Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So with the fixed x1.5 damage upgrade you'll do:
1.5
1.5
1.5
.
.
.
With the scaling upgrade you'll instead do:
1
1.2
1.44
1.688
.
.
.
Someone who is better at math than me calculated, that you'll do more damage if you need more than 5 shots per enemy capital ship, up to 5 shots the 1.5 damage upgrade is better.
So if you build 6 shots and then switch, too the 1.5. you'll do the 1.5 dmg and not the 1,2^6+1,5.
It's more complicated if you factor the next upgrade, were you can choose between more dmg or an increased fire rate.
I did the math
Seconds 4.3 7 8.6 13 14 17.3 21 21.6
1st row dmg X 2.25 X X 4.5 X 7.75 X
2nd row dmg 1 X 2.2 3.64 X 5.37 X 7.85
There is a bit of overpassing, but the lower row becomes 100% better after 21.6 seconds (or 3 shot of the upper row). This without factoring any bonus to the fire rate from other sources (I haven't seen any so far).
On top of that, an higher fire rate increase the chances to hit when the ship defenses are down, and later on (not there yet) there is another upgrade to exploit that.
In conclusion, the upper row seems to be for farming, the lower for boss fights.
PS: sorry steam kills the formatting of the table
Anyone into the R4 shouldn't even be using the old weapon.