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How much damage does EPTW give?

dahminusdahminus Member Posts: 0 Arc User
Say you were already at 125/125 and dem+marion was running.

Does the 10% provide before weapon power, after weapon power or after all damage mods take affect?

Trying to decide if I can give it up for epte...
Chive on and prosper, eh?

My PvE/PvP hybrid skill tree
Post edited by dahminus on

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    adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited January 2014
    EPTW is a "final multiplier" as you all say ("Damage Bonus" as we would say). Weapon Power actually gets calculated as part of the initial magnitude of any given weapon attack, but its calculation effectively multiplies the magnitude, which is why its effects are so noticeable.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
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    breygornbreygorn Member Posts: 189 Arc User
    edited January 2014
    Interesting and Informative, thank you. :}
    [SIGPIC][/SIGPIC]
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    thedoctorblueboxthedoctorbluebox Member Posts: 749 Arc User
    edited January 2014
    It will improve your DPS

    In this video, I show enabling EPTW on Beam Weapons and show how it increases your DPS on each Beam.

    http://www.youtube.com/watch?v=ekR4RQjqEEw&list=UUn4zU6WXABPUvmUOpluwbTw&feature=share&index=1
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    dahminusdahminus Member Posts: 0 Arc User
    edited January 2014
    EPTW is a "final multiplier" as you all say ("Damage Bonus" as we would say). Weapon Power actually gets calculated as part of the initial magnitude of any given weapon attack, but its calculation effectively multiplies the magnitude, which is why its effects are so noticeable.

    Much obliged, now to figure out single aux2bat...

    Edit: Much apologies. I meant to have "to" in there referring to me. Not an insulting command for you hawk.

    I could see a twinge of offense message taken from the original message. Definitely not the intention
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    momawmomaw Member Posts: 0 Arc User
    edited January 2014
    dahminus wrote: »
    Does the 10% provide before weapon power, after weapon power or after all damage mods take affect?


    Adjudicator may feel free to correct me, but I believe the order of operations on damage is

    weapon damage
    * skills
    * sets and consoles
    * power level
    * self effects (e.g. EPTW)
    * target effects (e.g. APB)
    * critical hits


    EPTW also increases your damage output by keeping your power level higher. If you see your power level flicker at all when you fire without EPTW, then the bonus power is helping you on top of the flat buff.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    momaw wrote: »
    Adjudicator may feel free to correct me, but I believe the order of operations on damage is

    weapon damage
    * skills
    * sets and consoles
    * power level
    * self effects (e.g. EPTW)
    * target effects (e.g. APB)
    * critical hits

    Switch the last two, eh? APB is a damage resistance debuff. Damage resistance is the last modifier applied before the target's health is reduced. Though, since both are multiplicative modifiers - the order really only matters from an intuitive perspective. The target is the last thing that can modify the damage being done to it (even if an outside force is modifying what the target is doing).

    Perhaps two "potentially extreme" examples, and anybody feel free to jump in to correct any of it...

    DISCLAIMER: CrtD is used for the example. It's not a recommendation. Use the mods best to your particular situation/scenario/build.

    Note: No [AMP] below, couldn't remember how it worked off the top of my head - whether it was Base or NotBase. The damage numbers at the end of the initial calculations sport a ~ before them...this represents potential rounding issues that may have arisen during the calculations. They are not "exact" calculations. Given the damage is variable anyway, it's just a rough calculation of what kind of damage to expect.

    Acknowledgements: The following would not have been possible for me without info from bareel, queue38, vonamicus, and info provided by devs like bort, hawk, gorn, archon, & crew.

    Antiproton Dual Beam Bank Mk XII [CrtD]x3

    DBB Base: 130

    VR: + (130 * (3 * 0.025)) = 9.75; 139.75
    Mk XII: + (130 * (12 * 0.1)) = 156; 295.75
    9 Weapon Training: + (130 * (99 * 0.005)) = 64.35; 360.1
    9 Energy Weapons: + (130 * (99 * 0.005)) = 64.35; 424.45
    TT1 (Full Crew): + (130 * (18 * 0.005)) = 11.7; 436.15
    Omega Weapon Training: + (130 * (30 * 0.005)) = 19.5; 455.65
    Aux Power Config - Offense (@125 Aux): + (130 * (50 * 0.005)) = 32.5; 488.15
    5x UR Vulnerability Exploiter (AP): + (5 * (130 * 0.319)) = 207.35; 695.5

