Weapon information and some mechanics
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Join Date: Dec 2007
02-03-2010, 01:10 PM
Originally Posted by
the listed cooldown on the info is the recharge on top of the 1 second global, not the total amount of time it takes for the gun to recharge (which is strange as torpedos and mines have it correctly done)
So for cannons and dual cannons that list as 1 second, it actually takes them 2 seconds to be ready to fire again, heavys state 2 but take 3 seconds to be ready again. However the 1 second global is how long it takes for the gun to fire, with the dual and single firing 4 shots in that cooldown and heavy firing 2.
What that means is if you have a single light cannon, you will be doing on average 2 shots a second (4 shots in a second with a second downtime) with a second one you double that to the 4 shots every second.
with a single heavy you get 1 shot every 1.5 second average until you put more of them on, with 3 heavies giving you the 2 shots a second.
This isn't conjecture or theory based on numbers, this is what tests have actually resulted in. This means that 3 heavy cannons will be more damage then 2 dual cannons, however its at the expense of an additional weapon slot being used.
The DPS calculated on the cannons tooltips do not factor in the 1 second global cooldown that the gun will have to take on top of the listed cooldown.
Mines and torps don't toggle for a duration therefore thier recharge timer started near instantly. All energy weapon have a toggle max that is listed at the top of the stats all beams are 4 which equals 4 seconds, all non heavy cannos have a 2 which is 2 second and heavys are 1. Look at any skill that is a toggle you will see a toggle max number at the top always. Tachyon beam is a 3.6 second toggle max, Extend shields a 30 second toggle. Recharge doesn't kick in till after the toggle is done firing. Just look at beams they fire for 4 seconds then you see a 1 second recharge pop up.
That is why if in fact dual cannons are doing all thier shots 1 second and be able to fire again in 1 second they are bugged as they are doing 83% more single beam dps then a heavy and 150% more single beam damage then a single beam when they should be doing the same damage as a heavy just in a more dps style versus burst.
All cannons seem to follow a damage shot every .5 seconds to reach thier designated toggle max time and recharge for the damage/dps numbers. All Beam weapon follow a 1 second damage tic to reach thier designated toggle max time and recharge for the damage/dps numbers.
The DPS calculated on a cannon's tooltip don't need to figure a global cooldown as it calculating a single weapon which has a 1 or 2 second cooldown already as alll energy weapons do. If what you said is true again why would only a dual cannon have the wrong tooltip and do 250% of a single beams damage.
All my numbers i used for the first post percents is using all the same mark equipment using thier damage, dps, toggle max, recharge.
These are the numbers off a mark 6 set of energy weapons. Can do the numbers and calculations if you like but this is what they are suppose to do and if dual cannons are in fact doing what you say they are the only thing i have found in game that doesn't follow thier toggle max number and should be bugged as they get way to much damage bonus by cutting out 33% of thier cycle time they are suppose to be balanced around.