Carbineer Archive

Thread: Hunting unarmored PvP opponents

galvatronicus
Fri Dec 17, 2004 3:10 pm
#1

Question here:


I am sure most carbineers have crossed paths with a jedi at one point or another. I tend to run across bands of them anytime I PvP since they seem to be hunting in packs on my server now. Now I am thinking what would be the most effective weapon for an unarmored jedi? Afewthings I am taking into consideration:


1 - AP shouldnt matter against jedi

2 - However they do have armored friends

3 - What would be the easiest weapon to superpower?


I am thinking that its a lot easier to find one high damaged krayt tissue than it is to find a set. For that reason would a krayt enhanced E11 be a legitimate weapon? Now this is assuming I could put one together with say a 150 or 200 max tissue, I am guessing I would potentially be around the max damage 400 range before getting the weapon sliced. I am not sure if this would be a better route than trying to find a set of lower damage tissues and enhancing a DXR6, elite, or EE3 instead. Now if I recall, I cannot stock the E11 so I am losing 40 damage right there, that is also a problem to take into consideration.


It would seem that the DXR6 would be the safe bet since it works well against armored opponents, but I would like to know what would be the best in the situation when you are only fighting jedi. Has anyone built a jedi confronting specific carbine, and if so what do you think is the best weapon is for such an opponent?


Finally I hope this does not come across as a BH post. I have really given up on hunting these guys the last two months, but I am still running into gangs ofthem everytime I am overt.



_______________________________________________
Chagatai Yesukai - Master Bounty Hunter - Master Carbineer - Sprayshot Advocate
Imperial Sergeant specializing in deadly applications of the DXR6.
_______________________________________________
Being a Bounty Hunter Fighting Jedi
TAfirehawk
Fri Dec 17, 2004 5:27 pm
#2

#1 - the Enhanced E11 can be stocked and scoped just like our other Carbines.


#2 - AR0 targets are still affected by AP1/2 Carbines. But if the target is vulnerable, which I honestly don't know if Jedi are vulnerable to all damage types since they have no armor) then AR/AP gets thrown out the window. It has been so long since I tested the AR0 thing I don't remember how it worked in PvP, but PvE the AR0 is affected by the AP2 Laser.....and of course Jedi could be handled differently and I can't test that since I don't have one.


#3 - I love the Enhanced E11 but still find myself going back to the trusty Laser Carbine most of the time.


So it really comes down to what you can make and how many so you get a Damage Slice as a BH....and remember your Speed Sliced "failures" are perfect for the "regular" Carbineer




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

AdmiralSpy
Fri Dec 17, 2004 5:40 pm
#3

I'd say the Laser Carbine.


Jedi have no Ranged Mitigation and as such, any shot that goes through their saber-block is painful to them. The Laser can high-roll or low-roll, but generally speaking, your average damage (min+max/2) is better with the Laser against non-mitigated opponents.


As for AP2 and AR0, I'm pretty sure Jedi count as AR0 so that an AP2 Laser Carbine effectively hits for 156% on them (25% boost, followed by another 25% boost.) I'm not sure if Jedi have any "hidden" resists to Energy or if they are indeed vulnerable to that damage type, but they'd need over 50% resists to remove the AP2 bonus anyway.


Against regular opponents, the Laser's AP2 gains a 25% boost on AR1 (Composite) and then suffers the 80%ish resists. I generally use Lasers that are in the 650 max dmg (pupped) and above, and I find they pack quite a punch. I have yet to get a DXR6 crafted with such tissues though, but I carry one made with +40 with a decent damage slice just in case (though I rarely use it.)


The one-tissue E11 is also a popular one, but the base damage on the E11 is significantly lower thanthe Laser, so that any speedcapped Carbineer should be using a Krayt Laser over a Krayt E11 any day.





Addy | 'Addy
ex-Photographer
Forever Carbineer
Bennyboy4308
Fri Dec 17, 2004 6:06 pm
#4

I have hit jedi for over 1k damage with a laser carbine. Carbines destroy padawans like a knife through warm butter, block sucks though after MLS.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Kakherot
Fri Dec 17, 2004 8:56 pm
#5

To my understanding, Force armor acts as a low scale composite armor (like maybe 50% with light AR), oran AR0 (armor rating none). If it does, an AP2 weapons would come in very handy, especially with high damage maxes. If not, then all you have to worry about is the max damage.


But hey, I could be wrong.


Against Saberblock, the best thing I've found is the fastest shooting, highest damaging thing you've got, but the emphasis on the fastest shooting. Out of 10 shots against MLS, you are supposed to land 1. Closer to the truth is you might hit 1, but out of 20. A buffed jedi can usuallyheal w/o using force powers by the time you get your next shot in. High strength DOT's work well, especially with high potency.



______________________________________________________________________
- I Support Wookiee Slave Traders And Price Gouging At Starport Gift Shops.
Guild of Descendants

Jedi Light and Dark Factions vs Jedi in the GCW
TAfirehawk
Fri Dec 17, 2004 10:04 pm
#6






AdmiralSpy wrote:

I'd say the Laser Carbine.


Jedi have no Ranged Mitigation and as such, any shot that goes through their saber-block is painful to them. The Laser can high-roll or low-roll, but generally speaking, your average damage (min+max/2) is better with the Laser against non-mitigated opponents.


As for AP2 and AR0, I'm pretty sure Jedi count as AR0 so that an AP2 Laser Carbine effectively hits for 156% on them (25% boost, followed by another 25% boost.) I'm not sure if Jedi have any "hidden" resists to Energy or if they are indeed vulnerable to that damage type, but they'd need over 50% resists to remove the AP2 bonus anyway.


