Not blowing yourself up perhaps, and being able to heal yourself).
Lets also throw something else into the mix. Lets fight some easier enemies. Each enemy only has 15k health so the bazooka is not doing 30K DPS per enemy hit, it is only doing a maximum of 15K per hit.
Now I am doing 3x15K /5 secs or 9K DPS compared to the 21K DPS the BMG is still doing in this scenario.
I don't get anything like the scores I get with my BMG at Kenns Farm. With a bazooka/grenade launcher combo, I average about 40K score.
Compare this to about the 90K DPSing I do with my BMG.
Jeebus Baff. Give it up. Sirserved is pwning you and making you look foolish. Its great you love the bmg but it is by no means equal to any other decent gun and it only does a half assed job of healing. If it isn't throwing a blue glare on my tv its blocking my view with an orange dome. Honestly I flee from you guys. I have never been saved by a bmg heal. Ever. In fact the only time I drop is when I take massive damage and its an unavoidable drop that your bmg does nothing to prevent. Stick and move.
As far as the WM is concerned...well if you guys can figure out a way to keep people from busting the locks and then get them to know right from left and target properly, well then I would say that it mattered. Until then the only use for WM IS the points. Didnt one of the devs say as much?
Numbers, people! Write some down.
I used to BMG at seiges before the massive rewards nerf, if the number of players was large and I could get close to a detonater. The score was much larger. I don't BMG in public much anymore... there's not much point. But you used to be able to get really good scores with BMGs. Possibly still true. It was true at Hulker Hell.
But I've never noticed a step-down of BMG potency. And I semi-investigated it due to my Shield Spanner's mastery roll. Would love to see some data.
http://www.defiancedata.com/weapon/m...16_mas=128.jpg
-2% DMG charge
18 Link Range
9100 or 9200 DMG/sec
http://www.defiancedata.com/weapon/m...16_mas=130.jpg
4% DMG charge
20 Link Range
+2 Max Link OJ roll
8800 or 8900 Dmg/sec
Thanks man. I didn't mean gun cards, I meant live data. Ya the gun card can help with the live numbers, to establish fire rate. But the step-down is interesting and should be calculatable.
I'd pull some up myself, but I'm afc.
People who don't like it haven't taken the time to master it.
I use different weapons in different scenario's. If you haven't found any scenario's in which it excels, it is most likely because you haven't looked very hard.
A BMG with shield is going to reduce the damage you take by 10% (guess based on a shield plate) while simultaneously adding 5k to your shield recharge rate.
As long as I am healing you, you can take an extra 5.5k damage per second and not even notice.
So if you have a shield with a 10K capacity that recharges every 3 seconds, over a period of two seconds the same damage that would critically kill you outright won't even scratch your shield if I am healing you.
The chances are you have been frequently saved by BMGs without even noticing you got hit.
More typically in an event such as the WM, when the bombs all drop, a player takes one hit and barely survives. By the time the second hits I have healed him enough to survive that also, but if he gets hit by three in row, he's done. Without me however, the second bomb got him.
So if you have ever been killed by the WM's second bomb, your teams healer sucked.
However, each to his own, you are most welcome to run from my healing. I'm not doing it to upset you. Play your game any way you like.
Truth is, Baff, that between being BMG healed, the numerous explosions, and the CF rubberbanding, losing situational awareness and any sort of prediction of where a mob is, BMGs contribute more to my deaths than they prevent.
I'll use them to heal only if I, myself, need dire healing.
At any rate, all interesting. I think I know my next project.
Quick experiment I just zapped some mini helibugs.
The numbers above their head were this.
On an individual target 650 white damage.
On two targets, 650 and 550.
And on three targets it was 650 550 and 460
(These were the highest of the multiple bursts of numbers displayed).
At Diablo zombies, my white numbers are starting at 470 for a single target.
And ranging from 470 down to 160 on six zombies at a time.
So something like going down by 50 points a link.
Scrapper dogs, 340 drops to 312
I'm guesstimating a drop of around 10% damage per link at the moment.
On a single target like an above poster my BMG damage is 1/6 of my secondary weapon damage going by the white numbers coming off them.
