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Comparing capacitors

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VLC's record feature worked.

1 shot kills on 2 turrets:
https://youtu.be/-JbjmS_1hEI?t=474
I didn't quite get the 3rd turret before getting killed by a Blackbolt.

Another thing I noticed in one of Close-shave's videos:
https://youtu.be/CKTJAeLEeGg?t=543
At 9:03, you ion a gunship with shield overcharge, doing 970 damage and applying the regen debuff.
Immediately after the hit, the shield indicator says 74, but the shields clearly regenerate over the next few seconds.
Testing whether Shield Overcharge increases shield strength will require a true 1 shot kill.
Posted Feb 8, 17 · Last edited Feb 8, 17
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Thanks for the BLC confirmation.

As for the gunship, it's possible that he had regen reactor?
Posted Feb 9, 17 · OP
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I initially overlooked that possibility, assuming that no one actually chooses that, but a stock Mangler does have Regen Reactor, and the default defensive crew member also increases shield regen.

We haven't explicitly confirmed this, but I'd guess that regen rates are calculated similar to the other bonuses that depend on power settings that we have tested (weapon damage and shield hp):
Base * [power setting {0.75,1,1.5}] * ( 1 + [regen bonuses from components/upgrades] + [power ups] + [regen debuff] )

This thread has links to videos showing regen of weapon and engine pools during the regen debuff applied by ion railgun:
http://www.swtor.com/community/showthread.php?t=835351
Direct links to videos:
https://youtu.be/st4L8IGKC8A?t=6m10s
https://youtu.be/OVQYKDLU4lU?t=9m30s
The 1st shows regeneration of weapon power, but not engine power, during the regen debuff in a Rampart with Regen Extender and power to engines.
The 2nd shows regeneration of engine power, but not weapon power, during the regen debuff in a Flashfire with Regen Thrusters and power to engines.

This clearly shows that the regen debuff is not multiplicative with other bonuses, as that would not allow any regen.
If power settings were additive, then the 1st would show no weapon regen
base * ( 1 + 0.2 - 0.25 - 1 ) = base * -0.05 <= 0,
but some engine regen
base * ( 1 + 0.5 - 1 ) = base * 0.5 > 0,
and the 2nd would show the same thing qualitatively that we see (regen rate would be different, but I doubt we could measure precisely enough to detect it).

Returning to the video of the gunship, over the next 3-4 seconds, the gunship's shields regen from 74 to 80, when they're hit by another ion.
We can estimate the gunships shield hp:
970/(2*(1-0.74)) ~ 1,865 (way more significant figures than there really are)
This corresponds to a regen rate of 3-4% or 55-75 hp/s.

Assuming the formula above is correct, regen rate in F1 or F3 without any regen bonus except from Shield Overcharge is
85*(1+1-1)*.75 = 63.75, right in the middle of the range
With possible bonuses of 8%, 15%, or 23%,
85*(1+0.08+1-1)*.75 = 68.85
85*(1+0.15+1-1)*.75 = 73.3125
85*(1+0.23+1-1)*.75 = 78.4125
These are at the edge of the range consistent with the video, so I can't really rule them out, given the uncertainty in my time estimates.
I don't think it really matters; either way, it looks like the 100% debuff is cancelling the 100% bonus from Shield Overcharge, or doing something that produces results close to it.
Posted Feb 9, 17
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It might be that overcharges simply are multiplicative with base regen. That would explain why reactor disruptor disables engine regen with engine overcharge just as it would without it (leaving only the thrusters to regenerate).

It's hard to figure out from recordings, though. you'd need to see both sides of the picture to know exactly how much shields are lost and how much are regenerated.
Posted Feb 10, 17 · OP
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It might be that overcharges simply are multiplicative with base regen. That would explain why reactor disruptor disables engine regen with engine overcharge just as it would without it (leaving only the thrusters to regenerate).
Are you sure this happens?

