Carbineer Archive
Thread: Either DXR6 armor peircing is broken, or there is a fundamental flaw with armor.
This is straight out of the designer post about armor .
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 basically, when a target has a vulnerablity to something, it is treated as having NO(none,AR 0) armor.
Now to this. This is an example from the same article.
Our bone gloves are struck by the power hammer for 200 base points of damage. The power hammer does blast damage which is a Vulnerability. As a result, the bone gloves offer no protection. Armor Rating of None vs. Armor Piercing of Medium results in 25% more damage (200 x 1.25 = 250) and then another 25% more damage (250 x 1.25 = 312). All of the damage goes through doing reducing the armor's current Condition by 312 to 8410.
Now, as you see, the Power Hamer which does a damage that the armor is vulnerable to, ignores the targets armor, and applies 2 bonuses(25% + for each level over, and its medium(2), which is 2 over 0).
Now I just tested this with my DXR6(our only common vulnerablity AP 1 gun, EE3 wont help the tests because its AP 0). I found a Thune of some sort(Grasslands Defender maybe) who had a vulnerablity to acid. I'd like to mention that the DXR6 is also AP 1(or light). So I shoot the Thune, and wacth the damage in my combat screen as well as over its head. The numbers are *exactly* the same. Whats wrong with this picture?
What should be happening, according to the designers article on armor, is that I do full damage, then get a 25% bonus because I have an armor peircing rating of 1, over an armor rating of 0.
Either vulnerabilites are not treating the target as having no armor(because an AP 1 on an AR 1 = no change in damage, they cancel eachother out) or the DXR6's armor piercing is broken.
I'd like to test this with a different gun, but the problem is our only other guns with any AP are all energy, which is rarley if ever a vulnerablity. I'm sure there are some mobs out there, but I can't recall any. If anyone wants to go test this and post the results, that would be great to determine if its just DXR6 specific or an armor bug. Doesnt have to be a carbine either, just any weapon that can target a vulnerablity on a target, and has at least an armor piercing of at least 1(light).
Right now this makes the DXR6 a sub-par gun. Sure, you can target mobs with acid vulnerablity and do full damage - however unless the energy resists are above 50%(on an AR 0 mob) your laser carbine still does more damage, because it IS recieving an AP bonus(+25%+25% on AR0, +25% on AR 1, and full damage on AR 2).
This seems to be an unintended effect, because obviously targetting the vulnerablity of a critter would be the wise thing to do, but due to the lack of armor bonuses applied, it isnt so.
Ok well, it still needs to be addressed, regardless of how its broken, it is broken. I know that much ![]()
It largley negates the point of having specific use weapons and actually using smart tactics to target an enemies vulnerablities.
The AR calculation occurs exactly as mentioned in the guide with one exception: if the armor has a vulnerability to the damage type, both armor and weapon are treated as AR 0. This leads to the interesting situation where a high AR weapon can actually do more damage against a target with resists than a vulnerable one.
/sarcasm_on
Gee a bug in Star Wars Galaxies. . . how shocking!
/breaks dxr6 over knee and tosses it into the pile of other worthless carbines because in our inventory
/sarcasm_off
/sigh