Carbineer Archive

Thread: The Four Major Carbine Models: Stats as Made by a Master Weaponsmith

Kaffis
Fri Aug 01, 2003 10:00 pm
#27

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.

Rianna_Rose
Sat Aug 02, 2003 6:46 am
#28

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





__Rianna Loveless__
"around since forever and a day and I'll be here tilltwo minutes past infinity"
My Bunker at 3800 -6445 is free for all to use, fully decorated for Guild meeting and is only 100m from Rori's Rebel outpost and its Starport
Nagorak
Sat Aug 02, 2003 7:11 am
#29

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.

monkeysan
Sat Aug 02, 2003 8:05 am
#30

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

Dustin_Asche
Sat Aug 02, 2003 12:52 pm
#31

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?




--------------------------------------------------------------------------------------
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EtherTap
Sat Aug 02, 2003 2:20 pm
#32

I use a dmg sliced laser to apply bleeds (they get BIG) they switch to my speedy e11 to finish off. If a mob gets close, i just whip out my 2h curved I Use the e11 more, as the speed is sick on it (sliced to 2.0 on a 28% slice) and my laser has like a 18% dmg slice. The e11 had stats nearly identical to the one volatris listed, and the laser was little worse.



Now with Signature!
Nagorak
Sun Aug 03, 2003 5:54 am
#33

Hey guys, the heat damage on the EE3 is actually pretty impressive, because it completely ignores many armor types (Chitin and Padded). My question is how AR penetrating weapons actually work though. I understand against AR1 the laser will do 25% extra damage, but say this is against a bone helm with a 33% resistance to energy, would that mean that the laser's damage was then reduced by that 33%? I'll have to run some tests.
Nagorak
Sun Aug 03, 2003 5:58 am
#34

EE3 also ignores Ubese Armor and Bone Armor. As far as I know only Composite and Mabari defend against heat (not sure about Tantel). Going to have to check some mobs out, but if many of them have no heat resistance either, than that might make the EE3 a good gun in many situations. Doesn't matter if they're even AR3, if they are vulnerable to heat it will do full damage.
EtherTap
Sun Aug 03, 2003 6:02 am
#35

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.




Now with Signature!
Nagorak
Sun Aug 03, 2003 6:03 am
#36

I read the guide, but I'm not sure it was clear on this point. I'll go read it again.
EtherTap
Sun Aug 03, 2003 6:07 am
#37

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.




Now with Signature!
Nagorak
Sun Aug 03, 2003 6:09 am
#38

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.

Fizzbinn
Mon Aug 04, 2003 7:02 am
#39

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

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