Does the shallow TTK shortchange the Depth this game could have? - PlanetSide Universe
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Old 2013-01-19, 09:21 AM   [Ignore Me] #11
sneeek
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Re: Does the shallow TTK shortchange the Depth this game could have?


Originally Posted by Mietz View Post
Of course it is important.



Absolutely not.
You will not take an extra bullet 2/3rds of the time on average because the granularity of damage is not there.
The damage is delivered in whole bullets not fractions of them.

500hp
20% = 100

There are exactly 7 sources of damage producing 100 or below damage per tick.

All Pistols @65m+
VS6-7 @65m+
Solstice @65m+
Serpent @65+
Lasher AOE

Only if attacked with these weapons, at that specific range, in these specific circumstances, will you see an improvement in survivability.

This does not equal "taking an extra bullet about 2/3 of the time, on average."

You can't mathematically average numbers over time that come in quanta.
This isn't a smooth curve we are talking about, ergo you can not make that statement.
Your math is analog, while the game math is digital.



Absolutely correct, Nanoweave below lvl5 does nothing on average.
Your assumptions are simply flawed, and it's trivial to come up with examples that invalidate your reasoning.

There are many ways to end up with "random" levels of health or shields in a real battle, due to many ways to be damaged by a "random" amount.

- Explosions - grenades, tank shells, zephyr, rockets, vehicles exploding nearby
- Biolab benefit healing you slowly when at partial health.
- Fall damage.
- Sniper bullets, MAX bullets.
- Pain field.
- and others that don't happen very often, like coming under fire whilst being healed.
- Simply activating HA overshield in anticipation of a fight causes it to drain, and it basically acts as additional temporary health.

It's irrelevant that there aren't many infantry guns that do damage in ticks of less than 100.

An example:

Assume for the sake of argument that health+shield = 1000 and you're at full health. A guy attacks you with a gun that deals damage in ticks damage in ticks of 160 at a given range. You need 7 bullets to die. 15% extra health gives you 1075 total, so you don't survive an extra bullet. Now suppose a guy attacks that you with a gun that deals damage in ticks of 200 at a given range. 15% extra health means an extra bullet is required.

That is hardly equal to "never". Combine that with the tendency that you don't run around on full health or shields all the time in a real battle, and you see average survivability increase as a fractional number of bullets.

Note that the above example can be modified by HA overshield. Your overshield, which can have a variable amount of charge at a given moment, may or may not have enough charge to push you over the threshold of requiring an extra bullet. Medic healing in the middle of a fight (which a lot of people do) has a similar effect.

Nanoweave armour then modifies the above example even more, which also may be enough to push you over the threshold of requiring an extra bullet, regardless of how many ranks you have in it. In fact, the number of ranks you have increases the likelihood of needing an extra bullet.

Last edited by sneeek; 2013-01-19 at 09:43 AM.
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