|
Post by Kitsunenotsume on Apr 23, 2018 18:29:31 GMT -5
I was toying around with both Oil-Canister and Striker today, trying to rotate some fire into my elemental armory, and noticed that it lasts significantly shorter than the Aspergillum, Shockfists, and whips. I'm guessing it has to do with the 5-fuel capacity of the fire mods, compared to the 10 or 15 of the others, but such nuances make a difference to the pacing of combat if you need to break for two rounds to refill your weapons because they ran out.
For timing comparisons, I ran each mod dry outside combat, keeping in mind that James has Gadgeteer 4 (and thus a 40% fuel efficiency improvement). I clocked Striker/Oil Canister at 100 seconds for 5 units of fuel. I clocked Aspergillium (Acid) at 108 seconds for 10 units of fuel. (I assume the extra 8 seconds is a product of my efficiency boost causing a slight rounding error when combined with the larger capacity)
However, when used in combat, and both activated in the same combat turn, and stopped striking when one ran out. The Striker lasted 48 seconds (about 50% duration reduction, so ~2.5 fuel worth of hits) The Aspergillium lasted 82 seconds (about 25% duration reduction, so also ~2.5 fuel worth of hits)
My conclusion is that both experience a loss of fuel per hit, but the Striker/Oil canister might not have that per-hit reduction adjusted to it's smaller fuel capacity. Therefore, my suggestion, assuming my data is accurate: Half the cost-per-hit for Striker and Oil Canister, so it lasts as long in combat.
|
|
|
Post by Psionic-Entity on Apr 25, 2018 22:01:36 GMT -5
Making this change next update.
|
|