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  1. #21
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    Quote Originally Posted by alienstookmybeer View Post
    No, good stuff.. keep it coming!

    I could see the 1/10th making sense and they might possibly scale the damage down 10% for every 1/10th further you move away from the full damage radius. That would make the mass cannon starting full damage radius ~0.2 meters.. ouch!
    Yeah lol, still I can't be sure that it works the same for Rocket Launchers as it does for Detonators. But if it does then consider adding .4 or .6 to it... that would be a 200% and 300% increase! respectively. And remember, I haven't finished the original test, so if the "full damage Radius" doesn't actually change (or changes but not by the predicted amount) between the 2 boomers then something isn't working or we are wrong about what the mod/bonuses are supposed to do.

  2. #22
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    I have a Ground Pounder with x1.15, +0.40 & +0.60, so I'm very interested in knowing the results of your tests. Keep it coming!

  3. #23
    Quote Originally Posted by WhiteGoblin View Post
    I have a Ground Pounder with x1.15, +0.40 & +0.60, so I'm very interested in knowing the results of your tests. Keep it coming!
    You should definitely donate that for research purposes

  4. #24
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    Ok, I had a second boomer drop with no bonuses and finished the test, however… after leaving and coming back I did not feel like the spot I was using really was good enough to accurately test this – I just didn’t feel like I could accurately replicate the experiment. I did see a change (so the mod/bonuses do effect the radius at which the full damage occurs), but I did not feel like I could tell by how much – short of a really bad guess. So, I searched for another spot where I could more accurately mark the distances and do the whole test over from the beginning - since originally I only planed on testing blast radius.

    **In the following I will use “m” (meters) as the unit of measurement for distance, but I would prefer to call them “defiance distance units” because they do not seem big enough to be meters but also not small enough to be a foot.

    The max distance that I took damage from both boomers was 37 marks (so 37marks = 6.6m). The range that my modded/bonus boomer did full damage to me was 14 marks, and the range that my unmodded /no-bonus boomer did full damage was 8 marks.

    37marks = 6.6m
    (6.6/37) * 14marks = 2.49m
    (6.6/37) * 8marks = 1.42m
    1.42m is 21% of 6.6 (so not 10%)

    *since 2.49 is basically 1m more than 1.42 I am going to assume that the difference is due to the inaccuracy of the measurement, and that they are really just 1m apart. I will include this in the recap but let me know if you think this is a step too far. I wish I had a Grenade Launcher with +.4 and +.6 so I could verify :-( I honestly wont feel comfortable about this until I can lol.

    Now to test the Grenade Launcher and see if I could find a % that might be used as a standard base full damage radius. The max distance that the Grenade Launcher damaged me was 26 marks (so 26marks = 4.6m). The max distance that I was hit for full damage was 3 marks. Note: 3 marks really felt like it was getting too close to the explosion (with this system) to be accurate - since it looks like the size of the explosion determines the rate at which the damage diminishes.

    26marks = 4.6m
    (4.6/26) * 3marks = .53m
    .53m is 11% of 4.6 (so not equal to the % max distance on the boomer)

    Last, I tested if the explosion diminished at the same rate or a different rate once the mod/bonus was added. I realized at the end of this that I should have put on a big shield so that I never got hit for any of my life - since 1 bar of shield does not necessarily equal 1 bar of life. As it was getting late I did not feel like going back and doing this part over, so I just noted the two separately (s = shield and L = life).

    Marks (distance from the grenade) | Mod/Bonus Boomer | Basic Boomer
    37 2s 2s
    30 5s 4s
    20 10s 8.5s
    14 10s + 2.5L (full damage) 10s + 1L
    8 10s +2.5L (full damage) 10s + 2.5L (full damage)

    **grrr** It won't show my table :-(

    This shows that the explosion does diminish at a different rate. So, by increasing the Full Damage Radius you also increase the damage done beyond the full damage radius up until the Blast Radius.

    A recap:
    • +.4 and +.6 radius is adding “defiance distance units” to the radius at which full damage occurs which are a significant increase, should gain in value for smaller blast radii, and I do believe are worth using - which I'll talk about in my final thoughts.
    • The base full damage radius may be different for each weapon and I was not able to determine if it is a flat % of the blast radius.
    • By increasing the full damage radius you also increase the damage the explosion does beyond the full damage radius up until the point of the blast radius.

    Final thoughts and future interesting questions:

    Doing all of this begs the question: Is + full damage radius better than the other mod and bonus choices?

    At ~54% of the blast radius on my big boomer the mod plus bonus (.6 + .4) adds ~279 damage, where a damage mod and bonus (x1.07 + x1.05) adds 180 damage to the total. So where the mobs within the base full damage radius are taking 180 more damage (with plus damage mod (x1.07) + bonus (x1.05)), the mobs half way in the blast radius are taking 280 more damage (with radius mod (+.60) + bonus (+.40)) – this seems like it would matter even more on a smaller blast radius as it should diminish more quickly. Thoughts?

