Mindustry game strongest dps5/7/2023 Pyratite ammo can cause incendiary damage, which can cleave through enemies quickly when combined with Oil Waves. While Swarmers ammunition is difficult to set up, each of them obtains incredible DPS given the rapid firing rate. These designs are based on the top 3 damaging options. The Swarmer is a turret that shoots homing missiles at all enemies, causing rapid area damage. Use the sheet as a guide as you choose what to import to the bridges and conveyors. I haven't used tileable defenses before, but I figured I'd give it a shot. ![]() ![]() If((b instanceof PowerTurret) || b.ammoTypes != null))) Return (b.collides || b.length != null || b instanceof PointBulletType ? b.damage : 0) + b.splashDamage + b.lightningDamage * b.lightning * b.lightningLength + (b instanceof LaserBulletType & (sp = b.lightningSpacing) > 0 ? b.length / b.lightningSpacing * b.lightningDamage * b.lightningLength * 2 : 0) + (b.fragBullet != null ? bulletDamage(b.fragBullet) * b.fragBullets : 0) I've continually thought about adding some type of DPS value, but it seems very subjective and misleading, especially in regards to AOE weapons, inaccurate weapons that often miss at long range, slow projectile weapons, liquid cooled, frag, incendiary, water/arc multipliers, how long the target lives, etc. Hopefully all of this helps you understand how defenses work a bit better! In the future, you can expect a chart featuring DPS from each of the units as well as updated graphs when V7 comes out (or before if I get too bored in the campaign). There are a decent number of notes, so here's the link if you need more than just a glance: It took about 8 hours to get done (albeit not consistent), but my recent interest in status effects lead me here to make some calculations and see how much they really effect the numbers. I'm secretly terrified that my math is wrong somewhere, but at the very least, this should give you insight into what you could lean toward using at any given stage in the game (if you see a miscalculation, DM me and I'll try to fix it). ![]() EDIT 3: Discovered some incorrect figures on the Ripple main page, fixed on the spreadsheet. EDIT 2: Added units & unit statuses (bear in mind that these figures are most effective when the unit is used to defend).
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