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Gavin_Kelvar's Avatar

09.26.2014 , 03:38 PM | #298
Quote: Originally Posted by Verain View Post
Generally correct.

The question was SPECIFICALLY about damage, however. And your choice there is between damage and dps.

Baseline, the thermite deals half the damage upfront and half as damage.

The final upgrade gives you a choice- a 6th tick, at second 18, yielding 20% extra dot damage, or 15% extra dot damage?
(it is 5 to 6, right, not 6 to 7? If it were 6 to 7 it wouldn't change anything, it would be 17% more damage)

So, the lower left option is technically better. As a note, however: If the target lives 17 or less seconds after being struck, the lower left option was the same as choosing nothing at all. Each of the 5 ticks you get with the right option is boosted, after all, and at second 15 your dot has dealt 15% extra damage, while the extra duration dot has dealt 0% extra damage.

I strongly and without hesitation recommend the lower left upgrade- extra duration- because of these reasons, none of which are the extra 5% damage.

> If a target was going to die within those 15 seconds, the magnitude of the dot is not even relevant. Your goal is not to maximize YOUR damage, it's to maximize team points, which are largely based on deaths when discussing the merits of weapons, and the extra 15% dot damage will not make a meaningful impact on that for, say, a target whom it ticks thrice on, killing them, instead of the kill happening at tick 4. Again- the scoreboard is not the game. If your ally gets the kill, that's the same for the team as you getting the kill.
> If a target was NOT going to die within those 15 seconds, an extra three seconds of thermite debuff is impactful. Enemies will often run and stay hidden during a thermite debuff, or get splattered. The 20% shield piercing and 100% armor ignore that the debuff grants are frankly absurd, and I've seen several bombers with charged plating up (thermite totally negates CP during its duration, for everyone) die in the last few seconds of a thermite debuff- without that debuff, they could have stayed alive. The extra duration gets kills and controls enemies- it would be the better option even if the right option were 25% extra damage, and a reasonable choice at around 40%.
Thanks! The reason I asked is because lately I've been noticing that, in close matches, I'm sometimes the only one able to make attack runs against bombers hit by thermites. Sometimes that's because my team's scouts have their hands full taking care of the escort fighters (but if the bomber is left alone they inevitably get decimated by mines/drones), other times it's because JC's meta can be very GS heavy so allied fighters are not in range of the bomber because they're engaging enemy GSes 10K+ meters away. Either way I've felt that using an upgrade that would either improve the missiles ability to kill enemy fighters through increased total damage or increase the damage while I set up for another attack run might be more beneficial to my team.

That has gotten me wondering though if protorps might be better since, during reloads, I could focus on helping allied scouts bring down escort fighters and just attempt to kill the bomber with repeated protorp runs (unfortunately in a few matches the escort fighters/GSes were good enough to prevent me from making attack runs during thermite's debuff time so I had to kill a bomber almost solely with thermites; friendly scouts just kept getting blown to pieces because the escort fighters would lure them into the minefield, it seemed at the time that killing the bomber was the only way to give my team's scouts a chance to clear away the escort fighters).
Aodhán Guilhem
Republic Strike Fighter Pilot
Jedi Covenant