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An overly extensive analysis of blaster overcharge and targeting telemetry

STAR WARS: The Old Republic > English > Galactic Starfighter
An overly extensive analysis of blaster overcharge and targeting telemetry

Armonddd's Avatar


Armonddd
02.01.2014 , 05:24 PM | #1
Edit: Verain found a bunch of problems in my math (<3). I've updated my conclusions in this thread.

Quote: Originally Posted by dancezwithnubz View Post
perhaps i'm just weird, but i much prefer targeting telemetry to blaster overcharge.

i can increase my accuracy (indirectly reducing your evasion), directly reduce your evasion and get 75% surge on a 58%* crit chance on primary and 23% crit on secondary weapons.

seriously, Blaster Overcharge just doesn't stack up next to all that.

imho. your mileage may vary.
This post inspired me to do some math, because it's much more fun than college applications.

Imagine two scouts with identical loadouts excepting the systems component. Targeting telemetry and blaster overcharge offer the following offensive benefits:

Targeting Telemetry: +10% accuracy, +15% global crit, +25% global surge, 15s up/15s down. (T4 right, T5 left.)
Blaster Overcharge: Primary weapons only, +10% damage, +33% rate of fire, +8% crit, 12s up/28s down. (T4 right, T5 left.)

We can average this out over 10,000 unbuffed blaster damage over a two minute (120s) period.

We're going to make some assumptions here, which means our model won't be perfect. The biggest assumption is that accuracy, crit, and surge work identically to their ground game mechanics, and that evasion works identically to defense. Next, we'll assume that RNG stays fairly close to the expected averages (i.e. does not stray far from the mean or mode). Secondly, we'll assume neither ship runs out of weapon power. (With only 10,000 damage dealt, that's not too much to ask, I think.) Thirdly, we assume that targeting telemetry's secondary benefits of increased sensor range and cloaking dispel never come into play, and the extra range on both options does not provide any benefit.

Targeting telemetry gives, on average, +11.25% damage (from crit and surge, not accuracy). Factoring in its uptime, that's +5.6% damage over a 30 second period (assuming you're firing about as much when it's up as when it's down). Over a 120 second period, you get four uses, or +22.4% damage.

Blaster overcharge increases the damage of your lasers by a whopping +52.2%. Factoring in uptime, you get +15.6% blaster damage over a 40 second period (again, assuming you're firing about as much when it's up as when it's down). Over a 120 second period, you get three uses, or +46.8% damage.

I'm going to use these numbers (22.4% and 46.8%) a lot. It is important to remember that these values are over a 120 second period when the abilities are used on cooldown.

If both players do 10,000 unbuffed blaster damage and no missile damage over the course of two minutes, the guy with targeting telemetry will do 12,240 damage while the blaster overcharge guy will do 14,680 damage.

So far, the targeting telemetry guy is behind by 2,440 damage.

Let's account for accuracy. We do this by simply multiplying the damage done by the chance to hit (expressed in decimal form). Setting these two equations equal to each other (i.e. 14680x = 12240[x + 0.1]) shows us that the break-even point is at about 50% accuracy. Below 50% accuracy, targeting telemetry will do more damage; above 50% accuracy, blaster overcharge does more damage.

By my interpretation, 50% chance to hit only occurs against 41% evasion scouts at medium or long range. Close range weapons (especially burst cannons) tend to have accuracy above 100%, which to current understanding partially cancels evasion. There's a bunch of things to consider here -- playstyle, weapon choice, crew members, build purpose (if you're built to fight strikes and gunships, you'll be more accurate than if you fight scouts) -- and the individual will have to guesstimate this.

If you can catch an opponent with the 5% evasion debuff and he has at least 5% evasion, the accuracy breakpoint jumps up to 75%. Again, above this breakpoint blaster overcharge provides more damage than targeting telemetry. In practice, the true breakpoint will be somewhere between these two values, unless you're a magician and can catch multiple targets in the 3km debuff radius every time (and/or can't kill your target before the debuff expires).

