Question concerning incendiary rounds

I am finalizing a conceptual PvP build that I may pursue for one of my ships, and want to make sure that I have all the minor details figured out before I set off to spend hours upon hours collecting engineer materials.

My question concerns the Incendiary Rounds special effect for Multi-cannons. The wiki states that the damage is increased and that a "large portion" of the damage is converted from kinetic to thermal. Has anyone done any testing with regards to what percentage of damage is converted from kinetic to thermal with this special effect? 80%-20%, 50%-50%, 40%-60%, etc? Additionally, any ideas on the numbers behind the "damage increase?"

I would do the required testing myself, but life's a bit busy at the moment and I likely wont even be able to begin this build until some time in August. I have pretty much every other aspect of the build sorted out, I'm just looking for more details on this special effect before I say to myself "yes, this is the plan moving forward."

Thanks for any input in advance.
 
I am finalizing a conceptual PvP build that I may pursue for one of my ships, and want to make sure that I have all the minor details figured out before I set off to spend hours upon hours collecting engineer materials.

My question concerns the Incendiary Rounds special effect for Multi-cannons. The wiki states that the damage is increased and that a "large portion" of the damage is converted from kinetic to thermal. Has anyone done any testing with regards to what percentage of damage is converted from kinetic to thermal with this special effect? 80%-20%, 50%-50%, 40%-60%, etc? Additionally, any ideas on the numbers behind the "damage increase?"

I would do the required testing myself, but life's a bit busy at the moment and I likely wont even be able to begin this build until some time in August. I have pretty much every other aspect of the build sorted out, I'm just looking for more details on this special effect before I say to myself "yes, this is the plan moving forward."

Thanks for any input in advance.
No specifics, the best way to test the over all damage increase is to just get a grade 1 sturdy roll and call in a favor for the incendiary rounds to see the over all difference in damage.



If it is anything like the burst laser it could be up to a third more damage and it being split 50/50 but I don't know of a way to really test what the split is with out a lot of time spent comparing damage.
 
No specifics, the best way to test the over all damage increase is to just get a grade 1 sturdy roll and call in a favor for the incendiary rounds to see the over all difference in damage.



If it is anything like the burst laser it could be up to a third more damage and it being split 50/50 but I don't know of a way to really test what the split is with out a lot of time spent comparing damage.

As I said, current time constraints limit my ability to test this myself. I'm a bit surprised that no one tested damage differences during the beta.
 
As I said, current time constraints limit my ability to test this myself. I'm a bit surprised that no one tested damage differences during the beta.

I don't know that anyone really wanted to (or still wants to) dedicate the time to something that may be subject to re-balancing at any point in the next couple months.
 
I am finalizing a conceptual PvP build that I may pursue for one of my ships, and want to make sure that I have all the minor details figured out before I set off to spend hours upon hours collecting engineer materials.

My question concerns the Incendiary Rounds special effect for Multi-cannons. The wiki states that the damage is increased and that a "large portion" of the damage is converted from kinetic to thermal. Has anyone done any testing with regards to what percentage of damage is converted from kinetic to thermal with this special effect? 80%-20%, 50%-50%, 40%-60%, etc? Additionally, any ideas on the numbers behind the "damage increase?"

I would do the required testing myself, but life's a bit busy at the moment and I likely wont even be able to begin this build until some time in August. I have pretty much every other aspect of the build sorted out, I'm just looking for more details on this special effect before I say to myself "yes, this is the plan moving forward."

Thanks for any input in advance.


You can find the exact damage increase by comparing the percentage modification to damage or dps in the engineer screen when you actually roll the weapon to the modification screen available when selecting that particular weapon in the outfitting window which gives the final stats. For incendiary ammo, the damage increase is +15%.
 
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I'm close to giving my FDL a G5 Overcharged mod with Incendiary Rounds. If I remember I'll write down the stats after I get the mod but before and after I put the special effect on and post em here.
 
You can find the exact damage increase by comparing the percentage modification to damage or dps in the engineer screen when you actually roll the weapon to the modification screen available when selecting that particular weapon in the outfitting window which gives the final stats. For incendiary ammo, the damage increase is +15%.

Awesome, thanks for the info. I'm still curious what the thermal/kinetic split ends up being. It will make MCs better vs shields, but how much hulk damage is lost as a result? Hard question to answer, but interesting nonetheless.

I'm close to giving my FDL a G5 Overcharged mod with Incendiary Rounds. If I remember I'll write down the stats after I get the mod but before and after I put the special effect on and post em here.

Thanks, much appreciated. Good luck on the engineer roll!
 
Alright just got done lugging my FDL some 200 LYs (thank you FSD boost mod)
Results as follows. (Sorry I couldn't get final percentages. It's far too late for math)


Before Mod
DPS - 23.3
Damage - 3.46
Dist Draw - 0.37
RoF - 3.37

After Mod
DPS - 34.4 (+47%)
Damage - 4.56 (+31%)
Dist Draw - 0.53 (+44%)
RoF - 3.77 (+11%)

After Special Effect
DPS - 37.1
Damage - 5.5
Dist Draw - 0.53
RoF - 3.4


So, the mod itself, not too shabby. The special effect seemed to do a hell of a job.
Now, I am looking at a different screeen for the after special effects result. The first 2 are straight in the engineers menu. The last I had to go to the outfitting screen as the numbers themselves didn't change in the engi menu, but the sliders did. That's probably just a visual bug/oversight as I doubt the results would be different, but just in case I figured I'de divulge that info.

