Carbineer Archive

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

Nagorak
Mon Aug 04, 2003 1:18 pm
#40

It's not in yet. Apparently it's on the test center, but not on the main servers till the next patch.
Polyhedral
Tue Aug 05, 2003 11:51 am
#41

He is talking about your absolutely idiotic name. Regardless of how you are acting in the thread your name is utterly puerile.




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Oah an mee always lookin ta go crispoin wit da rodiis.
Nagorak
Tue Aug 05, 2003 7:24 pm
#42

Who are you talking to?
Sarne
Thu Aug 07, 2003 5:18 am
#43

Also I dont think the reducing ham costs to zero applied to guns, it just meant for the additional components wasn't it? Stuff like stocks and whatever there is you add to them.. The gun itself will still have ham costs even if the penalty of those components is reduced to zero, dont think they'd want you to be able to shoot specials for no cost at any point
Ja-van
Fri Aug 08, 2003 8:17 am
#44

I do not have statistical data like you have, but I can give you my experiance (master marksman trained with 33k combat xps now, and carbineer with 225k xps yeah I am saving) I have used a Laser Carbine extensively and I started using an EE3 last night. The laser is 10-196 dmg spd 4.5 and is sliced. My EE3 is 84-186 dmg spd 3.5. I can tell you the laser does not even compair to the EE3.


The problem I see with your data is you are not compairing equal QUALITY weapons here. the EE3 in your example data is quite poor, but your Laser is exceptional. To compair equal quality weapons would be just a hair short of impossible. You have experimentation success, weaponsmith skill, and resource quaility that all effecting the finished product.


I can say by simply looking at the stats you have shown that my EE3 is a far better weapon then any listed. There is one other thing with the EE3 that hasnt been discussed that I feel is an advantage. The optimal weapon distance is MUCH shorter. Kneeling at 18M is a 0 modifier, the Laser at 18m in prone would be -50. I personally feel that this an advantage because this weapon can be used in buildings without being penalized and it is not always possible to be at the distance needed with the Laser to be optimal.


Good Journeys


Javan

Veraphim
Fri Aug 08, 2003 10:48 am
#45

My Laser Carbine was 18-217 base and is now 21-262 after slice. With the AR2 on it, I''ve been able to deliver shots for over 2100dmg using Full Auto Single 2(of course I also get some for as small as 200, but overall I get some amazing dps). I can't get close to that with anything else, regardless of how well it was made. I suppose that different dmg type carbines will be useful when fighting things with high absorptions to certain types of damage, but in general, there just isn't anything that compares to it.
Rishathra
Fri Aug 08, 2003 11:08 am
#46






Ja-van wrote:

The problem I see with your data is you are not compairing equal QUALITY weapons here. the EE3 in your example data is quite poor, but your Laser is exceptional.






I don't deny the central point of your post, Ja-van, but I have to point out that the EE3 in your example is exceptional, while the Laser you used is quite poor. A good laser carbine is far better than the one you were using, and some are even slightly better than that EE3, which is a good one. Also, don't underestimate the value of AR 2. The overall damage boost from that is amazing.




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Nagorak
Fri Aug 08, 2003 6:31 pm
#47






Ja-van wrote:

I do not have statistical data like you have, but I can give you my experiance (master marksman trained with 33k combat xps now, and carbineer with 225k xps yeah I am saving) I have used a Laser Carbine extensively and I started using an EE3 last night. The laser is 10-196 dmg spd 4.5 and is sliced. My EE3 is 84-186 dmg spd 3.5. I can tell you the laser does not even compair to the EE3.


The problem I see with your data is you are not compairing equal QUALITY weapons here. the EE3 in your example data is quite poor, but your Laser is exceptional. To compair equal quality weapons would be just a hair short of impossible. You have experimentation success, weaponsmith skill, and resource quaility that all effecting the finished product.


I can say by simply looking at the stats you have shown that my EE3 is a far better weapon then any listed. There is one other thing with the EE3 that hasnt been discussed that I feel is an advantage. The optimal weapon distance is MUCH shorter. Kneeling at 18M is a 0 modifier, the Laser at 18m in prone would be -50. I personally feel that this an advantage because this weapon can be used in buildings without being penalized and it is not always possible to be at the distance needed with the Laser to be optimal.


Good Journeys


Javan






Javan you need to look at the number floating over the enemy's head. The AR damage adjustments are not reflected in the combat spam that's recorded. EE3 is not really the greatest gun for use versus mobs, IMO. Many have pretty high heat resist, and combined with the fact it's not even AR1 makes it not worthwhile. You're far better off with the DXR6 if you want a close range weapon, because fewer mobs have resists to it and it's AR1 to boot (which means 100% damage vs AR1 mobs and 125% vs AR0).