I fixed your math portion, because it was terrible. Believe it or not, there are rules when you draft scenarios. No one is going to tolerate using a Rocket Launcher so they can hit 3 targets once every 5 seconds. As you evenly DPS enemies down with your BMG, a player can single target them down faster. Each enemy that dies will lower your DPS while the single target weapon's DPS stays the same.Quote:
Originally Posted by Baff
You don't fire a rocket launcher with the expectation of missing. There's nothing enormous about a reload time of 1.3. Rocket launchers do more damage so enemies die faster.
While you use a BMG, I will take out a Detonator which will kill them instantly or fire a few rounds from my SMG to kill them. They won't last 5 seconds and you can't link to farther targets if the initial target is dead. If the enemies are close enough, SMG/Detonator. If the enemies are farther away, a grenade or rocket can hit them before you get into range. Have you heard enough yet?
EDIT: I just tested my personal BMG. It's a 0% DMG Charge (the higher the DMG charge %, the more often you need to reload) FRC Tele-spanner and its Legendary roll is +2 Max Links. Assuming it hits all 3 targets 10 times a second, it can deal a maximum of 27.4k DPS without having to reload, ever. 27.4k is still half the effectiveness of 55.5k and is only sustained while all 3 targets are alive and present.
You don't understand the way the scoring system works so you have a major misplaced notion about the greatness of a BMG. Teamwork can only be gained while other players attack what you do and has a cap. You literally leech points off the efforts of other players and attempt to credit it to your weapon's performance. When your DPS distribution per target is 9k or lower, enemies don't acknowledge your existence compared to someone dealing 55.5k to a single target. Enemies don't come looking for you until they've killed the people that you failed to heal because you settled for mediocre damage and abysmal healing.
To obtain accurate numbers you need to provide the following
A. Your EGO level
B. The threat level
C. Was your Ego displayed in yellow numbers? If so data is unusable due to your EGO being boosted.
D. Type of BMG used
E. EGO of BMG
F. DMG/sec of the BMG
G. Variables like grenades because shrill/fire increase damage taken and bio strips armor plates.
H. Use a damage spike? If so data is unusable due to the damage increase given by the spike.
I. Use Overcharge? If so data is unusable.
There are many things to consider when calculating accurate and precise damage numbers. Simply providing the following discredits you in regards to your statements about knowing how the damage of BMGs work and are calculated.
To think this was all started by someone bragging about their BMG score. Let's just sit for a moment and let that sink in...
For public information, a tn Big boomer can easily achieve 35k+ damage per round.
@Chris I was thinking all this started when bold people bragged about how they never needed any healing, never missed, never died, never got hit and always did 6X more damage than a BMG in every possible scenario of the game.
LMAO and then went on to suggest that we should all be expected to play in this Neo-esque fashion.
@ Sir Served, misses happen. It's a fact of life.
The easier a gun is to aim the more hits you will get.
I'm sure you don't ever "expect" to miss, but nevertheless miss you will and miss you do.
Even The Terminator misses sometimes.
You are indeed correct that killing enemies individually rather than all at once reduces the amount of damage you will take from them.
The joy of links as opposed to aiming for groups is that is much easier to keep multiple enemies targeted. Simply put the AoE is very much greater and they auto target. Range vs the Bazooka on the other hand is an advantage for the bazooka.
You are also correct in your appraisal of the BMG as a low threat weapon. However because you are hitting so many enemies, not all of them can be expected to be over-aggroed by another player. You should expect to be running away from hoards of enemies prodigiously while using a BMG. I know I always am. (There is a perk for I used to take when I was levelling up).
Each enemy that dies will indeed lower my total DPS as with any AoE weapon.
That's why people only typically use AoE weapons in crowds. On Diablo a minute ago for example, with 20 enemies surrounding me, a lot had to die before my DPS was reduced in any way at all. In fact the wave was pretty much ended as that occoured.
No one is going to tolerate?
What choice do they have?
The same choice you do. Play the game or not play the game.