Hope this helps :)
 
Do yourself a favor and don't bother calling in a favor unless it is to get thermal shock weapons. They are supremely OP and getting incendiary instead is like shooting yourself in the foot.
 
I'm mainly getting it for additional shield busting since I only have 2 beams. The other the slots I switch between rails, missiles, and frags.
 
Do yourself a favor and don't bother calling in a favor unless it is to get thermal shock weapons. They are supremely OP and getting incendiary instead is like shooting yourself in the foot.


Not everyone wants to eat a -20% damage penalty and added heat generation from thermal shock, friend. Especially after thermal shock got nerfed.
 
Alright just got done lugging my FDL some 200 LYs (thank you FSD boost mod)
Results as follows. (Sorry I couldn't get final percentages. It's far too late for math)


Before Mod
DPS - 23.3
Damage - 3.46
Dist Draw - 0.37
RoF - 3.37

After Mod
DPS - 34.4 (+47%)
Damage - 4.56 (+31%)
Dist Draw - 0.53 (+44%)
RoF - 3.77 (+11%)

After Special Effect
DPS - 37.1
Damage - 5.5
Dist Draw - 0.53
RoF - 3.4


So, the mod itself, not too shabby. The special effect seemed to do a hell of a job.
Now, I am looking at a different screeen for the after special effects result. The first 2 are straight in the engineers menu. The last I had to go to the outfitting screen as the numbers themselves didn't change in the engi menu, but the sliders did. That's probably just a visual bug/oversight as I doubt the results would be different, but just in case I figured I'de divulge that info.

Hope this helps :)

Awesome data man, thanks for posting it! +Rep for you. Do you find it taking down ship hulls as quickly as before, or has the damage conversation to thermal had a notable impact on kinetic damage output?
 
Not everyone wants to eat a -20% damage penalty and added heat generation from thermal shock, friend. Especially after thermal shock got nerfed.

Yeah, I'm no PvPer but after calling in a couple favors and getting incendiary on my twin huge MCs and the way it chews through elite NPCs that before could take a hell of a beating, well, I don't know that an enemy commander could last long enough to go through all your heat sinks. But I really don't know. I've been watching these thermal shock threads pretty attentively, it would be nice to see a little more hard evidence and data as the poster above has provided and less "my ship gets really hot, really fast" vs "mine is just fine unless there are lots using it".
 
Alright just got done lugging my FDL some 200 LYs (thank you FSD boost mod)
Results as follows. (Sorry I couldn't get final percentages. It's far too late for math)


Before Mod
DPS - 23.3
Damage - 3.46
Dist Draw - 0.37
RoF - 3.37

After Mod
DPS - 34.4 (+47%)
Damage - 4.56 (+31%)
Dist Draw - 0.53 (+44%)
RoF - 3.77 (+11%)

After Special Effect
DPS - 37.1
Damage - 5.5
Dist Draw - 0.53
RoF - 3.4

This is great info, thank you.

The only way to work out the thermal-kinetic ratio of incendiary rounds would be to fire them at shields (hull is too troublesome due to module damage) many times and then to compare the damage to the expected damage if they had remained kinetic only, then backwards calculate as per Truesilver's Tests No.2 ...

https://forums.frontier.co.uk/showt...ts-No-2-Rail-gun-thermic-kinetic-damage-split

... in which I did this for rails.

Once you know the split, you could work out DPS against any target, be it shields or any type of hull.

(I'm afraid I'm not in a position to do any testing myself at present due to having to carry out bonded servitude for the RNGineers)
 
This is great info, thank you.

The only way to work out the thermal-kinetic ratio of incendiary rounds would be to fire them at shields (hull is too troublesome due to module damage) many times and then to compare the damage to the expected damage if they had remained kinetic only, then backwards calculate as per Truesilver's Tests No.2 ...

https://forums.frontier.co.uk/showt...ts-No-2-Rail-gun-thermic-kinetic-damage-split

... in which I did this for rails.

Once you know the split, you could work out DPS against any target, be it shields or any type of hull.

(I'm afraid I'm not in a position to do any testing myself at present due to having to carry out bonded servitude for the RNGineers)
Unfortunately I would need an identical copy of the G5 OC mod without the special effect to get a better comparison. It does seem to shred everything it touches though :)
 
OK, i will refresh a thread. Anyone knows what portion of dmg is converted from kinetic to thermic?
 
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Do yourself a favor and don't bother calling in a favor unless it is to get thermal shock weapons. They are supremely OP and getting incendiary instead is like shooting yourself in the foot.

Thermal shock weapons are only really useful for PvP. Although heat does affect NPCs they are not as affected by it as other players are so you are better off just destroying an NPC directly. For PvE incendiaries are the better choice overall. Switching from Thermal Shock (-25% dps penalty) to Incendiary (+8% dps increase) gives you a 33% increase in dps and also gives you the ability to take down shields effectively with the Incendiary rounds. Increasing your dps by 33% per multicannon is a massive advantage against NPCs which is why I use a combination of two incendiary multis and one corrosive multi on my Python. I simply avoid PvP entirely and will continue to do so until they fix the ridiculously OP thermal shock weapons and heat effects.
 
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On my modded FAS, I have two LG multis, which have roll 5s with incendiary and my lower two MED multis with roll 4s with corrosive shells. It takes both shields and hulls down incredibly fast. The only thing you need to deal with it upgrading your distributor and power plant to help with heat mgmt.
 
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