Carbineer Archive
Thread: Mathematics of Post-CU Damage
zounds_klaxons wrote:
how unrandom is the damage? or, what i mean is, what parameters effect it, do you have any idea?
i'm feeling better now because i noticed the damage was far from random, and i sort of thought i was hallucinating or it was some kind of bug or something.
Check your combat log sometime. If you use the same attack a few times in a row it'll look something like this...
You hit for 906
You hit for 906
You hit for 906
You hit for 906
You have incapacitated ___
Basically if you hit for X you will always hit for X under those exact same conditions no matter what - with only a few exceptions (i.e. critical hits). In the old system it seemed like more of a role of the dice and you could hit anywhere between you weapons min/max. My favorite was my Laser Carbine with a 22 min and 628 max (looted with a 35% slice and PuP) and cripple shot would end up doing 200 to 6.5k damage... I do wish that was still the way damage was determined - now it seems to be more of the best mathmetician wins the fight.
Proton carbine is the faster weapon of the two. It doesn't hit as hard but it hits more often.
La-grange wrote:
Proton carbine is the faster weapon of the two. It doesn't hit as hard but it hits more often.
And the proton has a lower SAC between my two weapons and for its damage seems to have one, if not the, lowest SAC of its class.
Not sure if I've read into what I see in my combat logs correctly or not, but defense seems to function sort of like the new mitigation. There seems to be a point past which further defense ceases to do anything beneficial in reducing damge from attacks. My best guess, is that point is based on a weapon's minimum damage, but then I really don't have figures to back that guess, it's just a feeling I have based on what I've seen.
HeadRoll wrote:
Exactly, whats the point of min damage stats anymore when everything hits for max value according to the damage logs.