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Lifewaster
06-02-07, 02:21
Maybe useful to give results of nanite tests , even if not a bug.

Heres some findings using the SPY protection tools

TL 76.8 SPIT basic protection tool (highest TL of the Combo Resist Shields that use BAT(protector),EAR (absorber) or FAP(deflector)

(1)
Tests Using basic FAP ammo for deflector effect of force/pierce :

When fired once (25 overload) = 3% shields

Damage: 143.078 Target Piercing HitZone 0 - Part 0
Damage: 138.288 (Reduction: 4.791 - 3.348 Percentage) - Damage reduced by shield

When fired 3 times (75 overload) = 7% shield effect

Damage: 99.360 Target Piercing HitZone 1 - Part 0
Damage: 92.396 (Reduction: 6.964 - 7.009 Percentage) - Damage reduced by shield

(2)
Tests using BAT modded ammo for Protector effect of fire/poison :

When fired once (25 overload) = 3% shield

Damage: 143.078 Target Poison HitZone 0 - Part 1
Damage: 138.366 (Reduction: 4.713 - 3.294 Percentage) - Damage reduced by shield

When fired 3 times (75 overload) = 10% shield

Damage: 59.580 Target Poison HitZone 3 - Part 0
Damage: 53.618 (Reduction: 5.962 - 10.006 Percentage) - Damage reduced by shield


So is it better to avoid using either of these and instead use a basic deflector and protector for a higher shield.

Well testing using basic deflector and protector

Deflector : 6%

Damage: 119.232 Target Piercing HitZone 1 - Part 0
Damage: 111.777 (Reduction: 7.455 - 6.253 Percentage) - Damage reduced by shield

Protector : 8%


Damage: 119.232 Target Poison HitZone 1 - Part 1
Damage: 109.596 (Reduction: 9.636 - 8.082 Percentage) - Damage reduced by shield


So overall it seems roughly the same overall protection with a deflector/protector as if you overload to 150 with a triple shot of nanite deflector (FAP) and nanite protector (BAT)

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Ideally a spy might like to use a PSI deflector/protector + a quadruple shot of nanite absorber (EAR) . However this is not possible since you cant cast any of the nanite shield whilst using any of the Psi shields or vice versa.

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So in order to use a nanite absorber, you would have to forgoe any psi shields and basically share your overload between the 3 nanite shields , ie 2 shots of each of FAP/EAR/BAT . This will result in shields of about 6% vs all 3 types .....at a cost of having 13 buff icons on your screen :p

I imagine most spies will prefer to just go with deflector/absorber as it really doesnt seem worth the nanite bother to just add some 6% vs energy/xray overall ?

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Note I havent tested the single shield versions , which may be stronger since they go to a higher tl 100 vs the tl 76 combo versions.

Will update with those findings soon.........

Lifewaster
06-02-07, 02:58
UPDATE :

Testing with the TL 100 single version nanite shields gave much better results.......these lasted 6 minutes compared to 3 minutes for the tl 76 combo shields.

Modded for pierce it gave a 33% shield after 4 shots (50 overload)
Modded for poison it gave a 33% shield after 4 shots (50 overload)


Damage: 119.232 Target Piercing HitZone 0 - Part 0
Damage: 81.019 (Reduction: 38.213 - 32.049 Percentage) - Damage reduced by shield

Damage: 119.232 Target Poison HitZone 0 - Part 1
Damage: 81.559 (Reduction: 37.673 - 31.596 Percentage) - Damage reduced by shield


At 6 shots of each (150 overload) I got a 35% shield, I believe this is the cap.

Overall it seems the TL 100 single versions are preferable since they give much more then double what the lower TL 76 combos give ....perhaps a tl 100 combo version will be added ?

So it seems a Spy can achieve 33-35% shields vs 2-3 of the 6 dmg types at a time which is pretty nice for PvE (for example pierce/poison at chaos cave, or Energy/Xray vs warbots , or force/fire vs firemobs) Which is the equivalent of having a PPU shielding you at those locations.

Or for full shielding vs all 6 dmg types, you can get 2 shots of each of the 6 single types for about 15% shields.

A Single shot gave 7.5%


A Double shot gave 15%

Overall a spy has 15% vs all at 150 overload , or can mix and match to bring some up to 35% cap , with basically 12 shots of 7.5% to spend between all 6 types.


My guess is the standard PvP setup will be 4 shots of energy/pierce and 1 shot of fire/poison/xray/force. This results in a spy with 33% energy/pierce and 15% vs everything else. But its a bit time consuming and requires 6 seperately modded tools + ammos.And the 13 icon buff stack clutter is also nasty. But at least it lasts 6 minutes per use.

Lifewaster
06-02-07, 03:34
Nanite heal vs jones heal test for a spy:

TL 10 jones-heal gave 7.5 tick ..... nanite heal gave 8.5 tick

Seems the nanite heal is slightly better (also harder to see the nanite bubbles if your healing in stealth which could be a bonus)

Main drawback is the overload goes up 30 per cast and after 4 heals you are at 150 overload (which gives you a -25 body health penalty) , but you can continue to cast the heals at 150 just the body health penalty stays and is annoying.

Second drawback is the ammo required runs out pretty fast.

Overall TL 10 jones heal seems the better option for anyone who can use it. So the nanite heal will probably be used by tanks and apus only.

Lifewaster
06-02-07, 04:07
PE nanite antibuff stuff:

When cast it causes the targets shield to BEGIN ticking off , ie: 15 sec later it will go off..... in the meantime the target can simply re-cast/re-fresh the shield

Fairly useless vs anyone who has self-shields , marginally useful vs foreign-shielded players , but with the 15 sec "warning" they can usually just run off to ask for a new shield........


PE nanite cure stuff :

Anti-poison thingy doesnt work at all.....havent tested the others.

Carnage
06-02-07, 10:27
Thanks for your detailed tests.
For your resistance tests, dont forget that you can use PSI Resist to get additional resistance against PSI, if you doesnt want to use any PSI stuff.


Main drawback is the overload goes up 30 per cast and after 4 heals you are at 150 overload (which gives you a -25 body health penalty) , but you can continue to cast the heals at 150 just the body health penalty stays and is annoying.


There is a mistake, that the Nanite Acitivity doesnt wear of when the heal runs out. That will be fixed.


PE nanite cure stuff :
Anti-poison thingy doesnt work at all.....havent tested the others.


They work as intended. They shorten the DOT Duration from one DOT.


When cast it causes the targets shield to BEGIN ticking off , ie: 15 sec later it will go off..... in the meantime the target can simply re-cast/re-fresh the shield
Fairly useless vs anyone who has self-shields , marginally useful vs foreign-shielded players , but with the 15 sec "warning" they can usually just run off to ask for a new shield........


But you can debuff much more players as a PPU who has to use his manapool
PE can inject his debuffnanites until he runs out of ammo or his target reach a nanite concentration of 100%