Against regular opponents, the Laser's AP2 gains a 25% boost on AR1 (Composite) and then suffers the 80%ish resists. I generally use Lasers that are in the 650 max dmg (pupped) and above, and I find they pack quite a punch. I have yet to get a DXR6 crafted with such tissues though, but I carry one made with +40 with a decent damage slice just in case (though I rarely use it.)


The one-tissue E11 is also a popular one, but the base damage on the E11 is significantly lower thanthe Laser, so that any speedcapped Carbineer should be using a Krayt Laser over a Krayt E11 any day.









Well the trick is are they vulnerable to damage types vs. just having AR0.....vulnerable takes away the AP1/2 so in effect you might as well use a high-damage DH17.


And the base DPS while being Speed Capped is NOT better on a Laser vs. other Carbines when ignoring the AP ratings....check out the link in the FAQ to Carbine Stats.


Personally, depending on the AR/AP issue yet to be answered, I would make 5 Enhanced E11 Krayt/Stocked/Scoped vs 1 Laser knowing that at least 1 in 5 would result in a high Damage Slice.



One last thing, the Enhanced E11 is AP1 so the Laser is only 25% ahead, not 56%.

Message Edited by TAfirehawk on 12-18-2004 12:06 AM



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Kakherot
Sat Dec 18, 2004 2:26 am
#7






AdmiralSpy wrote:






TAfirehawk wrote:




And the base DPS while being Speed Capped is NOT better on a Laser vs. other Carbines when ignoring the AP ratings....check out the link in the FAQ to Carbine Stats.


Gotcha. I factored in AP ratings simply because of the "groupies" argument.. it's a rare occurence that Jedi travel alone, and generally speaking the Laser is a prime choice for PvP.


One last thing, the Enhanced E11 is AP1 so the Laser is only 25% ahead, not 56%.


Really? LOL, shows how much I know about it, heh. I've only ever owned one Enh. E11.. was made with base tissue, got a moderate damage slice.. dropped it in the Carbineer Spreadsheet.. was disappointed, and trashed it soon after.





I exclusively usea Laser Carbine for PvP. There are times when I'll switch to theDXR6 to bypass PSGs, but I prefer to "break" them using a Laser simply because 99% of people trust the condition on them and never swap PSGs in the middle of a fight.. leaving them with effectively no extra layer of protection once the fight has started up.







Hehe, that is true. Most people never think about their PSG's once they're on. I for one, keep 3 in my toolbar, and guestimate the strenght on them (it does suck when the run out). But no, most just act like it's another piece of composite, therefore it has the same life as composite. Hehe, jokes on them.



______________________________________________________________________
- I Support Wookiee Slave Traders And Price Gouging At Starport Gift Shops.
Guild of Descendants

Jedi Light and Dark Factions vs Jedi in the GCW
Feomatar
Sat Dec 18, 2004 2:44 am
#8







AdmiralSpy wrote:


I exclusively usea Laser Carbine for PvP. There are times when I'll switch to theDXR6 to bypass PSGs, but I prefer to "break" them using a Laser simply because 99% of people trust the condition on them and never swap PSGs in the middle of a fight.. leaving them with effectively no extra layer of protection once the fight has started up.





A normal AS can make two kinds of imperial PSGs on Gorath. One with about 60% energy/ low base and one with ~25% energy / 47% base. On my server everyone uses the high baseone because of the stun protection. Whena laser carbine shoots at the psg it gains 25% damage (AP2 vs. AR1) and looses 25% of the 125% again... in the end it only looses 6% damage because of the psg, but it destroys it quite fast...


That's why i allways use my laser carbine against melee, not paying attention if they use a psg or not.


Of course on other servers theremay be better psgs, but all in all the situation will be similar.



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
Bennyboy4308
Sat Dec 18, 2004 8:27 am
#9

The only problem with swapping psgs is, I like to keep them in crates because they lose thier LS resist quickly.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
TAfirehawk
Sat Dec 18, 2004 8:35 am
#10


My last round of Krayt Carbines made for me had this:


Enhanced E11 - 1.5 Speed, 116/274 Damage after a 15% damage slice - 195 DPS speed capped

Laser - 1.8 Speed after 23% speed slice, 69/362 Damage - 215.5 DPS speed capped


For the most part they were made with similar materials. And the DPS comparison above isn't quite fair as they had different types of slices....but the Krayt Tissue requirement is by far easier for the Enhanced E11 to get one uber tissue vs.4 uber ones for the Laser.

Message Edited by TAfirehawk on 12-18-2004 10:37 AM



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Sat Dec 18, 2004 8:36 am
#11






Bennyboy4308 wrote:

The only problem with swapping psgs is, I like to keep them in crates because they lose thier LS resist quickly.







Technically they don't have LS Resists......





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Feomatar
Sat Dec 18, 2004 9:06 am
#12


LS resists have been nerfed a few days ago, psg's and tantel don't have it anymore... even if just taken out of the crate.



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
TAfirehawk
Sat Dec 18, 2004 9:44 am
#13




Feomatar wrote:


LS resists have been nerfed a few days ago, psg's and tantel don't have it anymore... even if just taken out of the crate.







It is nice to see items off the Corr Bug List


It doesn't get advertised, but almost all the bug fixes we are seeing are coming directly from the Corr Forum Since the CU Team has been set for awhile, JTL launching has freed up some Devs to look at bugs....


And in case anybody missed it, SOE is hiring more Devs too.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

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