    And as for crits, mostly I use my detonators on Volge (the ground pounder will 1 shot them) and at plague sieges (when we had them /cry). For plague sieges I did get a lot of crits. Without doing any math (because they aren’t in the game anymore so it doesn’t matter) the crit bonus/mod may be better. For the Volge, I never crit on them so crit would be worthless. Thoughts?

    Well that was my 2 cents. Please let me know if I over looked something or made any mistakes, and I’m looking forward to any future discussion :-)

  5. #25
    Member Tekrunner's Avatar
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    Awesome work Nilxain. There's one more thing I'm wondering about: if you get a full damage radius multiplier bonus (like *1.20 on a purple detonator), does it apply to the base radius, or to the modified one? Given the way other multipliers work in this game, I'm guessing it applies to the base radius, but it'd be great if you could possibly test that. If you're on PC EU I have a matchlock boomer with that bonus that I could lend you.
    Guide to Weapon Bonus Rolls (partly outdated) | Guide to Weapon Mods | Guide to Scopes and Sights
    HP and Regeneration rate tests | Weapon range tests


    Want to know which guns are the best? Check out my weapon tables! (partly outdated)

  6. #26
    Senior Member Maitreakow's Avatar
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    Quote Originally Posted by Tekrunner View Post
    Awesome work Nilxain. There's one more thing I'm wondering about: if you get a full damage radius multiplier bonus (like *1.20 on a purple detonator), does it apply to the base radius, or to the modified one? Given the way other multipliers work in this game, I'm guessing it applies to the base radius, but it'd be great if you could possibly test that. If you're on PC EU I have a matchlock boomer with that bonus that I could lend you.
    Going back to math class, it does not matter. With multiplication the total would be the same either way.

    (2*3)4=24 2(3*4)=24

  7. #27
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    Quote Originally Posted by Maitreakow View Post
    Going back to math class, it does not matter. With multiplication the total would be the same either way.
    Might want to check which formulas you are using there. In this instance it does matter.
    (A+B)*C != A+(B*C)

  8. #28
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    Quote Originally Posted by Maitreakow View Post
    Going back to math class, it does not matter. With multiplication the total would be the same either way.

    (2*3)4=24 2(3*4)=24
    What I mean is this. Say your base full damage radius is 2m. Your detonator has a +0.40m bonus, and you put a +0.60m mod on it. Its xp roll is *1.25 full damage radius. Is the final radius:
    - (2 + 0.4 + 0.6)*1.25 = 3.75m
    - or 2*1.25 + 0.4 + 0.6 = 3.5m

    Actually, writing this makes me realize it might be difficult to distinguish between the two, unless you have the perfect weapon for it (orange big boomer with radius bonus and radius xp roll). The spread may just be too small in other cases.
    Guide to Weapon Bonus Rolls (partly outdated) | Guide to Weapon Mods | Guide to Scopes and Sights
    HP and Regeneration rate tests | Weapon range tests


    Want to know which guns are the best? Check out my weapon tables! (partly outdated)

  9. #29
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    Quote Originally Posted by Tekrunner View Post
    Awesome work Nilxain. There's one more thing I'm wondering about: if you get a full damage radius multiplier bonus (like *1.20 on a purple detonator), does it apply to the base radius, or to the modified one? Given the way other multipliers work in this game, I'm guessing it applies to the base radius, but it'd be great if you could possibly test that. If you're on PC EU I have a matchlock boomer with that bonus that I could lend you.
    In this post we have been functioning on the assumption that it's not actually a multiplier but instead just additive - since they come in the form of "+.40" and "+.60". The test does seem to support this assumption. Do you have one with a multiplier? What does it say exactly?

    If you are looking at something with a multiplier (like crit x1.25 and x1.15) it does not matter how you cut it, because by saying x1.25 you are saying add 25% of the current number to the current number.
    Example:

    If your crit. mult. is x1.0 and you have both the mod (x1.15) and the bonus (x1.25) then,

    1.0 * 1.15 * 1.25 = 1.4

    Seeing it in this form may help show that it doesn't matter, since it's all multiplication - even though you are "adding a %." So to answer your question: It increases the modified number - but if you wanted to take the % of the base and add it, then you would get the same number.

    **edit - later testing (way after this post and on a different subject) shows that all mods increase off the base damage, not the modded number. In this case it does not matter because it yields the same number, but in cases where not everything is in % form you will get the wrong number if you add it to a modded number (example: mag mods).

  10. #30
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    Quote Originally Posted by Tekrunner View Post
    Its xp roll is *1.25 full damage radius.
    I don't recognize this number, can you explain please?

    *Edit: I clicked on one of your links and saw full damage radius listed with multipliers (like x1.25). I have not seen it done this way yet, and mine doesn't have it in this form. Maybe that was the way they did it before? Do you have one with this multiplier (or anyone else reading this)?

    Since they have been quite literal with their numbers I do think that "+.n" (like +.40 or +.60) does actually mean plus that number - instead of it meaning something like +40% which they normally would show as x1.40. The results from my test do seem to support this, but I don't want to say that (with this marking system) it is out of the realm of possibilities - I just think it's unlikely at this point.

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