Monday, August 20, 2018

Cryo Adder, Death Scythe, Drac Scatter II and Ancillaries

A Once Over of the New Turrets and Ancillary Info




Oh my... so there has been a slew of concern, misinformation and confusion about the new turrets. Corrosive items are a bit wonky because of their late introduction to the game. Let's see if we can clarify some of this.

First some of the oddities as this is what seems to throw people off. For the specials and interactions - they are based upon damage type unless otherwise specified. Usually this isn't an issue, however, with these turrets the exceptions are significant, thus, making it a tad more complicated. What does this mean? Examples!!!




  • Sulfide Deployer's reload only works for the Draconian Scatter Gun Turret II and Cryo Death Adder Turret, but NOT the Death Scythe Turret because that special is explicitly listed as scatter gun reload rather than corrosive reload. (There are only 2 turret specials that list interaction by weapon type if I remember correctly.)
  • Anti-Penetrating damage type countermeasures will NOT shoot down a Death Scythe projectile, however, Countermeasure damage type WILL shoot down the Death Scythe projectile. See where that damage type is matching?
  • SSKP will NOT work with the Death Scythe because, you guessed it, the damage types do not match.
  • Fire Support has no effect upon any of these turrets as Fire Support does not support Corrosive damage type for damage or reload buffs.
  • Damage specific deflection DOES mitigate DoT damage, generic deflection (assault/siege) do NOT.
  • Corrosive DoT stacks IGNORE the unreactive stat of a hull.
  • Turret Defense DOES mitigate DoT damage.



Another generic that we need to understand is what stats mean in the stat block of the turret:

DoT Damage : 540,000
DoT Max Damage : 60,000
DoT Duration : 45 seconds

Based on past prints, it may seem like those numbers at the top are wrong, right? Not really. I picked this one because it illustrates the mechanic a bit easier. This is how it works:

We have 540,000 damage and the stack is active for 45 seconds. That means we have a DoT DPS of only 12,000. That helps clarify that print a lot better now doesn't it?

Since the max damage is 60,000 DoT DPS, we divide the 60,000 by the individual DoT DPS amount of 12,000 and can now conclude that we only need 5 concurrently active stacks to get to max DoT damage. I'll list each turret weapon's DoT info below in the corresponding area.



Draconian Scatter Gun Turret II :

Not a bad short range pain in the ass turret. The damage output per projectile (DOPP) with the A-T Transformer, Faction bonus and full Group bonus using the Caustic Catalyst special is 2,645,862 (before turret defense or deflections are applied).

One drawback is that this corrosive turret does no DoT damage. Well placed, this could be a hazard forcing an attacker to stop or manipulate their movement. With a 105 base range, it can be out ranged, so placement is key to force a stoppage or other movement while allowing your defenses to damage your opponent or force your opponent to move to/into other areas you want them to be in.



Death Scythe Turret :

An interesting long range turret, the DOPP with the A-T Transformer, Faction bonus and full Group bonus using the Caustic Catalyst special is 382,987 (before turret defense or deflections are applied).

It's long outside range and large inner range make for an interesting turret for placement. Much like the Javelin II and Catastrophic Mortar, this could cause some consternation for Sloth fleets, particularly the 1-4 combos. With the increased minimum inner range this may be the first ring of the death knell of that fleet set-up. We shall see.

This one has the wonkies of the batch. I'll try and cover the oddities in here.

Penetrative range, damage and reload specials do NOT work on this turret weapon. No Thermobaric casing, no SSKP, no Scramjet. The damage type has to match here, not the weapon type. Likewise, because no generic accuracy based turret specials work currently and penetrative accuracy specials are inapplicable, the accuracy of the turret will be a determining factor in it's value in your base defense.

The only countermeasures capable of shooting down this projectile are countermeasures with the damage type listed as countermeasure NOT anti-penetrative.

While I had some little opportunity to do some testing for these turrets, Templar and Vengeful one had a much opportunity to so some heavy testing of the mechanics. I can not thank them enough for the work they do behind the scenes to check some of this stuff out!

What was found in the testing is that while the DoT DPS is accurate in terms of DPS calculations, the 'bump' of the damage is NOT per second. In other words, DoT damage is NOT applied every second, but rather every 5 seconds on this weapon. For both of these turrets it is a different number and this is a most significant stat that needs to be added into the prints ASAP. More testing needs to be done to verify the preliminary numbers we have found.

What this means is, for example, this turret has a DoT 'bump' of 5 seconds. This determines tha amount of damage per 'bump'. 5 * 60,000 = 300,000 damage, which is the damage dealt when DoT is applied at every 5 seconds.

DoT Damage : 540,000
DoT Max Damage : 60,000
DoT Duration : 45 seconds
Individual DoT DPS : 12,000
Max Stacks : 5
DoT DPS Bump : 5 sec



Cryo Adder Strike Turret :

This is the deadliest turret of the bunch and I saved it for last. Why? I'm going to let you work out why it is the deadliest using the info I provided above.

Another long range (191) turret, this one has no inner range so it will likely never be a threat to a sloth fleet on the outside, it is however a very formidable weapon. This thing has the potential to hurt... a LOT. The DOPP with the A-T Transformer, Faction bonus and full Group bonus using the Caustic Catalyst special is 1,152,170 (before turret defense or deflections are applied) and is a bit deceiving with regard to the weapon's capabilities. Here are the numbers:

DoT Damage : 400,000
DoT Max Damage : 800,000
DoT Duration : 10 seconds
Individual DoT DPS : 40,000
Max Stacks : 20
DoT DPS Bump : 2.5 sec

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Hope this cleared up some confusion about the turrets, the damage group and how everything interacts. As people ask questions, I'll edit the article to incorporate them.



7 comments:

  1. Great read as always George, thanx for the info

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  2. Is "bump" only measurable during testing or can it be calculated?
    "bump" is like "reload"?

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    Replies
    1. Testing. Unless there is a formula Kix uses. I'll poke at the numbers again if I can get enough test data from all the DoT weapons. Maybe there is a pattern there.

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  3. So with the Cryo Adder, with a Bump of 2.5 secs the damage every 2.5secs is 2,000,000. After siege battery this is 1,000,000. So is the deflection number required or is it still 800,000 x 0.5 = 400,000. If the 1,000,000 is required the Max DoT Damage is misleading.

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    Replies
    1. Should say 'is this the deflection number required' not 'the'

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  4. WOW thanks for the hard works. It is CLEARRRRR..lol

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  5. SSKP on Scythe. Would the reload bonus not apply seeing as Scythe is listed as missile? (I know damage won't apply as it does corro damage)

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