Some interesting info on JtL guns...
PostedTue Nov 16, 2004 1:44 pm
Last night I spent several hours making special order ship components for a customer. After a while, we figured out how the vs shields/armor and damage stats worked. So...here you go:
the vs shields/armor stat is kinda like damage mitigation on the ground. The number for these stats tells you how much of your damage will actually effect the armor and shields. So, if you have a gun that does a max damage of 2000 and has a vs shields/armor stat of .5, the max damage it will do ever if a ship still has shields/armor is 1000pts. Now, here's where lots of math came in. If you use all experimentation points on max damage, with the leftovers being put into rate of fire, you will end up being able to do LESS damage than if you were to max out the vs shields/armor stats. This is due to the fact that you get a greater increase in the vs shields/armor stat per experimentation point than you do max damage points.
Now, if you add an enhancement to the weapon that increases the max damage, you can get the gun to be more effective without increasing the vs armor/shields stats. BUT, if you have a ship that takes 2 guns, you can use an enhancement that increases the vs shields stat on one gun and then one that increases the vs armor stat on the other and then dump all the experimentation points into the vs armor/shields rating on each...in the end, you'll end up doing about 300 damage more per hit. AND, if you really want to have some punching power, make one gun max effective against shields with the enhancement and experimentation and the other max effective against armor...then use the lefrover experimentation points on each to increase the max damage...THAT configuation will give you about 500 more points of damage per hit!!!
Phew...now I gotta get to work.
Zannon
the vs shields/armor stat is kinda like damage mitigation on the ground. The number for these stats tells you how much of your damage will actually effect the armor and shields. So, if you have a gun that does a max damage of 2000 and has a vs shields/armor stat of .5, the max damage it will do ever if a ship still has shields/armor is 1000pts. Now, here's where lots of math came in. If you use all experimentation points on max damage, with the leftovers being put into rate of fire, you will end up being able to do LESS damage than if you were to max out the vs shields/armor stats. This is due to the fact that you get a greater increase in the vs shields/armor stat per experimentation point than you do max damage points.
Now, if you add an enhancement to the weapon that increases the max damage, you can get the gun to be more effective without increasing the vs armor/shields stats. BUT, if you have a ship that takes 2 guns, you can use an enhancement that increases the vs shields stat on one gun and then one that increases the vs armor stat on the other and then dump all the experimentation points into the vs armor/shields rating on each...in the end, you'll end up doing about 300 damage more per hit. AND, if you really want to have some punching power, make one gun max effective against shields with the enhancement and experimentation and the other max effective against armor...then use the lefrover experimentation points on each to increase the max damage...THAT configuation will give you about 500 more points of damage per hit!!!
Phew...now I gotta get to work.
Zannon