There are plenty of opportunities to have loads of fun with a Bazooka in this game. Almost zero players are going tot up the DPS of a Bazooka vs a BMG and refuse to play anymore if they don't like the result. When I say almost zero,. I do in fact mean... exactly zero.
No one cares that much mate. It's just a game. It's a fun game and if you want to have fun with Bazooka's you can.
I think to get the best DPS out of your BMG you should ditch the damage mastery and go for extra links. As you can see it's going to net you a whole lot more DPS than an extra 5%.
I went for extra healing duration myself. Took a few re-rolls but I got there in the end.
If you have better intel or wish for better intel please supply it.
My figures are not precise. They are loose.
I'm not worried about precise figures a general idea is quite good enough for me. No one is paying me, this is just a game I play to entertain myself.
Loosely I consider the loss of DPS to be around 10% per link. Which seems like a reasonable figure, (unlike the previously offered suggestion of total damage being divided equally amongst the enemies linked which did not sound in anyway representative of my game experiences to date). This type of damage loss is in fact stereotypical for the chain damage effect in most other games. So I have little trouble buying into it myself. It's what I would have done if I was making it.
I've essentially been looking for a percentage loss as I would expect damage to scale with both level and strength of enemy in that kind of a ratio.
Feel free to add your own suggestions if you don't consider mine to be credible.
I see. So what you're saying is, with 20 enemies crowding up surrounding you, you opted to use a BMG to hit not 20 for less damage than if you were to use a Rocket Launcher. Glad we got that cleared up!Quote:
Originally Posted by Baff
Almost forgot, you need to factor the time it takes to actually reload your BMG against how often you reload your BMG to get a sense of your actual DPS. My Tele-spanner says 0.5 seconds but actually takes 2.5 seconds to reload. 0% Damage charge on it came at the cost of not linking to targets (which I got through rolls) so my DPS is easy to calculate. If you have to reload your BMG every 10 seconds and it takes 2.5 seconds to reload, its DPS is only 80% of what you'd calculate from DPS*Targets Linked.Quote:
Originally Posted by Baff
While they won't stop playing the game, they'll just stop playing the game with you. When someone points out that your methods don't produce results with the progression of the collective in mind and you refuse to change, the collective simply abandons you. Private matches and Expeditions are coming up. People will be able to choose their teams for matches. The players that want to do everything "their way" will be left behind with the pathological lock breakers that crawl around looking for a revive. They can all get together and lose "their way". You have fun with your point scoring, I'm going to keep wrecking things.
If I had just of read the general tone of this thread instead of actually having played the game what a totally different idea of it I should have had.
I would think that no one can see through the blue glow, or the orange one, that their computers all lagged and so on. When I first started reading your comments I thought to myself, "I haven't actually checked my maths and this bloke has. I probably don't know as much about this game as him". But as things progressed I began to realise that this is primarily a troll thread only.
You (once again!) are incorrect.
In game, I almost never meet BMG trollers. Only twice so far in all these months of BMGing.
On both occasions in Warmaster events from the kind of person I would describe as "The Clan Jerk".
On one occasion in general chat some Clan Jerk typed "NO BMG" and on another one as we all waited in a neat group behind the Warmaster for the cage to open, another Clan Jerk decided to insult me because he had seen me use one to attract the others players attention to where I wanted them all to stand.
Far from anyone ever stop playing with me because I use a BMG, I get persistent group and clan invites from people who have played with me. People don't tell me how much they hate me or run away from me. That's just more of your wishful thinking.
They do however sometimes compliment me or thank me or ask me to join them.That is the normal response I get from my fellow players in game. In the actual game, my BMG is well received.
I've seen someone spend 45 minutes insulting a guy for using a bazooka in PvP, but only seen two comments about the BMG, both in the same event. Warmaster.
People love the BMG. It's just you and some whiney trolls who found it too complicated to enjoy. So really, a couple of forum trolls won't play with me? Wow, now that is a big loss to me. What are you going to do, leave your WM event every time I show up? LMAO. Ok then. Bye.
No. I will continue to play my game the way I enjoy. Other players will continue to enjoy it with me. Happy, happy days.
