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Break-even point for Incendiary Ammo rank 6


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#1
RedCaesar97

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Earlier this week I decided to figure out where the break-even point was for Incendiary Ammo rank 6. Basically, I wanted to know at what point would the choice in rank 6 evolutions not matter. 

To clarify further: Incendiary Ammo deals a percentage of the base weapon damage. Rank 6 Damage increases the +% damage further, while rank 6 Explosive Burst adds an explosion damage instead (base 100 damage). Generally, low damage weapons would benefit more from Explosive Burst, while high damage weapons would benefit more from the extra damage. But at some point, there is a weapon damage value where both evolutions will deal the same amount of damage.



Some notes about the formula I use:
  • I do not include weapon damage bonuses in the formula. These are % based and should not have any effect on the final numbers.
  • In a vanilla (non-modded) game, Incendiary Ammo explosive burst has a 50% chance to deal 100 base damage. So to get a more accurate formula, I assume two shots fired. For the explosive burst damage, I assume that for the two shots fired, one shot will explode and one shot will not. 
So my formula becomes:
  2 x (damage with Damage evolution) = (damage with Explosive Burst no explosion) + (damage with Explosive Burst with explosion)


Just in case there was a possible range of values instead of a single break-even point, I calculated the formula twice: once for the lowest possible damage, and once for the highest possible damage.


Lowest possible power damage (no power damage bonuses, Squad Bonus at rank 4):
Where:
 - x is the weapon damage
 - Damage evolution deals +24% of base weapon damage
 - Explosive Burst evolution deals +14% of base weapon damage and explosion deals 100 damage

2(1.24x) = (1.14x) + (1.14x + 100)
2.48x = 2.28x + 100
0.2x = 100
x = 500



Highest possible power damage (all ammo power damage bonuses in Combat Mastery on Soldier, Damage at rank 4, Fortification active with Power Damage rank 5):
Where:
 - x is the weapon damage
 - Damage evolution deals +54% of base weapon damage
 - Explosive Burst evolution deals +36% of base weapon damage and explosion deals 180 damage

2(1.54x) = (1.36x) + (1.36x +180)
3.08x = 2.72x + 180
0.36x = 180
x = 500


Conclusions:
1) A weapon dealing 500 damage will not see any significant difference in the rank 6 evolution chosen.
2) Weapons that deal less than 500 damage will benefit more from Explosive Burst.
3) Weapons that deal more than 500 damage will benefit more from Damage.


QUESTION: Do you think I calculated this correctly? Or did I miss something I should have included in the formula? What are your thoughts?

Modifié par RedCaesar97, 04 août 2013 - 02:49 .


#2
RedCaesar97

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I wonder if I should have calculated the damage values as 0.%x instead of 1.%x, but it turns out that it does not matter:

2(0.24x) = (0.14x) + (0.14x + 100)
0.48x = 0.28x + 100
0.2x = 100


2(0.54x) = (0.36x) + (0.36x +180)
1.08x = 0.72x + 180
0.36x = 180
x = 500

#3
capn233

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The only other thing to consider would be rate of fire and enemy health levels.

For a single shot weapon (not including shotguns), your rof might be low enough that you would rather take the guaranteed damage every shot rather than the chance.

That said, there aren't too many in that category with base damage less than 500. Pretty much every semi-automatic and automatic are below that threshold, the exceptions being things like Saber, Valiant, Paladin, and Black Widow. Would need testing or numbers, but conceivably you could get into a situation where a single headshot w/ dmg evo will kill a target, but with a non-exploding IEB it would not. Not saying this is the case, would require a little calculating based on the actual level of the weapon, mods, damage bonuses, and all the enemy HP.

Shotguns are fairly low base damage weapons, so even the Claymore is under 500... it fires 8 at ~200 a piece.