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Old 06-28-2008, 09:30   #1
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SIB at the cost of Economy: A Tale of Two Chips

I was trying to decide which Nerve Blast chip I should use on a daily basis. The Moderate Nerve Blast Chip which has a SIB or the Medium Nerve Blast Chip which has no SIB but greater max damage (based on my current skills.)


Click to enlarge


I decided to do a trial run of each keeping track of damage and Psychotropy skill gains.

The questions are, which chip will give me better economy and which chip will give me better skill gains.

Test were performed North of Argus on Cornundacaudas. All items were repaired fully before each trial. Shogun armor. Adjustments were made for Focus Chip used.

Here is the summary data.

Medium Nerve Blast Chip (No SIB)
990 Total ME Used
198 Total Shots
2.18 Med Nerve Blast Decay
2.00 Ab Implant Decay
19.8 ME Cost 200%
23.98 Total Cost
4035.1 Total Damage
1.68 Economy
31 Misses
28 Psychotropy Skill Gains
24.16 Average Damage


Moderate Nerve Blast Chip (SIB)
980 Total ME Used
196 Total Shots
3.34 Mod Nerve Blast Decay
1.98 Ab Implant Decay
19.6 ME Cost 200%
24.92 Total Cost
2490.2 Total Damage
0.999 Economy
37 Misses
41 Psychotropy Skill Gains
15.66 Average Damage


Looking at these trials a few interesting things emerge. The Moderate Nerve Blast Chip gave more Psychotropy skill gains as expected. However, although the Hit Ability was higher I missed more with the Moderate Chip. Since all other factors were the same this is a curious finding.

Also, an interesting finding is how the lower non-SIB Medium Nerve Blast chip has a better economy based on my current skills. I had thought that SIB would always be more economical. It seems that the higher max damage of the non-SIB chip allowed for greater average damage over time and that affected economy.

In conclusion, it seems that if I want to hunt economically I should use the non-SIB Medium Nerve Blast chip. If I want more skill gains I should use the SIB Moderate Nerve Blast chip.
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Old 06-28-2008, 10:02   #2
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thats a good bit of research and the conclusions can probably be applied across other weapons/items. Its always been difficult to show how SIB works as their are few like for like compariable items. Im not entirely surprised though, with SIB faps the economy is rubbish until you max when it shots up and above everything else. the next thing to test/confirm is if once the SIB period ends the skill gains level off.
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Old 06-28-2008, 10:37   #3
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nice work


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Old 06-28-2008, 11:46   #4
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Nice test. Although I think its a bit too short to deduce too much, and also you should track all skill gains not just pyschotropy.

But interesting nevertheless.

The economy result is to be expected (maybe not the hit thing but I think thats just an example of what can happen in short tests). The woeful damage range of the SIB nerve blast completely kills it really.
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Old 06-28-2008, 12:14   #5
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Quote:
Originally Posted by Jimmy B View Post
Nice test. Although I think its a bit too short to deduce too much, and also you should track all skill gains not just pyschotropy.

But interesting nevertheless.

The economy result is to be expected (maybe not the hit thing but I think thats just an example of what can happen in short tests). The woeful damage range of the SIB nerve blast completely kills it really.
I agree 100%.

I plan longer tests and I'll include all skill gains.
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Old 07-01-2008, 03:19   #6
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Psyche skilling is very fickle + hard to track - it is vital the skill volume (or points) be tracked, and not the green lines.

By preference I would say "all skills, including psyche".

Intersting thing on that first test was you missed more but had higher HA with the IV

Include the raw data - that from the focus charges (it's still psychotropy) is still useful (we need an account of as many varaibles as possible since it's such a small data set)

I would also be interested to see if you can hunt one mob maturity only, for consistency.

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Old 07-01-2008, 03:53   #7
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Well, in my climb up the SIB weapon ladder, I had assumed this to be the case.
When you make the jump to the next weapon, it is at a much lower HA. It is the skill on that weapon that gains more quickly, but the weapon is treated as a new class in which you are lower skilled. Overall progress toward HA on UL weapons is unaffected, except that the overall skills will build.
So, for most hunters, once they get above lvl 30 skills in any weapon class, they will always have an eco "maxed" weapon to use, depending on whats available.
(warning: whining ahead)
But I have a history as a CBW (crying bitching whiner) on SIB weapons real hit ability. Why do I miss as much at 2 meters as I do at 60 meters on a maxed weapon?
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Old 07-01-2008, 04:10   #8
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Quote:
Originally Posted by Phil Surtees View Post
Well, in my climb up the SIB weapon ladder, I had assumed this to be the case.
When you make the jump to the next weapon, it is at a much lower HA. It is the skill on that weapon that gains more quickly, but the weapon is treated as a new class in which you are lower skilled. Overall progress toward HA on UL weapons is unaffected, except that the overall skills will build.
So, for most hunters, once they get above lvl 30 skills in any weapon class, they will always have an eco "maxed" weapon to use, depending on whats available.
(warning: whining ahead)
But I have a history as a CBW (crying bitching whiner) on SIB weapons real hit ability. Why do I miss as much at 2 meters as I do at 60 meters on a maxed weapon?

They aren't necessarily misses, they are just shots that do no damage

with regards to HA, note that SIB IV -starts- at 3.0, (not 0 like it should) so thoreau should be hitting more with it, not less.

Though the starting HA *could* be a lie...more testing required methinks.
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Old 07-01-2008, 05:25   #9
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Question for somebody (anybody!): According to the work done by Witte and others here:

http://www.entropedia.info/Page.aspx...tTalk%3aWeapon

when SIB begins on a weapon, the damage range is 40% to 80% of the maximum damage. Yet for this nerve blast chip, it appears to be 25% to 50% of max damage.

Are MF weapons treated differently than others? If so, is there a good reason for the different treatment?
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Old 07-01-2008, 05:32   #10
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I tend to agree

I've found that with my maddox IV (at 5.0) I don't get the skill increase like I do with some of the limited guns I have. I find it funny that with the SIB guns I use from time to time, I get skill gains a lot more but I miss a lot more also. With the Mad IV I don't miss near as often, and even though the Limited weapon does more damage, I think that in the end the Maddox is better for eco...more hits faster..but less skills...the limited more skills and worst eco eventhough higher damage potional.

just my two pecs..

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