You on the other hand I fully expect to go on trolling folk. And if they ever do fix the BMG for you, I'm sure you will find some other crusade to troll them over. We all enjoy this game in our little ways I suppose.
Ya. :) I guess my title was provocative enough. Not really bragging about it. Well, maybe bragging about some earlier posts during Thanksgiving event when I mentioned seeking it. I knew it was special... So, when the Volge arkfalls came with Solstice...lol. I realized it couldn't be a more perfect use of the thing to farm points. The math is fuzzy. Hard numbers will not show this advantage. But, I posted this to stick to my own rules of sharing exploits. I will always find exploits, it's my nature. I feel guilty using them...so, I share it. Maybe this will even the playing ground, or help the Devs..either way..I believe in sharing info. I was not claiming in this post that the weapon is the ultimate killing machine. I was simply giving recognition to it's point exploitive nature. :) And, indeed...with it...it pwned SS Majors.
There are a few situations in PvE that a good BMG(Plate Slicer being top on list) is superior to any other. Just like other scenarios, another Weapon may shine. I said few. Here is a video I did this morning that shows an efficient use of a BMG in an offensive Kills per/second roll.
Using one to sweep up basically anything with fast moving enemies, solo, WILL save you a lot of time. No gun is going to kill the enemy behind you and/or on the other side of an obstacle like a BMG chain will. Although, if players start joining... it becomes less effective at killing. That's when you switch to a gun.
I will agree that all other uses of a BMG are questionable. :)
So...can we put this to bed? lol
Bmg is a weapon, though it's mostly just an annoying visual artifact to players. It's mostly useful in running up your teamwork/healing points and pissing off everyother player in it's radius by blinding them various ways, i.e. troll weapon mostly . Only real use is to max out the weapon category to 20 for 4 points of ego generally, a minor part of a pursuit or two also.
This seems to be all about score whoring and players that know that they aren't helping others, though need to feel better about their score, by saying they're helping others than actually helping players.
Btw. I have many orange bmgs, unfortunately. I just am unlucky in that I don't use them but keep fing getting them instead of a decent weapon. Have neg 0 damage charge and a 0 heal charge bmgs , still haven't mastered them or modded them, most likely I never will.
Back from vacation, and I've started testing. Some early reporting:
I can tell from the start that the guns do not diminish in damage through links consistently. The Stingray looks to carry damage without reduction through all targets, while the Spanner and the Spanner Protector diminish in damage through successive links. That's the guns I have ahold of for now.
DPS is based on Fire Rate 10 (10 shots per second).
Still gathering data.
Actually, it is useful for hoards of small fast mobs like skitterlings and the smallest two types of scrappers. Also its link abilities make it a good weapon for shooting around corners. Like, for instance, in the Gulanee arkbreaks where shooting the comms on either side the catwalk allows one to get the mobs that are under it when doing the thing solo.
There are many other things it can do besides stripping shields for other weapons that do not handle shields well and self-healing. You just have to be clever and use imagination when in battle and the uses of the BMG become apparent.
That old myth again. It is not all about score though undoubtedly a few do it for that since there are all kinds of players out there with many different motivations. Players who prefer the healer role in other games really do use the BMG to try to take on that role in Defiance, no matter how much the haters try to say otherwise.
Some, like me, realize after a while that the BMG is a very poor substitute for the set of group healing spells or powers healers have at their disposal in other games and use it for other things like I mentioned above while others keep at it because poor as it is it is the closest Defiance comes to having their accustomed role (or any other organized role for that matter).
Not that the lack of formal roles is a bad thing necessarily. Defiance's open ad-hoc cooperation model is a nice change from other many games where only formal groups can work together and independents hijack kills if they try to help.
In other words you hate them without even trying trying them out fully. BMGs are a versatile tool that can be used to good advantage in the proper circumstances, not a primary weapon. Some people do not "get it" and there is no shame in that, there is room in the game for direct action players as well as those who prefer tricks, traps, and misdirection (along with helping allies) to get their mission done.
Paired with a good hard-hitting primary weapon it is an excellent backup piece, particularly if ones shields are not the best quality.
