Carbineer Archive
Thread: The Four Major Carbine Models: Stats as Made by a Master Weaponsmith
Zarathustra, new Master Weaponsmith on Naritus has crafted four carbines for me, one of each of the main models, designed with speed and low HAM costs as top priorities. I'll include the CDEF for comparison's sake.
My formula for Damage-Per-Second (DPS) is average damage per second, or:
[(Maximum Damage) + (Minimum Damage)] / (2 * Speed)
My formula for DPS per HAM is DPS divided by the highest HAM stat.
Damage done/Time Elapsed (DD/TE) shows damage and time required/done in spending the highest base special cost every time to do average, unmodified, damage, on a pool thats 1000 in size, and not regenerating. This is not a useful in-game statistic, but its great for comparison. Its a measure/ratio of how quickly you can do an amount damage before you run out of HAM.
CDEF:
Damage/Speed: 30-61/3.3
Wound Chance: 4.88
Ideal Range, Range Mods: 35, 0/42/-80
Special Costs: 9/19/9
DPS: 13.8
DPS per HAM: 0.73
DD/TE: 52 shots at 45.5 damage per shot, doing 2366 damage in 172 seconds
E11:
Damage/Speed: 57-123/2.8
Wound Chance: 14.55
Ideal Range, Range Mods: 30, 40/0/-80
Special Costs: 28/35/18
DPS: 32.1
DPS per HAM: 0.92
DD/TE: 29 shots at 90 damage per shot, doing 2610 damage in 81 seconds
EE3:
Damage/Speed: 56-141/3.5
Wound Chance: 10.35
Ideal Range, Range Mods: 27, 25/1/-80
Special Costs: 37/30/17
DPS: 28.1
DPS per HAM: 0.76
DD/TE: 27 shots at 99 damage per shot, doing 2673 damage in 95 seconds.
Laser:
Damage/Speed: 18-221/4.3
Wound Chance: 17.45
Ideal Range, Range Mods: 50, 38/5/-40
Special Costs: 29/45/22
DPS: 27.8
DPS per HAM: 0.62
DD/TE: 22 shots at 120 damage per shot, doing 2630 damage in 95 seconds.
DXR6
Damage/Speed: 88-133/4.3
Wound Chance: 19.48
Ideal Range, Range Mods: 22, 20/0/-80
Special Costs: 28/45/21
DPS: 25.7
DPS per HAM: 0.57
DD/TE: 22 shots at 111 damage per shot, doing 2442 damage in 95 seconds.
Note, the DXR6 also does acid damage, which makes it more powerful than its stats. Elites cannot be made yet, since the iron has not spawned on Naritus yet. And the DH17s are all worthless due to stocks.
To me, the E11 is the only gun with the Special Costs reasonable enough to choose over a CDEF.
Please post the stats of any other great guns you have come across.
In a quick test, the DXR6 did 25% extra damage (in what floats above the head of the creature instead of what combat spam says), against all the vynocks, but did nothing against durnis, paralopes or vrelts.
Obviously some weak results, but hopefully we'll see a wider experimentation of the acid damage soon.
Ack, I forgot Armor Rating stuff...
I'll do that tomorrow ![]()
Or SOJ will pick up my slack for me ![]()
Volatris, I don't know wether or not you took the damage off from the numbers above the MOB's head or not. I'm assuming that you took it from the combat spam. If that's the case, these numbers should apply. This is based off the information you provided. I'm sure the numbers could be much more different ![]()
AR modifyers really puts a spin on these damages.
Once again I'd like to note that these are just the numbers taken off the original calculations and multiplied by the AR modifyers. I'd also like to mention that these damages are not what you see in the combat spam but the real damage above the creature's head (Assuming if they had 0% to all resists). Resists can drastically cut the damage done. If you want to take resists into effect, find out what the monster's resist is.
Example: E11 vs a Rancor. Let's say it does that90 damage to it from 29 shots (2610 total).
90 x .4 (60%) = 36.36 x 29 (shots) = 1044. So, just because of the resists that 2610 total went to 1044.
CDEF: (AR0)
DD/TE: 52 shots at 45.5 damage per shot, doing 2366 damage in 172 seconds
2366 damage (AR0) in 172 seconds.