    DBB Dmg#1: 695.5

    @125 Weapon Power: * (1 + ((125 - 50) * 0.02))) = 2.5; 1738.75

    DBB Dmg#2: 1738.75

    EPtW1: + (1738.75 * 0.1) = 173.875; 1912.625
    APO3: + (1738.75 * 0.25) = 434.6875; 2347.3125
    APA3: + (1738.75 * 0.5) = 869.375; 3216.6875
    Ambush: + (1738.75 * 0.15) = 260.8125; 3477.5
    Obelisk 2pc: + (1738.75 * 0.1) = 173.875; 3651.375
    TacFleet3: + (1738.75 * 0.3) = 521.625; 4173

    DBB Dmg#3: 4173

    BO3: 4173 * 8.46 = 35303.58

    DBB Dmg#4: 35303.58

    5x Nausicaan (Pirate): + (35303.58 * (5 * 0.015)) = 2647.7685; 37951.3485

    DBB Dmg#5: 37951.3485

    CrtD Base: 50%
    9 Energy Weapon Specialization: +25%; 75%
    AP Weapon: +20%; 95%
    APA3: +50%; 145%
    5x UR Vulnerability Exploiter (AP): + (5 * 8%) = 40%; 185%
    [CrtD]x3: + (3 * 20%) = 60%; 245%
    Bioneural Infusion: +15%; 260%

    Da DBB CRIT!: + (37951.3485 * 2.6) = 98673.5061; ~136624.8546

    Quantum Torpedo Launcher Mk XII [CrtD]x3

    Quantum Base: 1503

    VR: + (1503 * (3 * 0.025)) = 112.725; 1615.725
    Mk XII: + (1503 * (12 * 0.1)) = 1803.6; 3419.325
    9 Weapon Training: + (1503 * (99 * 0.005)) = 743.985; 4163.31
    9 Projectile Weapons: + (1503 * (99 * 0.005)) = 743.985; 4907.295
    TT1 (Full Crew): + (1503 * (18 * 0.005)) = 135.27; 5042.565
    Omega Weapon Training: + (1503 * (30 * 0.005)) = 225.45; 5268.015
    Aux Power Config - Offense (@125 Aux): + (1503 * (50 * 0.005)) = 375.75; 5643.765
    4x UR Vulnerability Exploiter (Quantum): + (4 * (1503 * 0.319)) = 1917.828; 7561.593
    KHG 2pc: + (1503 * 0.25) = 375.75; 7937.343

    Quantum Dmg#1: 7937.343

    APO3: + (7937.343 * 0.25) = 1984.33575; 9921.67875
    APA3: + (7937.343 * 0.5) = 3968.6715; 13890.35025
    Rombush: + (7937.343 * 0.25) = 1984.33575; 15874.686
    T'varo 2pc: + (7937.343 * 0.1) = 793.7343; 16668.4203
    TacFleet3: + (7937.343 * 0.3) = 2381.2029; 19049.6232

    Quantum Dmg#2: 19049.6232

    HY3: 19049.6232 * 2.948 = 56158.2891936

    Quantum Dmg#3: 56158.2891936

    CrtD Base: 50%
    9 Projectile Weapon Specialization: +25%; 75%
    5x Romulan Superior Operative: +25%; 100%
    Romulan Covert Operative: +3.8%; 103.8%
    APA3: +50%; 153.8%
    4x UR Vulnerability Exploiter (Quantum): + (4 * 8%) = 32%; 185.8%
    [CrtD]x3: + (3 * 20%) = 60%; 245.8%
    Bioneural Infusion: +15%; 260.8%

    Da Quantum CRIT!: + (56158.2891936 * 2.608) = 146460.8182169088; ~202619.1074105088

    Okay, so we've got our outgoing damage for each of the two example weapons:

    DBB ~136624.9
    Quantum Torp ~202619.1

    Let's have them hit something, eh? Let's stick to extremes. 75% damage reduction resilient shields and 75% damage resistance hull. Both with shields up and with no shields, eh?

    DBB ~136624.9

    vs. Shields: 136624.9 * 0.9 = 122962.41 * 0.25 = 30740.6025...well, those shields are toast.

    Bleed: ???

    For the life of me, I just can't remember how the actual damage will play out in this scenario. It was discussed recently, and I forgot already...meh. Does part of the damage still eat the 5% that disappears into the ether with energy weapons vs. resilient shields? Meh, if somebody knows and wants to jump in - have at it! Puhleeez...

    vs. Hull: 136624.9 * 0.25 = 34156.225...and some ships will make a pretty explosion.

