Carbineer Archive
Thread: Powerups and Carbines
SpunkyKuma wrote:
Go ahead, someone please run a test on this. And you'll see tons of people around the forum mention about powerups speeding up weapon decay I'm sure.
TAfirehawk wrote:
jfang wrote:
SpunkyKuma wrote:
Go ahead, someone please run a test on this. And you'll see tons of people around the forum mention about powerups speeding up weapon decay I'm sure.
The only problem is that you'll also "see tons of people" talking about:
1) How scatter shot 2 bypasses some/all defenses Check, DONE.
2) What happens if you action shot a person twice (stay posture downed or pop back up) Check, DONE.
3)Range of AOE/cone attacks. Check, DONE.
4) Tick speed/damage of combat medic DOTs Only a noob doesn't know a tick is 10 seconds here, DONE.
5) Order of poison healing, and strength of doctors compared to CM poisons Not for this forum
There is a *lot* of "common knowledge" is either semi-educated guesses, or flat out wrong thinks that "everybody knows" (such as how the speed formula used to be).
Just because it is quoted on the forums is circumstantial evidence of something, but I've learned that unless I can trace it back to a dev/correspondent statement (*cough* Firehawk *cough*) or somebody citing theyran actualtests onsomething (with numbers given), to take a statement with a grain of salt.
However, the statement about running 2 missions with 3 decay, then running one with 19 decay seems pretty conclusive, if somebody else can corroborate it...
9,708 more to go...
Of course if nobody believes anything I test, well then that is their choice......
This powerup issue along with the damage done by ActionShot2 are next on my list
Which is exactly my point. Before major testing, and even after major testing (how many people *still* misquote scatter shot 2), there is a lot of talk on the forums which is flat out wrong. So that "everybody knows that powerups make a gun decay faster" holds some weight in my book, but is not conclusive...
Incidentally, I did some sloppy testing (read: read the numbers above the NPC heads while running missions, but didn't write them down or run calculations), and I noticed that legshot2 did a hair more damage than actionshot2 did, but not significantly more on any regular basis. Make of that what you will (which shouldn't be very much...
).
9,694 more to go...
TAfirehawk wrote:
Of course if nobody believes anything I test, well then that is their choice......
This powerup issue along with the damage done by ActionShot2 are next on my list
jfang wrote:
TAfirehawk wrote:
Of course if nobody believes anything I test, well then that is their choice......
This powerup issue along with the damage done by ActionShot2 are next on my list
I just had a horrible thought. What if each special had a different decay rate on a gun (rather than overchange shot being special somehow). So somebody in theory should spam 1000 of each type of shot (if not more) and check decay...
Rapidly reaching the point of "not worth it" in my opinion, but for those who run aroundwith million+ krayt guns might find that useful...
9,693 more to go...
Do you really think SOE would go to the trouble of all that extra coding....I don't think so ![]()
TAfirehawk wrote:
jfang wrote:
I just had a horrible thought. What if each special had a different decay rate on a gun (rather than overchange shot being special somehow). So somebody in theory should spam 1000 of each type of shot (if not more) and check decay...
Rapidly reaching the point of "not worth it" in my opinion, but for those who run aroundwith million+ krayt guns might find that useful...
9,693 more to go...
Do you really think SOE would go to the trouble of all that extra coding....I don't think so