Carbineer Archive
Thread: Test Results: What if the damage type isn't listed?
Laser Carbine (AP2) vs Unarmoured Player (AR0 Vulnerable to all) using CrippleShot for 2500 Damage.
- 0% Damage increase or reduction
- Player is hitfor 2500 damage.
Laser Carbine (AP2) vs Armoured Player (AR1 Vulnerable to Energy) using CrippleShot for 2500 Damage.
- AP and AR both classed as 0
- 0% Damage increase or reduction.
- Player is hitfor 2500 damage.
Laser Carbine (AP2) vs Armoured Player (AR1 Energy Resists 10%) using CrippleShot for 2500 Damage.
- 25% Damage increase due to higher AP = 3125
- 10% Resists to Energy applied = 2812.5
- Player is hit for 2812.5 damage
Message Edited by Spank-A-Thon on 06-22-2004 05:21 PM
EisMan_Buckeye wrote:
Wait a minute...
My understanding was that AP2 vs AR0 was [1.5 x Damage], not [1.25 x (1.25 x Damage)]. Not a 25% increase and then another 25% increase, but a 50% increase. Likewise for all other increases and reductions. With that reasoning, AP0 would do no damage at all to AR2. Hmm, how could I have over looked this?
Can anyone (:looks for TA) confirm that it is DEFINATELY a 25% increase, then another 25% increase on top of that, and not just a 50% increase over all? If so, I need to fix the spread sheet, as the way it works in the spread sheet is based on one increase, not two compounded increases. All it really effects as far as the spread sheet goes is the laser carbine, as it's the only one with more than one "step" in armor calcs, and DPS should go up if in fact AP2 vs AR0 is [1.25 x 1.25 x Damage] rather than the current [1.5 x Damage].
I got my information from the Advanced Armour Guide on the main SWG website. In there it states each level in an increase/decrease over the previous level.
It has to be this way, otherwise as you rightly say, you could get to a point where AP0 weapons have no effect upon AR2 and 3Armour.
- Ymo
EisMan_Buckeye wrote:
Wait a minute...
My understanding was that AP2 vs AR0 was [1.5 x Damage], not [1.25 x (1.25 x Damage)]. Not a 25% increase and then another 25% increase, but a 50% increase. Likewise for all other increases and reductions. With that reasoning, AP0 would do no damage at all to AR2. Hmm, how could I have over looked this?
Can anyone (:looks for TA) confirm that it is DEFINATELY a 25% increase, then another 25% increase on top of that, and not just a 50% increase over all? If so, I need to fix the spread sheet, as the way it works in the spread sheet is based on one increase, not two compounded increases. All it really effects as far as the spread sheet goes is the laser carbine, as it's the only one with more than one "step" in armor calcs, and DPS should go up if in fact AP2 vs AR0 is [1.25 x 1.25 x Damage] rather than the current [1.5 x Damage].
The Devs have commented on this before, it is +25% and then +25% and then +25%, not +50% or +75% of the original. Same goes with reductions.
BUT, what the Devs say and what really happens in-game is often different ![]()
AP3 vs AR0 hitting for standard 500 would become 500*1.25*1.25*1.25 = 977 damage instead of 500*1.75 = 875 damage.
AP0 vs AR3 hitting for standard 200 would become 200*0.50*0.50*0.50 = 25 damage instead of 200*(-1.50) = negative damage??? ![]()
If we had an AP3 weapon it would be interesting to try this out ![]()
TAfirehawk wrote:
AP0 vs AR3 hitting for standard 200 would become 200*0.50*0.50*0.50 = 25 damage instead of 200*(-1.50) = negative damage???
jfang wrote:
TAfirehawk wrote:
AP0 vs AR3 hitting for standard 200 would become 200*0.50*0.50*0.50 = 25 damage instead of 200*(-1.50) = negative damage???
That would be a great way for a small group of pistoleers to ruin a krayt hunt, if it were true of course.
9,773 more posts to go...
Message Edited by EisMan_Buckeye on 06-23-2004 01:10 PM