1183damage (AR1) in 172 seconds.
591.5 damage (AR2) in 172 seconds.
295.75 damage (AR3) in 172 seconds.
E11: (AR1)
DD/TE: 29 shots at 90 damage per shot, doing 2610 damage in 81 seconds.
3262.5 damage (AR0) in 81 seconds.
2610 damage (AR1) in 81 seconds.
1305 damage (AR2) in 81 seconds.
652.5 damage (AR3) in 81 seconds.
*EE3: (AR0)
DD/TE: 27 shots at 99 damage per shot, doing 2673 damage in 95 seconds.
2673 damage(AR0) in 95 seconds.
1336 damage(AR1) in 95 seconds.
668.25 damage(AR2) in 95 seconds.
334.125 damage (AR3) in 95 seconds.
*Note: This weapon does HEAT damage and therefore can be more effective on certian types of monsters/players.
Laser: (AR2)
DD/TE: 22 shots at 120 damage per shot, doing 2630 damage in 95 seconds.
4125 damage(AR0) in 95 seconds.
3300 damage(AR1) in 95 seconds.
2630damage(AR2) in 95 seconds.
1320damage (AR3) in 95 seconds.
*DXR6: (AR1)
DD/TE: 22 shots at 111 damage per shot, doing 2442 damage in 95
seconds.
3052.5 damage(AR0)
2442 damage (AR1)
1221 damage (AR2)
610.5 damage (AR3)
*Note: This weapon does ACID damage and therefore can be more effective on certian types of monsters/players.
Let me explain the "damage" numbers I used for that formula, using the E11 as an example.
First, it has nothing to do with any real, in-game numbers, its puerly for comparison's sake.
Take the highest Special Cost. For the E11 this is Action, 35.
Divide 1000 by the number to see how many times you could use a special of 1x cost before depleting, ignoring generation. For the E11, 1000 / 35 = 29 shots before out of Action.
Take the number of shots and multiply by the average base damage, for the E11 this is 29 * 90 = 2610.
Finally, take the number of shots and multiply it by the base speed to get the duration, for the E11 this is 29* 2.8 = 81 seconds.
So you see, this is a great tool for comparing weapons, but a very poor predictor of in-game performance. To see how these weapons would perform in-game, check swgcenter.com for the stats on your favorite special, and rework these formulas to reflect your special multiplier, damage multiplier, and speed modifier.
I was wondering if you could recheck the range accuracy bonuses. There is often a line break after the first character. Like:
something something something: -
40/5/-50
It really is -40/5/-50 (you can double check in game by looking at the ham bar on the target).
My laser and E11 carbines all have horrible (-40-50) penalties at close range and your's do not. I end up carrying around a nice CDEF I had slice for speed for when a mob gets close since the it has no short range penalties. (its either that or train a melee skill and I don't like the idea of using melee...its star wars not everquest...).
Nova
Yes, maybe it isn't relevant at higher skills in Carbineer, but for casual players who haven't gotten that far, the range mods make a huge difference.
I saw an EE3 or E11 on Starstrider before the server went down with special stat costs around 10 or so on each, I was very impressed.
I'll have to check it out again whenver the sever comes up.
Also its been my understanding that when weaponsmiths start making a new "model", it tends to be subpar until they figure out they right ways to make it. That said - I've been told by master weaponsmiths that atleast on Starstrider, the highest carbine makable is an EE3. Apparently there is no high end metals or something on Starstrider.
Nice statistics indeed. Could you also take into account how the armor rating of these weapons affect the DPS? I.e.by havingseparate DPS numbers for targets that are of armor rating 0, 1 and 2 for each weapon.
I'm a tad skeptical of any weapon with special costs around 10 for all three stats... even with +33% powerups, I don't see how those could exist...
I know three absolute expert Master Weaponsmiths, (Mortis, Zarathustra, Rathmar) on Naritus who know everything is to know about crafting, and I assure you they can't make anything like what you're saying...
Probablya bug, I hope its not an exploit, would be neat if its real, would love a screenshot, and a chatlog from the weaponsmith would be better still ![]()