![]() Sometimes called "kinetic" builds, these are different from the EPG/Exotic builds in that while some EPG-scaling effects might be used, the emphasis on the build is on the actual kinetic damage of the torpedo. ![]() So again, no groundbreaking conclusions or changes to any of the tools (though torpedo DPS will go up now that I pulled my head out of the Jeffreys tube stopped penalizing torpedo damage that penetrated shields thanks to shield pens with the 75% damage-to-shield penalty, but hopefully more accurate results and some small QoL for everyone.Projectile builds are focused around torpedoes, possibly in combination with mines. I'll say the floor for ISE is somewhere around 450-500K ESHP depending on your team. Stormbreaker: 700K 650K with current tweaks, 530K at the of the post. Similarly, since the survivability calculator formulas changed, here's where a couple of recent tank builds that I measured ended up in terms of Effective Sustained HP with the new formula. Just know that I did do my homework (again) with the right formula and the results are the same within a decimal place %. Since this the same basic conclusion that I determined in the other post, I'm not going to edit it. If you have a high-end/high-budget trait like Weapon Emitter Overdrive, Terran Goodbye, or Universal Designs to replace Cold-Hearted with, then it's a more noticeable net gain of 4+%. Between 0 and 2-3% DPS gain for replacing CH/CC with EWO Crth/CrtD doffs fully stacked and a non-EWC C-store trait like History Will Remember and Promise of Ferocity which kinda washes out since Cold-Hearted is a team-wide buff. Since the DRR formula changed in the calculators, I re-ran those analyses again with the new tool for both FAW and BO. I recently ran some analysis on my other post on Boimler Effect about comparing A2B setups with Cold-Hearted/Controlled Countermeasures. Ĭorrected resistance formulas for EHP and ESHP and bonus resists I also made a variety of other fixes and tweaks to the tools, so here they are: Energy Calculator 1.04įixes: Fixed DRR formula (moderately undervalued) and Shield resist formulaįixed accuracy formula for Battle Module 4000Īdditions: Self-Modulating Fire, space flanking, Energy Amplifiers, and Marion can now be set to uptime-averaged values.Īdded Universal Designs and Immolating Phaser Lance.Īllowed DRR and Saru's Grace to stack properlyįixed damage to shielded hull formula (should be greatly increased)Īdded Tricobalt Tear Generator and Piercing Projectiles and Phased Space Membrane Ĭorrected issues with Mk and rarity after the first torpedo and add the Atrophied Defenses passive. Since they were all relatively minor changes, I decided to make one post for them all. We fixed those and validated the formulas with live-fire testing, then reverse-engineered from the log to confirm that we were accounting for resistances correctly. Very grateful for that, resistances are a headache. ![]() Thanks: /u/dangersandwich for the CSS & /u/thecipher for the logo/header image.Īfter doing some recent analysis with our various tools, Jayiie discovered some formulaic errors having to do with resistances on the Exotic, Survivability, Energy, and Torpedo tools.
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