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Archived Post
07-26-2011, 08:51 PM
I just got the Transphasic Torpedo from the Breen episodes and it has a [DMG] x2 beside it., does this mean double damage? If so, would this be better than the Rapid fire one for burst DPS?

Archived Post
07-26-2011, 08:58 PM
There's a certain value bonus that [dmg] gives you, and you get twice that with the one mentioned.

An objective way of looking at the stats and bonuses is this: for each gain/loss, you have a different gain/loss.

'better' is very subjective =) Feel free to choose one that you like. ~ Imo, that's the easiest way to go.

Regards.

Archived Post
07-26-2011, 09:28 PM
Ok slightly more confused :) is there a resource that lists what each of the [] do? Nothing on the wiki that I could see.

Archived Post
07-26-2011, 10:45 PM
There is some good info on wiki on descriptions

http://www.stowiki.org/Modifier

DMG modifiers effect base damage on a weapon but changes on S4 may have changed values and diminishing returns on the damage bonus etc

Archived Post
07-26-2011, 11:22 PM
Simply, the [bonus] is damage but the bonus is extra damage per that gun. It's double the amount of bonus dps a standard [dmg] bonus gives on other items. It's not 2x the regular weapons base stats, it's just 2x the bonus.

Just like sometimes you'll see ctrh with 2% crit, crthx2 with 4% crit and crthx3 even at times with a large 6% crit.

Archived Post
07-27-2011, 12:06 AM
there are weapons that give bonuses. rares normally have two bonuses, epics 3, green one bonus value.

if a weapon is epic, it has slots for 3 bonuses, these can be : 3 different bonuses, only one bonus stacked 3 times and in between.

if a weapons says " bonusname x2" it means it grants you twice the bonus. it could also be [acc]x2 (which means it grants you an acc bonus of 10% and another one 10% so 20%) and with dmg its the same.

i think the dmg bonus is based on the unskilled dmg of a weapon, meaning 10%+ to basedmg. if a weapon has dmgx2 it menas it grants you this bonus, plus the same bonus again (so 20% dmg+ calculated from basedmg)

like when you get those shields that have [cap]x3 this means it has three times the capacity bonus. its just a shortened form, it could also be this way:

phaser beam array mk x [dmg] [dmg] [acc] but to make it shorter they just say [dmg]x2 [acc].

Archived Post
07-27-2011, 08:14 AM
Great thanks!

preiko
04-13-2013, 12:33 AM
[dmg] gives all weapons a small amount of extra Damage
check die Exchange, and see for yourself !!
Weapons, Ship and Ground have a STATIC AMOUNT of + dmg

all Rifle, all Pistols, Sniper, etc.
Duel Heavy Cannon (+8,7), Dual C. , Beam Array (+5), Turret +(+3.5) etc.


it doesn?t Matter of you check a mark I or a mark XII purple

The Bonus STAY the same !!!!

example:

All Beam Array with one [Dmg] gets an bonus of + 5 dmg never the less of the Mark.

the ground Weapons are the same

if you check the math, a MK I to II has "give or take" 4 to 5 % more Damage
a Mk XII gets roughly 2% per [Dmg] modifier.


Decide for yourself

10 % Acc // 20% Crit Serv. // 2% Crit Chance // or // the rougly 2 % dmg

captainretset
04-13-2013, 12:36 AM
I have always worked on the basis that ACC and CTRH are the most important two. I figure a missed shot is useless and CRTD is no good if you don't score a CRTH. No idea if I am right but it's what I have in mind when I purchase weapons.

preiko
04-14-2013, 03:28 PM
Edit:
-----

The [Dmg] Modifier gives all Weapons a small amount of extra Damage.

Unfortunately, every weapon has his own STATIC Value of Damge Bonus.
On low Level very good, but it gets worse on high level

Space Weapons gain PER [Dmg] Modifier:

+2,2 Turrets
+3,6 Cannon
+4,3 Dual Cannons
+5,0 Beam Array
+6,5 Dual Beam Bank
+8,7 Dual Heavy Cannons


The Ground Weapons Bonuses,

Pistols (Stun // Wide // dual // Compression)
Rifle (Sniper// High Dens // Split Beam)
Assault (Pulswave // Blast // Minigun)

Every Typ of pistols / rifles / assault have different values
It is a Pain in the A%% to check all that numbers (and takes forever)

The [Dmg] Bonus is between 1,2 to 1,9 per Modifier



short Math:

A [Purple] Dual Heavy Cannon Mk XII {396,6 Base Damage}
now we give him the [Dmg]x3 Modifier the Weapon gain 3x 8,7 = 26,1 Dmg, that is a Dmg gain of 6,58 %

A [Purple] Dual Heavy Cannon Mk III {236,8 Base Dmg}
with [Dmg]x3 gain the same 26,1 Dmg, now the Damge output is increased by 11,02 %



Conclusion:

The [Dmg] Modifier should be Edited ...

At low level i would recommend it
But at the Admiral, the 2,1 % (max) increase isn't worth it


choose between these Modifiers instead
10 % Acc // 20% Crit Serv. // 2% Crit Chance



[by the way]

Weapons gain an additional Damage Boost from [white] -> [green] -> [blue] -> [purple]
=> DHC 4,3 to 4,4
=> DC 2,1 to 2,2

[purple] Dual Heavy Cannon is 13,2 Damage stronger than his [white] DHC brother
[purple] Dual Heavy Cannon is 8,8 Damage stronger than his [green] DHC brother
[purple] Dual Heavy Cannon is 4,4 Damage stronger than his [blue] DHC brother

baudl
04-14-2013, 03:49 PM
cool story, but no reason to wake this thread from the long dead! July 2011, dude!