For those who are serious about the group healing role despite the handicapped way it is implemented here a good trick is to occasionally switch to the BMG and use a momentary 'ping' of the healing beam to see if there are enough green numbers to justify the glare instead of holding the button down indiscriminately. That and try to not overlap it with someone else's healing beam or the glare gets nearly opaque and you are doing more harm than good.
I've completed them to 20 level , I've used them enough. Btw that was before they became the score whoring troll weapon of Choice.
Just was that orange weapons were so rare the first year of the game that it's difficult to sell or salvage them nowadays, so I store them.
Only been playing the game since before the first day, much has changed true.Though since the healing is limited but rewarded, it would seem to me that doing actual damage to the npcs would possibly be better, since they would do less damage by being ...err dead earlier.
That is why I recommended paring it with a high-damage primary weapon. The BMG does not have enough pure dps to do more than scratch anything but the lowest level mooks (except for shields, it does surprisingly well on those, even for things as tough as Volge though it does little to their health afterwards) so something with a good punch is needed for those.
One of my favorite loadouts is a northstar flare as primary and BMG as secondary, the flare fares poorly on shields but does very good damage after the BMG tears them down. I keep the target lit up and boost the damage to the shields with the BMG. It is also good when pared with a crimefighter though not quite as good as the flare/BMG paring, I find that I mainly use the BMG for self heals and not offensively as often as the DF "shotgun".
A big part of BMG operation is knowing when to switch between the primary and the BMG and usually to swap often.
I know a lot of people loathe the BMG due to the blinding "walk into the" white light and the "honeycomb of despair", but unfortunately weapons skills have to be leveled. Just as unfortunate for me is that even though my main character is sitting at 5.1k EGO, I still have like 5 more levels to go on the BMG. This means that every time Kenn Farms pops I'll be racing over with my brand spankin' new, vendor bought, purple-berry Stingray in search of lots of enemy targets to link to. However, I want you all to rest assured knowing that I will not under any circumstances heal anyone when I am there. I'm considerate like that ;)
The only time I've ever used a bmg was for the pursuit "Reach level 10 in BMG's". Even then I only used it when I wasn't around other players. Because I know how much they annoy me and didn't want to subject other players to suffering the graphics. I have vendored or salvaged everyone one I have picked up including the one I just used to get to 10.
Forgetting the graphics problem they cause on console, I really see no use for these. I have a really good shield that has 50% hp regen ( thank you Bentu :) ) with a high cap. Paired with perks that give me ablative armor and stims (armor repair, healing), I really don't need the "benefits" of a bmg while in combat. So I usually just move out of linking range so I can see the enemies I'm trying to kill.
Ooh...just had an idea :D
Lets get rid of the BMG and add healing packs or a healing grenade or even a Heal EGO power! That way those who want to play the role of a medic can still do their thing and the rest of us can still see what the hell is going on around us lol
This needs to be verified, but my numbers suggest that those BMGs that lose effectiveness through successive links do so at a rate of 25% damage reduction per link.
And again, Fire Rate 10.
So, to put an example:
The Protector I picked up has a card DPS listed at 6429.
Each tick on an unarmored enemy does 642 (6429/10).
Against an enemy with 3 armor, it does 450 damage to the first link (642*0.7=449.4).
To the next link it does 337 (450*0.75=337.5).
To the next link it does 253 (337*0.75=252.75).
To the next link it does 189 (253*0.75=189.75).
Those are the numbers I'm seeing.
Against a target with 7 armor the first link is 77 damage (need to figure out why).
To the next link it does 57 (77*0.75=57.75).
To the next link it does 43 (57*0.75=42.75).
To the next link it does 32 (43*0.75=32.25).
Numbers seem to generally jive. Need to try some more guns and figure out which ones have the damage reduction versus which don't. Stingray seems to not have reduction, while Spanner and Spanner Protector do. There are also some odd numbers in the damage stacks; my current hypothesis is that they occur once every 10 ticks, adding the remainder of the DPS/10, but I need to verify this. The numbers listed above are by far the overwhelming majority (not the highest number, but by far the most common).
Testing was done at the Zhena Array and the Matron's Nest.