Why incendury on multi-cannons when autoloader loader kills shields faster?

If coriolis.io is accurate, you can drop shields and kill the hull faster with multi-cannons plus autoloader special effect than you can by having some cannons with incendury rounds also giving you heat issues to work around.

I feel as if I'm missing something or Coriolis is not accurate for this.
 
game is changing constantly (especially now with Odyssey), all you see on unofficial ED websites, youtube videos or 3th party programs maybe out of date. use them as a guide nothing more and when you watch a video pay attention to a date the video was made.
 
If coriolis.io is accurate, you can drop shields and kill the hull faster with multi-cannons plus autoloader special effect than you can by having some cannons with incendury rounds also giving you heat issues to work around.

I feel as if I'm missing something or Coriolis is not accurate for this.
Don't know where you're reading this - I just set up a pair of 4A (huge, gimballed) MCs in Coriolis for comparison.
Overcharged, Auto Loader gives 14.4 SDPS against shields (and 43.1 against armor)
Overcharged, Incendiary gives 24.0 SDPS against shields (and 32.1 against armor)

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I haven't tested this, but even if it were true that AL had a higher DPS over time than IS, you would need a very high ToT for it to pan out that way.
 
Don't know where you're reading this - I just set up a pair of 4A (huge, gimballed) MCs in Coriolis for comparison.
Overcharged, Auto Loader gives 14.4 SDPS against shields (and 43.1 against armor)
Overcharged, Incendiary gives 24.0 SDPS against shields (and 32.1 against armor)

View attachment 260335
What I am reading is the "Will remove shields in" and "Will remove armour in" times, not any of the DPS values that don't seem to take into account multi-canon reload times, where the Will remove XXX in time periods might be.
I just tested a Krait II build again with 5 MCs overcharged 5 plus autoloader then switched one large MC to incendury rounds and both Will remove in times went up by 1 second.
 
What I am reading is the "Will remove shields in" and "Will remove armour in" times, not any of the DPS values that don't seem to take into account multi-canon reload times, where the Will remove XXX in time periods might be.
I just tested a Krait II build again with 5 MCs overcharged 5 plus autoloader then switched one large MC to incendury rounds and both Will remove in times went up by 1 second.
SDPS means sustained DPS, which mean it's taking reloading into account (as opposed to burst DPS).

I would take the "remove shield in" with a grain of salt. Not sure how resists are calculated and so on.
 
Because it significantly increases DPS vs shields, while, as long as you keep one MC with corrosive, not significantly decreasing DPS vs armor
I'm wondering if the uninterrupted fire with autoloader delivers more damage to shields than incendury rounds with interruptions for reloading. Coriolis suggests it might be the case, but don't know if this can be trusted.
I run a mix of incendury and oversize with a medium corrosive on the Krait II right now
 
I'm wondering if the uninterrupted fire with autoloader delivers more damage to shields than incendury rounds with interruptions for reloading. Coriolis suggests it might be the case, but don't know if this can be trusted.
I run a mix of incendury and oversize with a medium corrosive on the Krait II right now
Take size 2 overcharged fixed mc for reference.

With autoloader:
SDPS 22.8
100% kinetic - 22.8 SDPS

With incendiary:
SDPS 19.3
90% thermal - 17.4 SDPS
10% kinetic - 1.9 SDPS

Normal shield resists are:
Kinetic 40%
Thermal -20%

Therefore:

SDPS on shield (autoloader):
22.8*(1-0.4) = 13.7

SDPS on shield (incendiary):
17.4*(1+0.2) + 1.9*(1-0.4) = 28.4

Incendiary will destroy the shields about twice as fast as autoloader.
 
What I am reading is the "Will remove shields in" and "Will remove armour in" times, not any of the DPS values that don't seem to take into account multi-canon reload times, where the Will remove XXX in time periods might be.
I just tested a Krait II build again with 5 MCs overcharged 5 plus autoloader then switched one large MC to incendury rounds and both Will remove in times went up by 1 second.
I wouldn't trust Coriolis if that's the result you're getting. I just did the opposite and got a more sensible result.
Krait MK II, all multis G5 OC with incendiary vs a stock Cutter.
Time to remove shields: 11sec
Time to remove armour: 12sec
Switched one L MC experimental over to auto loader and the results were:
Time to remove shields: 12sec
Time to remove armour: 11sec
Which is in line with what you would expect from trading a bit of thermal DPS for kinetic.
 
Testing 1 Medium OC MC/IR vs 1 Medium OC MC/AL against a stock Cutter with Coriolis shows the IR to be significantly better versus shields, removing the Cutter's shields in 1:06 vs the AL's time of 1:41. I chose a setup that would take longer to give the AL as much advantage as possible.

@CMDRQuainMarln The SDPs listed is just flat damage. IR is stronger vs shield because of resistances, so this isn't a surprise.
 
Most of the PvE will be spent against hull instead of shields (NPC shields are very limited, nowhere close to how a player can engineer and stack shield boosters), except for very high end targets like CZ captains or wing assassinations.
 
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