Of course, the targeting telemetry user also gets extra damage on his secondaries. For the moment, we'll assume you're not using rocket pods and the target doesn't break locks; thus, accuracy is again a nonissue. To catch up, the targeting telemetry user must do an additional 2440 damage credited to targeting telemetry. Thus, 1.224x >= x + 2440. Unfortunately, this means the targeting telemetry user is going to come out ahead on total damage only if he can get off 10,893 unbuffed damage from secondary weapons in those two minutes -- a tall order even over the course of an entire match.

Looking at rocket pods proves tricky. Suddenly we have two variables to account for: the damage dealt by the rocket pods and the accuracy of the rocket pods (and thus the accuracy of the blasters, and thus the damage difference between the ships). At this point we must arbitrarily choose values for one of these to solve for the other, and a general equation does us more good. The targeting telemetry player must still put out an enormous amount of rocket pod damage to make up for the difference in blaster damage. The telemetry player will only have an accuracy advantage for relative accuracy between 90% and 99% (at which point overcharge's blaster damage is significantly higher) or below 55%ish (at which point the overcharge pilot has missed enough that he has not developed much, if any, of a lead in blaster damage, and both pilots are likely failing to score kills anyway).

For posterity, we shall introduce the effective hit chance of lock-on weapons. This is important for targeting telemetry, since your +22.4% missile damage over 120 seconds only matters if those missiles are hitting. If you get off two proton torpedoes and only one hits, your effective hit chance of lock-on weapons is 50%. If you fire two double volley cluster missiles and the target only barrel rolls away from one of them, that's three out of four possible hits, or 75% effective hit chance. (Note that double volley is bugged -- each volley has a lock that must be broken separately.)

Assuming the same effective hit chance of lock-on weapons, the overcharge player again holds the advantage. Every missile that does not connect is progress the telemetry player is not making towards closing the difference in damage dealt.

In summary, over a 120 second timeframe:

b = total unbuffed blaster damage
h = hit chance (accuracy - evasion). If h > 1.0, h = 1.0.
m = total unbuffed secondary weapon damage
EHM = effective hit chance of lock-on weapons

Damage done by ship with targeting telemetry and lock-on weapons = (b * 1.224 * (h + 0.1)) + (m * 1.224 * EHM)
Damage done by ship with targeting telemetry T4 right and pods = (b * 1.224 * (h + 0.1)) + (m * 1.224 * (h + 0.1))
Damage done by ship with targeting telemetry T4 left and pods = (b * 1.224 * (h + 0.15)) + (m * 1.224 * (h + 0.15))
Damage done by ship with blaster overcharge = (b * 1.468 * h) + (m * EHM)

tl;dr: Telemetry makes amusing crits while overcharge pumps them full of plasma before they can react. Telemetry with evasion debuff averages mathematical superiority for (tooltip accuracy - target's evasion) <= 70%, after which point accuracy does less than rate of fire and overcharge pulls ahead. You the pilot have to guesstimate how much evasion your targets typically run and whether you're willing to break off from high evasion targets to go after other targets.

tl;dr of the tl;dr: Overcharge with damage capacitor for bursts (and get in their face), telemetry with frequency capacitor for quads (and stay back 3-5 km).
Space Ace of <Death Squadron>, <Black Squadron>, <Eclipse Squadron>, and <solo da>

dancezwithnubz's Avatar


dancezwithnubz
02.01.2014 , 09:06 PM | #2
hehe, cheers for that!
looks to me, from those numbers, they're roughly equal in power and playstyle will determine which one works best for an individual pilot.

now, any idea how the Cloaking DIspel actually works? does it cut Distortion field?

Armonddd's Avatar


Armonddd
02.01.2014 , 09:26 PM | #3
Quote: Originally Posted by dancezwithnubz View Post
hehe, cheers for that!
looks to me, from those numbers, they're roughly equal in power and playstyle will determine which one works best for an individual pilot.

now, any idea how the Cloaking DIspel actually works? does it cut Distortion field?
Blaster overcharge does so much more damage than targeting telemetry, barring crazy crits (which both can pull off), that I can't personally justify using it. Yes, you can get crits on your pods while you hit with your lasers, and they can do big damage, but the opportunity cost is an additional 33% laser shots fired. Rocket pod crits are nice, but they're unreliable -- and a 20% chance to do +75% damage only comes out to +15% damage. Yes, telemetry applies that to all of your damage dealt instead of just blasters, but secondary weapons frankly do not deal much damage compared to blasters, and there's already a significant cut to blaster damage with telemetry... it's just not worth it right now.

