Carbineer Archive
Thread: How to increase firepower?
I'm currently a Master Carbineer, Master Marksman, Master Combat medic with the Force Ranged Speed tree filled, +22 General Ranged Speed and +19 Carb Speed Tapes installed and my carbine is:
E11 MII Carbine
Speed: 2.27
Damage 451-1046
Accuracy 17
Wound 28.75
Est Base DPS 329.19
SAC 73
Underpowered? With that gun and the mentioned skill modifiers? If the weapon is not sliced yet, you can add a tiny bit more of firepower that way, but that's it. If you switch from Combat Medic to Bounty Hunter, your damage output might slightly increase still, but you loose your healing capacity. (And i have to say, being able to heal myself allows me to do things which any other investment of skillpoints doesn't give me...)
I actually doubt that changing professions could actually still increase your damage output in a significant way... the only current problem could be, if the rumours are true, that your SEAs don't do the job. If that is true, fixing them will increase your damage output a bit still. (With Combat Medic, you don't get general ranged speed from there, i think... so your speed without SEAs is a bit low, but the SEAs would more than make up for that and don't give much of a benefit if you combine for example with BH.)
If those were my stats I'd feel like a god! But then again, I don't try to go solo-ing Krayts or Elders or much of anything...
Try mixing around the specials a bit.
My personal (Master Carbineer, Pistols xxx2) attack style for most PvE encounters goes something like:
Charge shot,Leg shot,Snare, Leg shot, Rapid fire, Leg shot, Rapid fire, and if I need it Stopping shot - repeat.
ThenCharge shot or Surpression fire. But if I'm resorting to Surpression fire then FAA comes out as well...
Accuracy helps, yes. If you have the money, get +25 carbine and +25 general accuracy.
With your build and based on my SL testing, i would expect you to gain something like 7% of damage output that way, probably less.
I guess a more relevant question would be: will an additional +50 accuracy help vs top end mobs, krayts, nightsisters, black suns, DJM's, etc whose defense is likely to be quite high?
I hear thataccuracygrants a damage bonus when it exceeds the opponents defense, but if the opponents defense is higher than your accuracy, do you take a penalty?
If we could see the formula for how accuracy was factored into the damage equation, that would answer the question.
Ya, I think you probably hit it pretty close to the mark with the speed buff.
However, I can't say that I'm crazy about combat medic. With enhancers, fire + poison = roughly 60 dps, which isa nice little touch, but frankly I missed with thethrow often enough to make me wonder if it's worth it.
As for the acc...It is suppost to help damage if your acc is beyond the targets by some amount etc....But what its realy good for imo is helping you hit those with realy high def like jedi defenders with tka and food....The extra damage is not as handy as being sure your kd will hit when you shoot it : )
I feal that with capped attachments you can make up for not having a duel weapons mastery short the speciasl prety effectively.
Getting the skills in this game is the easy part...Getting the gear of a committed tradesman. That is the real power.
well if pvp is somethign big on your list you can try this build
MRM/MCarb/MMarks/P4403
this gives you the highest possible base accuracy and speed (before tapes,pups, etc..)
gives you a KD, Snare, Root, and a Defence Debuff, which should help maximize your dmg, you can tack on the +15 range from the cyber arms and your carbs will be shooting at default rifle range
I beat more players who are out shooting me because they had to heal damage from my dots than from total carnage...expectialy those hard to hit.
Also as for the loss to speed and acc etc. WIth attachments and food you can get quite a bit...close enough to the point of diminishing returns imo. you can become on par with a duel ranged master in firepower alone no doubt....although top quality gear is not the cheepest : )
Stoping shot is nice pvm...But i gave it up as snares are more reliable and if you need stoping shot with your tactic and it misses your sol. The genral skills in pistoleer is nice and cant blame you for taking it. Disarming shot is cool too.
If you get yourself +25 healing from be clothing or attachments you can make up for what that 4000 line in cm gives you + 5. And fit the cool debuffs in from cm. The advanced thyroid alone slowing them 40% is a huge reduction in damage you will need to heal.
Heh last edit. I like your build. if you switched the doc you have for cm 0004 you would have the skillpoints for another full branch of pistoleer. could grab up disarming shot even..
Message Edited by Quandry on 07-22-2005 07:33 AM
Message Edited by Quandry on 07-22-2005 07:37 AM