I've noticed a lot of people here talked about the bombs, and their damage, but no one did any concrete data gathering to actually work out how these bombs work beyond their damage. What I've found is that, for any Mad Bomber, both the Irontech Destroyer and Big Angry Bomb are actually terrible damage bombs, given a Maxed out damage and CTR.
Loadout:
- Mad Bomber Suit
- Elite Boom Module
- Nitronome, Itrontech Destroyer, Big Angry Bomb, Dark Briar Barrage
- Other gear unrelated to bombs
Summary: CTR Max, Damage Max
Testing Grounds: Call of the Beast, Depth 24. Tested on Wolvers and Chromalisks
Background: I picked up the Mad Bomber set about a month ago, and have been playing an offensive bomber before that. What I am concerned about is how well I can kill things, any crowd-control being secondary or situationally necessary. These tests were focuses purely on how efficient they are at killing a target.
I looked for damage, charge time, fuse length, and blast radius (in tiles, where 1 is the full width of one tile) of these bombs, and recorded how many it took to kill a Wolver. I was then able to calculate a sustained DPS (damage per second given constant spam against a single target, limited by charge time), and a time-to-kill (starts from the moment you pick up the first bomb to the end of the last blast). All percentages are compared against Nitronome.
- Nitronome
- Damage: 301
- Charge Time: 1.4 +/- .1
- Fuse Length: 2.0 +/- .1
- Blast Radius: 4
- Bombs to Kill: 3
- Sustained DPS: 215
- Time-to-Kill: 6.2 s
- Irontech Destroyer
- Damage: 333 (11% more)
- Charge Time: 1.7 +/- .1 (21% longer)
- Fuse Length: 3.0 +/- .1 (50% longer)
- Blast Radius: 3
- Bombs to Kill: 3
- Sustained DPS: 196 (9% less)
- Time-to-Kill: 8.1 s (31% longer)
- Big Angry Bomb
- Damage: 365 (21% more)
- Charge Time: 2.0 +/- .1 (43% longer)
- Fuse Length: 3.0 +/- .1 (50% longer)
- Blast Radius: 3
- Bombs to Kill: 3
- Sustained DPS: 183 (15% less)
- Time-to-Kill: 9.0 s (45% longer)
- Dark Briar Barrage
- Damage: 366 (21% more)
- Charge Time: 1.4 +/- .1
- Fuse Length: 2.0 +/- .1
- Blast Radius: 4
- Bombs to Kill: 3
- Sustained DPS: 261 (21% more)
- Time-to-Kill: 6.2 s
Conclusion:
Even if one were to ignore the movement speed and blast radius decrease of the ID and BAB, both do not provide adequate bonuses to be useful by a maxed-damage bomber. Even in the event that one is unable to bring in a specialized bomb such as the DBB, it is still better to bring in a Nitronome due to its faster charge speed and fuse speed. I can think of no instance, given my loadout above, where either the ID or the BAB would be preferable to the Nitronome.
What about people that don't have the damage bonuses?
Admittedly, I did no testing with less of a damage bonus (or charge time, for that matter). However, these bombs serve little purpose but to do damage, so I decided it would be a reasonable assumption that the primary users of this bomb could max out their damage.
Why didn't you compare it against (other commonly used bomb)
Comparing raw numbers against another bomb is nearly impossible due to the bombs' differences. I chose the Nitronome and DBB to compare these two because they all have the same function: One-time explosion with no extra effects.
Maybe it's the crowd control. Once the Devs get smart and fix Stun, it'll be nice to have on the bombs.
I'd like to see how Skolver zombies will react to accidentally walking into a BAB now.