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I Love The Idea Of Dakra Prime But Execution.... No


Rionat
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Its charge dmg is piss poor meaning the only somewhat "OKAY" alternate is a normal attack weapon and that is stretching the definition of "OKAY" quite a lot.

 

The attack speed is 1.3 the orthos prime is 1.33 what but a two hander is .03 faster than a single handled weapon okay logicz

 

The base dmg is okay but back to the idea of atk speed being pretty slow....

 

the weapon reach is pretty nice (except the 2 downward slashes could be better imo cuz those 2 swings usually hit like 2 maybe 3 but ineffecient)

 

Blade dmg (we'll see after the dmg formula revamp)

 

the cost is 15 OROKIN CELLS cmon man the weapon should atleast be GOOD but it really lacks

 

the down attack and slide attack is "OKAY" (will change with the dmg formula we'll see)

 

 

In all honesty : 

I would like to see higher faster fire rate and maybe different slash animations :c? the cost vs item VALUE is very depressing :(

 

your opinions?

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Its charge dmg is &!$$ poor meaning the only somewhat "OKAY" alternate is a normal attack weapon and that is stretching the definition of "OKAY" quite a lot.

It's not intended to be used as a charge weapon.

The base dmg is okay but back to the idea of atk speed being pretty slow....

 

Blade dmg (we'll see after the dmg formula revamp)

OKAY?? Have we mentioned that it's 20 more damage than most long Melee weapons, and it still outclasses the Heavy Weapons in swing damage.

And yeah, the damage is going to be fixed after the armour problems are fixed.

your opinions?

This weapon scales INCREDIBLY.

Just plug its data into a calculator and you'll see what I mean.

A potatoed one of these and you'd never want for another Melee weapon.

Edited by TheSuperQ
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Data

An un-potatoed Dakra Prime at level 26 (or a potatoed one at level 13) can support the following mods:
Maxed Fury (+60% Swing Rate)
Maxed Sundering Strike (+90% Armour Piercing Damage)
Maxed Rending Strike (+60% Armour Piercing Damage)
Maxed Pressure Point (+120% Damage)

Please Note: All following Calculations are done with an enemy with 0 Armour in mind
Swing Rate: 160% of 1.3 = 2.08 Attacks/second
Total Normal Damage: 220% of 55 = 121 Damage
Armour Piercing Damage: 150% of 121 = 182 Armour Piercing Damage
Total Damage Per Swing: 121 + 182 = 303 Damage
Average DPS: 606 DPS

What Follows is My Attempt to Understand Armour

Damage through Armor is calculated using the following formula:

Final Damage = Modded Damage * Damage Mitigation

Damage Mitigation = 100 / (Armor + 100)

THUS,

Final Damage = Modded Damage * 100 / (Armor + 100) 
 

Scaling of enemy armor values uses the following formula:

Total Armor = base armor + base armor * .01 * (current level - base level) ^ 1.40


So...  The total armour of a level 20 Grineer is about 323, right?
Damage Mitigation = 100 / (323 + 100) = 24%
I'm pretty sure that's right. Ok, so let's just plug that in here.
Final Damage = 121 * .28 = 34 Damage
But now we need to apply the AP damage that actually get's a 1.5x multiplier against Grineer Lancers.
182 * 1.5 = 273 AP Damage

So Total Damage (Assuming I'm correct), per swing against a level 20 Grineer Lancer is 273 + 34 for a damage of... (drumroll please)

307 damage!
I'm not saying that's 100% accurate, but it's probably close.

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