So I did some testing with advanced combat tracker, and found some amazing things. Firstly, let me say that this is in no way definitive or perfect. I have limited play time every night and I don't want to spend all my precious free time on this, so my sample size is small. Also, I did my best with rotations, but they probably aren't perfectly efficient or optimal. And lastly, these tests were done with each scenario going balls to the wall as much DPS as possible in the allotted time frame. In Frontlines you aren't exactly going to do that, unless maybe you are at an ice.
Lastly - the DPS is the most important statistic here. I tried to time it my best but total damage might include an extra attack or auto attack inside a second after the time frame ended, but the overall DPS is a good consistent value. I tried 3 different scenarios over 3 different time frames of 12 seconds, 30 seconds, and 60 seconds:
Rotations used:
- Pre-loaded ammo bursting with stun gun
- No ammo leading with hot shots
- Pre-loaded ammo without stun gun into hot shots
Here's some numbers I pulled:
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12 seconds pre-loaded ammo with stun gun burst
- Sample instance: 15,934 total damage / 1282.93 DPS
Logs with rotation
12 seconds no ammo leading with hot shots
- Sample instance: 10,442 total damage / 870.17 DPS
Logs with rotation
12 seconds pre-loaded ammo into hots shots
- Sample instance: 11,736 total damage / 902.77 DPS
Logs with rotation
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30 seconds pre-loaded ammo with stun gun burst
- Sample instance: 24,351 total damage / 811.70 DPS
Logs with rotation
30 seconds no ammo leading with hot shots
- Sample instance: 21,961 total damage / 732.03 DPS
Logs with rotation
30 seconds pre-loaded ammo into hots shots
- Sample instance: 24,555 total damage / 818.50 DPS
Logs with rotation
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60 seconds pre-loaded ammo with stun gun burst
- Sample instance: 44,830 total damage / 747.17 DPS
Logs with rotation
60 seconds no ammo leading with hot shots
- Sample instance: 43,604 total damage / 726.73 DPS
Logs with rotation
60 seconds pre-loaded ammo into hot shots
- Sample Instance: 44,409 total damage / 728.02 DPS
Logs with rotation
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Again, I wouldn't call these numbers definitive, but they certainly are eye opening. Here's some key observations:
- The extra damage from the stun gun burst is so massive that the damage lost from the 10 second gauss barrel lock out isn't enough for other methods to overtake it
- Against conventional thinking pre-loading ammo, which delays your heat, does not amount to a loss of DPS. It's close enough to consider it a wash. The extra potency and reduced GCD from that ammo makes up for the delay in getting heat.
- All 3 methods stable out over about a minute time period, with a slight damage edge going to the stun gun burst rotation. This means over a 1 minute time period, such as fighting a big ice, all 3 methods will do about the same amount of damage.
I will also mention that after about the 60 minute mark, all 3 rotations even out and will basically be the same at this point where they are all playing the stay-heated dance, so the DPS for each will hang around 730 DPS.
The biggest take-away here I think is that pre-loading ammo actually doesn't lose you any DPS. In fact, the damage is remarkably close, even giving a small edge to pre-loaded ammo. With this in mind, from a pure damage perspective, pre-loading ammo or not basically makes no difference. If anything, pre-loading ammo is a great idea in case a contestable ice spawns to stun gun burst on. If not, then it doesn't matter, you're doing the same amount of damage at the start with pre-loaded ammo as you are leading into hot shots.
And I'll throw this disclaimer out a third time - I can be wrong. If someone puts together a more thorough set of data to prove me otherwise, then I'll change my mind about it. My philosophy is always to make the best decisions I can with the information I have. Before I was working on anecdotal experience, I think with these numbers I might pre-load every game now.

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