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Thread: Side effects of weapon special effects: complete table

  1. #1

    Side effects of weapon special effects: complete table

    EDIT 25 January 2018: BETA 3.0 CHANGES INCOMING

    All please note that the side-effects of weapon specials are likely to be altered by ED 3.0.

    From today's Patch Notes for Beta 3.0 (v1):

    Modifications to existing specials

    • Autoloader rate increased 25%
    • Force Shell no longer scatters
    • Plasma Slug damage penalty reduced from 20% to 10%
    • Radiant Canister no longer reduces ammo capacity (was 25% penalty)
    • Shiftlock Canister no longer reduces damage (was 20% Penalty)
    • Thermal Conduit no longer includes a base damage penalty, but the damage bonuses from the firing ship's heat have been reduced to offset this
    • Thermal Vent effectiveness doubled, and no longer increases weapon's baseline heat (was 25% penalty)
    • Thermal Shock damage penalty reduced from 20% to 10%

    I'll get around to updating the table below once we know the final position.

    ========================================================

    Dear All,

    I have compiled the following table from data gathered in Beta 2.2.03, version 2, on 13 December 2016. So far as I am aware it is accurate for Live 2.2.03.

    SPECIAL WEAPONS DPS THERMAL
    LOAD
    OTHER
    Auto Loader Cannon, Multi - - -
    Concordant Sequence Beam, Burst, Pulse - +50% -
    Corrosive Shell Frag, Multi - - -20% ammo
    Dazzle Shell Frag, Plasma - - -
    Dispersal Field Cannon, Plasma - - -
    Drag Munitions Frag, Missile
    (Seekers only)
    - - -
    Emissive Munitions Mine, Missile,
    Multi, Pulse
    - +100% -
    Feedback Cascade Rail -20% - -20% breach damage
    Force Shell Cannon - - Shot speed -16.7%
    Jitter +1.0
    High Yield Shell Cannon -10% - (RoF -10%)
    Incendiary Rounds Frag, Multi -5% +200% (RoF -5%)
    Inertial Impact Burst +50% - Jitter +3.0
    Ion Disruption Mine - - -
    Mass Lock Munitions Torpedo - - -
    Overload Munitions Mine, Missile - - -
    Penetrator Munitions Missile (Dumbfire only)
    Torpedo
    - - -
    Penetrator Payload Torpedo - - -
    Phasing Sequence Burst, Plasma, Pulse -10% - -
    Plasma Slug Plasma, Rail -20% - -
    Radiant Canister Mine - - -25% ammo
    Regeneration Sequence Beam -10% - -
    Reverberating Cascade Mine, Torpedo - - -
    Scramble Spectrum Burst, Pulse -7.5% - (RoF -7.5%)
    Screening Shell Frag - - -50% reload time
    Shift-Lock Canister Mine -20% - -
    Smart Rounds Cannon, Multi - - -
    Super Penetrator Rail - - +50% reload time
    Target Lock Breaker Plasma - - -
    Thermal Cascade Cannon, Missiles - - -
    Thermal Conduit Beam, Plasma -20% - -
    Thermal Shock Beam, Burst,
    Multi, Pulse
    -20% - -
    Thermal Vent Beam - +25% -
    SPECIAL WEAPONS DPS THERMAL
    LOAD
    OTHER


    Note that for some weapons, where DPS is reduced I have also noted that Rate of Fire ('RoF') is reduced, in brackets. In these instances the DPS reduction is the consequence of the RoF reduction - the two are not cumulative.

    I always welcome comments and corrections when I put up data, but perhaps most particularly so here - it's easy to miss a side effect of a special, which are often neither flagged by the description nor obvious. So please do let me know if you spot something.

    I hope that this is of use and see you in the black!

    o7


    TRUESILVER


    P.S.

    If you like data tables, by all means also check out these threads:

    Official FDev Damage Stats for Every Weapon

    https://forums.frontier.co.uk/showth...r-Every-Weapon

    Max Speed, Boost, Pitch, Roll & Yaw for Every Ship in Game

    https://forums.frontier.co.uk/showth...ial-FDev-Stats

    (N.B. Both the above require updating for 2.2.03. For the weapons, this will all be done in the next few days. For the manoeuvrability, the only change will be to the Viper III.)

  2. #2
    Good work compiling this, most of this information isn't particularly clear from the in-game descriptions (sometimes the in-game descriptions don't even mention the side effects).

    One little request though, would it be possible to get an extra column for "visual effect"? I know most of the weapon mods change colours and add extra visuals to the shots, and some players might find it nice to know.

  3. #3
    thank you very much! bookmrked as your other threads :-)

  4. #4
    good job

    I though the thermal shock side effect was reduced to 10% recently...but i have wrong.

    I don't understand why there are here in first place.

    Why plasma slug has side effect, and target lock breaker don't ?...

  5. #5
    Awesome! Thank you!

  6. #6
    Great work, repped.

  7. #7
    Originally Posted by RamirezKurita View Post (Source)
    One little request though, would it be possible to get an extra column for "visual effect"? I know most of the weapon mods change colours and add extra visuals to the shots, and some players might find it nice to know.
    Ha ha - yes, a visual effect column would be fun. Apart from knowing what you will get from your own point of view, it can be quite useful to know in PvP, particularly in wings (e.g. spotting healing, or when the attack is not directed at you).

    I'm afraid it will now have to wait for another Beta, though ... although one point that occurs to me is that when Frontier introduced the weapon colours DLC, people pointed out that it would prevent Cmdrs being able to spot other's effects as easily.

    Does anyone know what happened about that? Iirc there is an option to turn off weapon colours but do they turn off your own as well?

  8. #8
    So Thermal Conduit and Inci rounds reduce your DPS? Still Thermal Conduit? Why? It says increased damage in the description

  9. #9
    Originally Posted by Crimson Kaim View Post (Source)
    So Thermal Conduit and Inci rounds reduce your DPS? Still Thermal Conduit? Why? It says increased damage in the description
    Hi Crimson,

    Yes, incendiary is exactly as per the Mark Allen discussion and Patch Notes for the first 2.2 release. It remains now as it was nerfed then.

    Concerning Thermal Conduit, I suppose the question is at what temperature the increased damage kicks in? I mean, if the -20% applies at 0% temperature and it increases from there, at normal temperatures, DPS would be normal...?

  10. #10
    Originally Posted by Truesilver View Post (Source)
    Hi Crimson,

    Yes, incendiary is exactly as per the Mark Allen discussion and Patch Notes for the first 2.2 release. It remains now as it was nerfed then.

    Concerning Thermal Conduit, I suppose the question is at what temperature the increased damage kicks in? I mean, if the -20% applies at 0% temperature and it increases from there, at normal temperatures, DPS would be normal...?
    According to AA it STARTS at 75% heat to no longer decrease but increase the damage, which is rather high.

  11. #11
    Originally Posted by Crimson Kaim View Post (Source)
    According to AA it STARTS at 75% heat to no longer decrease but increase the damage, which is rather high.
    Ah, OK, in that case it must be at -20% up to at least 50% heat, I'm guessing.

    I'm meaning to get back on AA Discord again to say hello to my old buddies and do some winged combat, so hope 2cya there!

  12. #12
    Any hard info on what the percentages involved are for incendiary rounds? I'm trying to dig on my own but am coming up empty....

  13. #13
    just made a g4 double frag with screening shell . Nasty stuff this extra reload speed.

    Also if you want to put in the list this is super effective to be used as a "" point defence ""

  14. #14
    Great addition, Truesilver. How long does the Dispersal Field effect last? And is it like the chaff effect?

  15. #15
    Truesilver amazing work as always.

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