uhm, i think all the patches as far back as 0.90 apply here… since the other thread is locked, and those issues are still not resolved, which can be seen by the fact that balance changes are still ongoing…
unless you prefer to silence opinion on the matter…
as far as that entire discussion trollfest is concerned, nobody even bothered to point out a simple flaw in my calculations…
it’s so simple it’s not even funny, but it brings about another important issue:
first, the error - not accounting for overdrive. an effective 50% dps boost for that 15 secs. (which is still 1/4 of the cooldown, so only 1/4 of that is effectively sustained DPS)
which leads to the conclusion that:
A. the first shot with mk1/mk2 would be 7200, but with mk3/experimental and overcharge as well it would be 10200.
B. with 10200 x 2 = 20.4k… could kill a 16k+ ehp kinetic inty, assuming the both crit (they will 4/5ths of the time with 90%, because i dont feel like getting in probabilities for this example), and the he is within optimal range.
C. if you want to take an average, accounting for crit rate, that’s 16.3k… just enough to work in most situations. but about a fifth of the time, it won’t.
D. in order to be able to kill 16k+ ehp intys in this way, you all need mk3/experimental gear basically to get the dps and crit rate maxxed…
E. we’re back to the gear problem… not surprising in fact… the real issue
and that still does nothing for your sustained DPS as i mentioned… you still only do 50%-65% of what your teammates can achieve…
and it still only makes the most sense on gunship… pretty ‘situational’ if you ask me.
Math in it self is simple, problem is a basis for math, thats why no one is arguing with the math itself because it is right BUT it is not applicable to the ingame situation 99% of the time, because you are not accounting for all the factors that are in the game to differentiate all weapons.
So again:
To make your assumptions true you have to fulfill certain conditions such as:
Your test target has to be stationary
It shall not dodge whatsoever
It has to be in Effective range for all of your weapons
You have to hit 100% of your projectiles
In a game none of this will ever happen simultaneously, as soon as at least one of those parameters is invalid there is a discrepancy in weapon effective dmg, so the comparison you have just made up there is next to useless.
Lets compare Singularity and Gauss, both of them are so called “alpha dmg” weapons that scales very good with crits and fire rate on gunships.
IN T3
SingC - most common build will have around 1300m/s projectile speed (Feds r6 implant for Crit DMG ← this is what makes people disappear from singularity canon) or you can have r6 jericho for projectile speed, making it what 1600? to Consistently hit anything other than frigate you have to be within 1000k distance, which leads to circumstances where you are getting cc’d, active dodged, focused all of that reduces your effective dps by tremendous amount.
_ Gauss _ - for gauss you can trade between range/projectile speed/crit/crit dmg. I would go with lover crit chance (use projectile speed weapon mod) but keep Crit dmg implant +add horizon, you can achieve effective range of 5k with 7+k projectile speed. Now as long as you have good aim/prediction of movements you can reliably hit targets from 4-5k range away, there are hardly anything that would disturb your constant dps flow if you keep proper position and situation awareness,
After all of this you have to count in type of the Game mode and Map itself, choke points, cover, all of this count towards your effectiveness.
Again this is why no one is arguing with math itself, your problem is basis for that math