Cloaking dispel currently does nothing. Information from datamining and etc suggests cloaking will be introduced with the interceptor class but is not currently in the game.
Space Ace of <Death Squadron>, <Black Squadron>, <Eclipse Squadron>, and <solo da>

dancezwithnubz's Avatar


dancezwithnubz
02.01.2014 , 09:29 PM | #4
Quote: Originally Posted by Armonddd View Post
Cloaking dispel currently does nothing. Information from datamining and etc suggests cloaking will be introduced with the interceptor class but is not currently in the game.
aha, I thought it was something like that.

Armonddd's Avatar


Armonddd
02.01.2014 , 09:47 PM | #5
Quote: Originally Posted by FoergieXI View Post
nothing of value
Go away.
Space Ace of <Death Squadron>, <Black Squadron>, <Eclipse Squadron>, and <solo da>

Luneward's Avatar


Luneward
02.02.2014 , 12:30 AM | #6
Quote: Originally Posted by Armonddd View Post
but secondary weapons frankly do not deal much damage compared to blasters, and there's already a significant cut to blaster damage with telemetry... it's just not worth it right now.

.
I think it is more of a stacking increase, much in the same way that 16% evasion is probably not as useful as 6% evasion and 20% hull health compared to a 41% evasion scout. TT probably isn't as worth it without Concentrated Fire. I'll have to take some of your calculations with it and run a TT/Concentrated Fire build versus a BO/Bypass build. Mostly because the point of the build isn't how much consistent damage it pulls out - it's how much burst it can pack in while the ability is active.

I highly suspect BO pulls out ahead in consistent longterm, but TT with CF probably gets some nasty results. Should probably run a BO/CF combo as well for consistency. After all, that combination doesn't care whether a target has shields or not for all calculations.
Steelwind / Kaillen * The Ebon Hawk

dancezwithnubz's Avatar


dancezwithnubz
02.02.2014 , 02:51 AM | #7
Quote: Originally Posted by Luneward View Post
but TT with CF probably gets some nasty results.
that's why I like it. I've never blown a gunship out of the sky faster in a Blackbolt.

they disappear under a spray of red numbers

Armonddd's Avatar


Armonddd
02.02.2014 , 03:43 AM | #8
CF really does not have much synergy with TT. It's +18% damage vs +27% damage, but you have to use them both at the same time. On the flip side, BO and bypass are both enough to guarantee a kill on their own, something CF and TT can't claim due to their RNG nature. Also, bypass lasts 2.5x longer than CF, making it usable on multiple targets more easily.

You can win the lottery and blow a ship up with huge crits, and I'll freely admit that's tons of fun. But at the same time, three burst cannon hits will absolutely melt things, and BO lets you get off that third hit insanely fast.

TT gets off one shot at t = 0s and one at t = 0.75s. Each hit does ~700 damage with a 23% chance to crit for 1225 damage. Even with pods doing 443 damage with a 23% chance to crit for 775, you probably need at least one blaster crit to get your kill (except against a scout, but don't use TT against scouts). That's just shy of a 60% chance (more if you're me, since I apparently never crit). At that point, you have to wait all the way until t = 1.5s for your kill.

BO gets off one shot each at t = 0s, t = 0.5625s, t = 1.125s (that's 9/8 seconds). Each hit does ~770 damage with a 13% chance to do 1155 damage. You don't need those crits, though, because dude's already dead.
Space Ace of <Death Squadron>, <Black Squadron>, <Eclipse Squadron>, and <solo da>

Dormancy's Avatar


Dormancy
02.02.2014 , 06:52 AM | #9
Thank you for this.

My math is embarrassing, but my GSF experience is not. Blaster Overcharge lets me kill that skilled, experienced, upgraded gunship before he can escape. Tactical Telemetry does not.

Armonddd's Avatar


Armonddd
02.02.2014 , 07:53 AM | #10
Updated the tl;dr a bit, and updated the secondary weapons section to make it clear that telemetry has almost no hope of catching up to overcharge in practical situations.
Space Ace of <Death Squadron>, <Black Squadron>, <Eclipse Squadron>, and <solo da>