Carbineer Archive
Thread: The Four Major Carbine Models: Stats as Made by a Master Weaponsmith
I totally agree, Nagorak. Bonus damage for higher AP is pretty skewed. I think the AP concept is pretty cool, but if they had just not added the bonuses for high AP vs. low AR, it would have allowed for much more situational diversity.
I mean, all you have to do is glance back over SOJ's post on the first page to realize how skewed it is.
About the HAM costs.. It IS possible to reduce HAM costs to zero with good experimentation according to an update not too long ago.
Personnally I asked my Weaponsmith to experiment the Special ability HAM costs away instead of increasing damage.
I'll post later what the costs are but they are quite minimal being that it was made before the no minimum HAM cost update.
-Rianna Loveless
Sunrunner/Tatooine
How does the blast radius on the EE3work, is it like a free AE?
It seems like Laser-everything is just the best. I don't want to say overpowered, but they are the best rifle outside of the T21, at least as long as you are looking at DPS (some people seem to think the variance of the laser is a liability, but I am not one of them). Now the Carbines they are better than even the Elite...**edit**? Why isn't the Elite AR2 (is it?)and worthwhile to use.
My bad, I meant to say the faster E11 carbine, as opposed to the EE3. I rely onspeed powered upE11s (and occasionally EE3s) to quickly apply bleeders because of the greater weapon speed.ATTACK/AS2/PEACE. Retarget and then RWR. For Laser carbines I only use MaxDamage boosters, cuz when combined with the AP2, teh specials can get sick.
/grindon
I would like to point out that the EE3 does have a blast radius of 3 meters, which helps compensate a little bit for the other disapointing stats. Still, laser seems to be the best carbine to choose, and you qualify for that at only your third skill box in marksman. Why should this be better than carbines you can't earn for another skillbox or two?
Also, what about the Elite carbine?
check the armor guide for a full detail on how armor works, it answered a lot of my questions. I think it works like this the ar1 will prevent half the damage if its not a vulnerability(vs ap0), and then 33% of whats left, either that or it adds the 33 to the 50 and absorbs 83%... i should probably reread the guide.
it works like my first example, the ar1 will stop 50 of the dmg from ap0 then it will absorb 27% of whats left ie
50dmg becomes 25 (ar1) and then 27% is knocked off so total is only 18 dmg.
Nevermind here it is:
"The damage reduced by Effectiveness occurs after adjustments are made due to Armor Rating."
So basically a laser shot to an AR1 Bone Helm with 33% energy resist would go like this.
(Laser Damage * 1.25) * 0.67
So say you hit for 200 damage, the shot would be modified to 250 damage, but then reduced to 167 damage. So, that just goes to show the listed percentages are very important, and guns that just ignore armor might have a pretty huge bonus. Against a mob with AR2 armor but with 50% energy resist, the laser does full damage, but then is still reduced by 50%. That means the Acid Damage of the DXR6 could be devastating (mobs I've examined so far seem to have pretty good resists vs heat).
It's starting to look to me like I judged the armor system too hastily. It looks likea lot of it is situational, and it may be worthwhile carrying around a few different guns to get the best damage at all times. EE3, for example, even though not so effective vs mobs, would be good in PvP because it just ignores all protections besides Composite and maybe Tantel. And, even though the Laser Carbine gets a 25% bonus vs AR1 armors, it's still reduced after that.
Ok n00b questione time.........
Where do we look to see a weps AR rating is? I've looked at the Armor guide but didn't see where the wep matched up. Pls splain rucy
TY