Arga wrote:pre patch, my artie with white ammo (48 base) and a little over 200% dmg took down the wall. Blue slugs are (48) base too. Blue is better simply because their weapons have a higher base %. Mixed Laser is only (44 base), so my artie with like chemo still wouldn't break the wall, because my dmg % was borderline with single dmg.
makes no sense this post.
lets take you have 250% dmg mod on your laser
Thermal Cells:
rounddown (48 * 250% * 1%) = rounddown (1,2) = 1
Chemoactive Cells
rounddown (28 * 250% * 1% thermal) +
rounddown (16 * 250% * 1% chemo) = rounddown (0.7 thermal)+ rounddown (0.4 chemo) = 0 + 0 = 0
your damage with chemo was not even borderline to begin with. a damage mod of 358% was necessary to deal 1 damge with the jack-of-all-trades chemoactive or any other laser ammo, (456% for apoc cells)
now the difference between single damage and multidamage (eg. chemoactive) is rather marginal:
209% for thermal, 228% for chemo/sonic/kinetic, or 192% for apoc.
do i need to list missiles? compact sonic missiles deal 120damage base... that 1 damage to wall for every noob.
medium gauss, t1 - damage mod 170% base... a t4 300% base.
Arga wrote:So, even with the patch, you're still better using single damage and weapons with slow fire and high %.
nowadays your best with med Machineguns and someone with an assault nexus:
Chemoactive bullets + torrex + 1 t4 tuning = <2s cycletime, 1 damage per shot.
255/4 * 2s = 2 Minutes max per wall with a single mech. (easy to beat by those pvp forces out there
*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!Whining - It's amazing how fast your trivial concerns will disappear