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Does charged round actually increase dps?

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popsicleman:
Thank you for the replies!

BlackenedPies:
http://ducksoficarus.servegame.com/
You're welcome

Use charged on guns with 2 shots per clip. Due to rounding it does higher dps on some guns with lower clip size like lumberjack or light carronade, but with high clip guns like the gat it does identical dps to regular.

Daft Loon:
The main thing to consider is the damage in the full - fire clip + reload - cycle, on guns with too few shots for the clip size reduction to have any effect (1 or 2 shots) charged adds 30% damage to this cycle. The -25% rate of fire applys only to the time between shots which is maybe 1/3 of the cycle so overall its +30% damage and only -8% or so rate of fire when firing multiple clips. As mentioned the damage per shot increase also has its benefits by itself.

ZnC:
Daft Loon has the right idea.

It is worth noting that the first shot does not take time, which is why Charged Rounds have minimal drawback on 2 shot weapons. Even with that, you are right that it still has a lower DPS while firing. However, when you take into account reload time, Charged Rounds has the highest DPS.

Some numbers from my sheets for comparison:

Normal Ammo
Total Armor Damage = 345
DPS = 173
DPS with reload = 43.77

Charged Rounds
Total Armor Damage = 449
DPS = 168
DPS with reload = 52

popsicleman:
Ah, I knew I was doing something wrong with my math. Yes, I should've accounted for total time including reload as it cannot break armor within the clip.

On a tangential question, is charged mercury sufficient for armor stripping? I'm a casual player who wants to try out some long ranged spire, but I feel that the time to kill might be too high in my normal setup. I like to go mercury, artemis, artemis and lumberjack or minotaur.

Personally, I like using mercury, artemis and minotaur as they are easy weapons for anyone to hit with compared to the alternatives. But assuming competency, what heavy weapon should I go for? or is my light weapon setup already flawed?

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