Meanwhile in PvP the EE3 can be devastating because the only armors that protects against heat are Mabari (which you won't see because of no energy resist), some Tantel (which you also rarely ever see, not to mention it's only head, chest and boots) and Composite. Not even going to comment about us needing to use "quality weapons", except to say maybe you should shop around a bit.


As to range, the real trick is to have multiple carbines on you. For long either the E11, Elite or Laser, for short either the EE3 or DXR6. There's no weapon (besides the DH17) that I would say is conclusively useless.

Maedyn
Mon Aug 11, 2003 4:05 am
#48

I just bought three unsliced elites from Theros' vendor tonight. 80-131 4.1 speed


Very similar to the DPS of a Laser carbine. Of course, you give up the big damage shots and the AR 2, but the damage is much more consistent. HAM costs are almost identical to lasers.

Ja-van
Mon Aug 11, 2003 8:13 am
#49

I agree my laser isnt the best out. I was comparing my EE3 to your Laser (admittedly unscientifically, looking at dps that your examples had, and thinking how much increased the EE3 would be if its stats was like mine)


I have quite a bit more experiance with the EE3 than I did when I first posted. I have to be honest in saying I dont really notice a huge difference between the 2 weapons. What I do notice smaller mobs will generally take 2 hits 95% of the time. Thesame mob with the laser would need 3 hitsroughtly60%. Larger mobs I can not tell a difference.The only other difference is the weapon speed. That allows me to crowd control better and I can get 2 special dmg attacks in before I have to action shot again if soloing. I couldnt do that with the laser.


This is what had me excited when I made myfirst post. Myselfand a friend have dueled several times. I was exited when I first got the laser. He had a scout blaster and completely owned me every time. Sure 1 hitmight take him down to 50%on the Action barbut I would not get a chance for 2 more shots, due to the slow speed. He was the one who found the EE3 for me when he was looking for a new blaster for himself. Igot theEE3 and he purchased a better blaster than the scout (not sure which one it was) We have dueled 4 times with our new weapons and the best he can do is take me to 75% health. He was using health shot and body shot2. I was using legshot2 and full auto2 (in a single match I would chain one special or the other)I do not wear chest or arm armor and he was wearing bone armor. The last 2 times we dueled I stunned him with legshot2 in the 1st or second hit and finished him before he was unstunned. So the EE3 is deadly in PVP I believe the recycle time has a lot to do with that.


A comment was made on armor. Someone said look at the numbers above the mob. Those numbers are a modifier based on distance and position. Unless there is another number I am not thinking about. I admit I need to read more on exactly how AR ratings of weapons and Mobs effect damage. I am still unclear as to how it works.


Good Journeys


Javan

Rianna_Rose
Tue Aug 12, 2003 4:42 am
#50

I believe is was referring to the Damage numbers that appear over the targets head when hit... normally says +Left Leg+ then says -2145


I hope that helps 8)





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-sPooT-
Thu Aug 14, 2003 4:56 am
#51

Another thing to keep in mind about armor piercing values and damage types, is this little quote from the Amor Fundamentals:







Quote from "Armor Fundamentals":


Vulnerability:



Vulnerability denotes Damage Types in which the armor offers no protection whatsoever. Our bone armor has quite a few of these: Kinetic, Blast, Stun, Heat, Cold, and Acid. Whenever the armor is hit by one of these Damage Types, all of the damage goes through. The target wearing this armor would also have an Armor Rating of None against any of these Vulnerabilities.







So the combination of a uncommon damage type (i.e. non-kenetic or non-energy) with an high AR will be very valueable. But since the EE3(Heat) has AR0, it doesn't really take advantage of this. Imagine a mob with AR2 and 30% energy(not at all uncommon)and vunerabilities to Acid and Heat. Using your numbers, EE3 would do 2673 dmg, laser would do (2630 * 0.7) 1841dmg and DXR6 would do 3052 dmg.


Now thisexample meant to clarify the importance of that little quote I can only dream of weapons with uncommon damage types and AR's of 2+. Now I'm fairly lowlevel myself (novice carbineer), but did anyone find high-level mobs with really high energy resistances? From the stuff I've seen so far it seems energy is a pretty common resistance but it's never really high while Acid, for example, is a vunerability quite often, but in the cases of a resistance is can be like 80% sometimes.


In short, it seems like the carbine diversity is quite nice already. One may carry a laser as default weapon (nice AR), a E11 for shorter range and higher speed, a EE3 for heat damage, a DXR6 for very high effectiveness versus Acid vunerabilities. That leaves only the elite (ahum) and the DH17 types to find a purpose for. Perhaps the Elite just has superior damage output when crafted well? I wouldn't know.

-sPooT-
Thu Aug 14, 2003 5:39 am
#52

Hmm I see I forgot to put in the calculation for the DXR6 damage number, that should be 2442 * 1.25(effect from that quoteI posted)= 3052 dmg.
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