    Quantum Torp ~202619.1

    vs. Shields: 202619.1 * 0.95 = 192488.145 * 0.25 = 48122.03625 * 0.25 = 12030.5090625...well, some shields will be gone while others might giggle cause it tickled.

    Bleed: 202619.1 * 0.05 = 10130.955 * 0.25 = 2532.73875...and yeah - /shrug.

    Yes, kinetic vs. resilient does 95% and not 90%. There's no 5% disappearing magically into the ether. Yes, it was multiplied by 25% twice vs. the shields - shields have an innate 75% kinetic damage reduction.

    vs. Hull: 202619.1 * 0.25 = 50654.775...and more ships than with the DBB would end up making pretty explosions.

    Okay, yeah - yeah - that was a little bit agenda biased. The torp did ~1.48x the damage of the DBB vs. hull...but vs shields? The DBB did ~2.56x the damage. Shouldn't those numbers be closer? So it's more balanced? Keeping the Energy vs. Shields and Kinetic vs. Hull, but just not with that ~2.56x vs. ~1.48x, eh? Given the RoF and everything once you get into DPS instead of DPV...meh.

    Okay then, perhaps a more realistic example to show the effect of a debuff, eh? Just hull, mind you...let's say we've got a target with the equivalent of a single rare Neut Mk XI with +17.5 DRR/DRM going for it. That's giving it 14.9% DR.

    DBB ~136624.9 * 0.851 = 116267.8
    Quantum Torp ~202619.1 * 0.851 = 172428.8

    Let's throw in a -50 DRR/DRM debuff on the target. That drops the DR from 14.9% to -20.6%...so we're no longer looking at a reduction to damage, we're looking at an increase.

    DBB ~136624.9 * 1.206 = 164769.6
    Quantum Torp ~202619.1 *1.206 = 244358.6

    And while that does play into what I started with, about the intuitive nature of where things might be applied - some might also call it logical - some both, whatever...heh, it's also agenda biased.

    Stacked debuffs are EVIL. Over on Tribble, they're limiting players to a single APB - but, Weavers can still stack their APBs. Multiple players can still stack their APBs together. Add in FOMMs, Sensor Scans, APDs, Disruptor and Disruptor-like procs, etc, etc, etc...stacked debuffs are EVIL and basically create the largest problems, imho, in the game - throwing things the most out of whack. Whether one is talking PvP or PvE, they are going to be the major source of all the ludicrous damage...since they modify the "final" modifier to go from a reduction to an increase.
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    rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited January 2014
    EPTW does no damage, OP

    Your weapons do, boosted by it.

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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    EPTW does no damage, OP

    Your weapons do, boosted by it.

    This message brought to you by smartassrylana.

    Heh, are you suggesting that EPtW do damage? That using it has the potential to damage a player's own systems? That shunting that additional energy into the weapons could cause an overload resulting in something similar to a ship injury? :P
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    earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited January 2014
    Heh, are you suggesting that EPtW do damage? That using it has the potential to damage a player's own systems? That shunting that additional energy into the weapons could cause an overload resulting in something similar to a ship injury? :P

    'Twould be an interesting mechanic, but then you'd have to apply that chance as well, to Emer to Shields/Aux/Engines
    [SIGPIC][/SIGPIC]
    butcher suspect, "What'd you hit me with?"
    Temperance Brennan, "A building"
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    'Twould be an interesting mechanic, but then you'd have to apply that chance as well, to Emer to Shields/Aux/Engines

    Heh, would never happen in a game like this...but it's something that certain game systems might account for in building a "power" where there are disadvantages to offset the advantages to have potentially better balanced powers.

    Empty Power - 0 cost
    Provides Some Advantage/Benefit/Damage/Etc - X cost
    Provide Additional Stuff - Y cost
    Increase the benefit of either - increased X or Y cost
    Disadvantage to offset that cost and keep the overall cost down - Z cost reduction

    Yeah, it was one of the things that threw me when they announced Champions Online and then started showing more info on it. I was so happy at first, thinking they were going to do something along the lines of the Hero System...but anope.

    I'm sure Cryptic follows some sort of thing along those lines in developing everything, it's kind of fundamental - you set up your base costs, start tossing things in, get a cost value for the item and it should be balanced to other similar items. Course, somewhere along the lines - it definitely seems that got tossed out the window. No inflation of costs here - your $$$ goes further today than it did a year ago...ahem.
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