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The X-Com Files / Re: Warp weapons,Dimension X weapons and minor damage balance questions.
« on: January 26, 2020, 06:01:06 am »Let's do a bit better damage modeling than just picking 3 random rolls of 0-200% to analyze. I ran 10,000 simple simulations for each weapon and averaged them to get the expected damage for each case. That is, I made 10,000 dice rolls of 0 to 46*2 for the power roll of the warp rifle and 10,000 of 0 to 120*2 for the sonic cannon, then subtracted off 10 armor for the rifle and 100 armor for the cannon. In the end I found the averages:
- Warp Rifle: 36.475 dmg
- Sonic Cannon: 40.946 dmg
So raw damage the sonic cannon wins out by a little bit, but it will be less reliable (101/241 shots will do 0 damage vs 11/92 for the rifle) and doesn't shoot as fast. If you double the armor to 200, the warp rifle does even better:
- Warp Rifle: 28.155 dmg
- Sonic Cannon: 3.304 dmg
Thanks for more detailed calculations.
Now a bit of armor info on targets. The highest armor value I found is for Dragonfire turret front which is 175, but it also has 50% warp damage resist vs 75 concussive.
Second best I think is Obliterator with 100 armor and again it has 50% warp resists vs 80% concussion.
I just cant see how warp weapons can be broken here, when most armored targets have 50% warp damage resists, which cuts end damage to 50%. Taking your average calculated damage for 100 armor and applying resist stat we get:
Warp rifle: 18,2
Sonic Cannon: 32,8
Yep, warp rifle totally broken, as in unusable.
Besides, how often do you run into Obliterators and Dragonfire turrets?
Solarian mentioned MiB heavies, they have no resist from warp and concussion damage, so again, sonics do better job at disposing them.
Sure, SC is slower for snap shots, but aimed shots? You joke?
There is no way I can call it unreliable. Why? Concussion damage is not affected by 0% rng roll (check screenshots below), it deals damage always. So in your calculations number of 0 damage shots for Sonic cannon is 0, unless completely blocked by armor.