Assuming:
Base * [power setting {0.75,1,1.5}] * ( 1 + [regen bonuses from components/upgrades] + [regen debuff] ) * [powerups]

No regen from components:
85*(1-1)*[any power setting] = 0

With possible bonuses of 8%, 15%, or 23%, in each power setting:
85*(1+0.08-1)*0.75*2 = 10.2
85*(1+0.15-1)*0.75*2 = 19.125
85*(1+0.23-1)*0.75*2 = 29.325
85*(1+0.08-1)*1*2 = 13.6
85*(1+0.15-1)*1*2 = 25.5
85*(1+0.23-1)*1*2 = 39.1
85*(1+0.08-1)*1.5*2 = 20.4
85*(1+0.15-1)*1.5*2 = 38.25
85*(1+0.23-1)*1.5*2 = 58.65

Mastered Regen Reactor:
85*(1+0.35-1)*0.75*2 = 44.625
85*(1+0.35-1)*1*2 = 59.5
85*(1+0.35-1)*1.5*2 = 89.25

The closest of these can't be ruled out due to the lack of precision in my estimates, so it looks like we'll have to find better tests to know.
One thing that can definitely be improved is time estimates from videos. My estimates are based on looking at the time in whatever player I'm playing it in, which generally is only accurate to the nearest second. Counting individual frames would give much more precise time measurements, but I don't think I have a tool that can do that at the moment.
Posted Feb 11, 17
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I'm not sure, but it definitely feels like when you're ioned with engine overcharge it doesn't regenerate at all. As I've said, it'll be pretty hard to test in either case. I can also think of a couple of other explanations, but again it would be extremely hard to test.
Posted Feb 12, 17 · OP
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I've been watching some of Scrab's videos recently and noticed a few things.
https://youtu.be/8zTYfeMWhdk?t=177
3 pod crits, each doing 519 as expected
270*1.1*1.75 = 519.75

https://youtu.be/hnOaTBKkYhk?t=143
https://youtu.be/_ZKXRG0zNgI?t=30
Older videos from before patch 2.6, when pods apparently were nerfed from 275 base damage to 270 and F1 was nerfed from 20% damage bonus to 10%.
You can see in his pre-2.6 build guide that the tooltip says 446 dps, which is 446*60/(90*1.08) = 275.3 DPSh.
Pods are doing 330 in F1, so it looks like pods were always affected by F1.
275*1.2 = 330

https://youtu.be/hnOaTBKkYhk?t=773
pod crit on turret for 577 damage.
275*1.2*1.75 = 577.5
It's definitely not quads, because quads do much less damage against such an armored target.
You see subsequently, a QLC crit for 174 damage.
Posted Feb 12, 17 · Last edited Feb 12, 17
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Reviving this thread following a discussion we had. Here is a PDF with the results of the most recent numbers I crunched.

My opinions:

  • For BLC, Damage is worst. Frequency is good if you're either shooting constantly from close-range or if you're shooting mostly at bombers and non-evasion gunships.
  • Range is good on BLC if you're firing from ~3000m, against any target where you can't land more than a single shot (evasive targets) or if you're shooting mostly at scouts and evasion gunships.
  • if you think you'll never land more than one shot, damage is still viable. I don't think it's great though.
  • In general, Range is only really good on BLC (assuming you want more benefit than the extra range). On other blasters, Frequency offers more DPS in almost all cases, and Damage offers higher DPSh in almost all cases (the one exception being RFLC at 4000m...).

Make of this what you will. My opinions regarding capacitors for your blasters:
  • BLC -- Range/Frequency
  • LLC - Frequency
  • RFLC -- Frequency
  • LC -- Frequency (Damage on gunships)
  • Quads -- Damage (Frequency if you can manage the drain via magazine)
  • HLC -- Frequency (Damage on the T2 gunship? I've never tried HLC on that ship, I don't know)
Posted May 29, 17 · OP · Last edited May 29, 17
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I agree with that, with the exception of putting range capacitor on the quad + retro battlescout. I think it's just nice to be able to hit stuff during a 'long' retro.
Posted May 29, 17
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I'm considering tuning my Skybolts to be exactly the same as my Flashfire/Sting build (BLC, pods, TT, pdive, RI) except they use frequency capacitor instead of range capacitor. I would pull out the Skybolt when the other team has a lot of bombers in domination. Seems kinda nuts to tune my ships just to get a minor advantage like that, but I don't really enjoy using BLC/pod/retro/wingman or BLC/cluster.
Posted May 29, 17
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