Loading...
  OR  Zero-K Name:    Password:   

Post edit history

B906075 4 on Lava Highground 2.11 (Multiplayer)

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
6/8/2020 11:14:36 PMEErankAdminAnarchid before revert after revert
6/8/2020 3:15:36 PMEErankAdminAnarchid before revert after revert
6/8/2020 3:08:44 PMEErankAdminAnarchid before revert after revert
6/8/2020 3:08:15 PMEErankAdminAnarchid before revert after revert
6/8/2020 3:05:15 PMEErankAdminAnarchid before revert after revert
6/8/2020 3:04:23 PMEErankAdminAnarchid before revert after revert
Before After
1 Shields don't count as damaged if a projectile penetrates them. 1 Shields don't count as damaged if a projectile penetrates them.
2 \n 2 \n
3 (Because something else takes the damage that the shield let through, heh) 3 (Because something else takes the damage that the shield let through, heh)
4 \n 4 \n
5 So after 10 seconds of idleness, the very next frame Funnelweb immediately begins to charge, and keeps charging until it has enough charge to stop a shot. 5 So after 10 seconds of idleness, the very next frame Funnelweb immediately begins to charge, and keeps charging until it has enough charge to stop a shot.
6 \n 6 \n
7 Funnelweb has a shield regeneration of 300. DRP has six weapons, all of which shoot once per six seconds (so one gun shoots every second). 7 Funnelweb has a shield regeneration of 300. DRP has six weapons, all of which shoot once per six seconds (so one gun shoots every second).
8 \n 8 \n
9 The (shield) damages on those guns are: 9 The (shield) damages on those guns are:
10 Red Killer - direct 3000 10 Red Killer - direct 3000
11 Orange Roaster - direct 300 + fire aoe (negligible in this case) 11 Orange Roaster - direct 300 + fire aoe (negligible in this case)
12 Yellow Slammer - direct 800 + impulse (negligible, shields don't get repulsed) 12 Yellow Slammer - direct 800 + impulse (negligible, shields don't get repulsed)
13 Green Stamper - direct 400 + seismic (irrelevant) 13 Green Stamper - direct 400 + seismic (irrelevant)
14 Blue Shocker - 4000 (12000 emp, divide by three) 14 Blue Shocker - 4000 (12000 emp, divide by three)
15 Violet Slugger - 450 direct + 4500 slow (which translates to another 1500 shield). 15 Violet Slugger - 450 direct + 4500 slow (which translates to another 1500 shield).
16 \n 16 \n
17 So each 6s cycle does 3000+300+800+400+4000+450+1500 damage to shields, giving us theoretical anti-shield DPS of 1741. As long as they are all charging, just 6 funnelwebs are needed to tank DRP forever (with 1800 shield generation per second). 17 So each 6s cycle does 3000+300+800+400+4000+450+1500 damage to shields, giving us theoretical anti-shield DPS of 1741. As long as they are all charging, just 6 funnelwebs are needed to tank DRP forever (with 1800 shield generation per second).
18 \n 18 \n
19 Because DRP damage is discontinuous and penetrating shots don't count, all funnelwebs that are drained by DRP itself will be charging after 10 second downtime after having tanked a shot - it can't keep them down until they charge to take a hit, unless it kills or stuns them. 19 Because DRP damage is discontinuous and penetrating shots don't count, all funnelwebs that are drained by DRP itself will be charging after 10 second downtime after having tanked a shot - it can't keep them down until they charge to take a hit, unless it kills or stuns them.
20 \n 20 \n
21 Having more of them just allows some extra give in the system. I truly don't get why people build DRP (except that it's cheap; well, you get what you pay for). 21 Having more of them just allows some extra give in the system. I truly don't get why people build DRP (except that it's cheap; well, you get what you pay for).
22 \n 22 \n
23 A single Funnelweb takes 6 seconds of charge-time to eat one second of DRP fire-time, plus ten seconds of idle-time after taking the hit, so theoretically 16 is the number where they become [u]truly[/u] invincible without any intervention. 23 A single Funnelweb takes 6 seconds of charge-time to eat one second of DRP fire-time, plus ten seconds of idle-time after taking the hit, so theoretically 16 is the number where they become [u]truly[/u] invincible without any intervention.
24 \n 24 \n
25 At lower quantities they are likely slowly being drained, but if you rotate them out, 7 should be sufficient to achieve indefinite resilience - one to take the damage for six seconds (it can take about 10 seconds, so there's plenty of room for inefficiency), the other six to generate that sweet 1800 shield per second of recharge. 25 At lower quantities they are likely slowly being drained, but if you rotate them out, 7 should be sufficient to achieve indefinite resilience - one to take the damage for six seconds (it can take about 10 seconds, so there's plenty of room for inefficiency), the other six to generate that sweet 1800 shield per second of recharge.
26 \n
27 TL:DR 7 Funnelweb counters DRP.