Carbineer Archive
Thread: Any truth to these statements?
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galvatronicus
Mon Dec 13, 2004 5:07 pm
#1
I have read each of these suggestions today:
1-Heat damage causes wounds.
2-The higher a wound rating on a weapon, the more battle fatigue an opponent will receive from its attacks.
The first comment I am very skeptical of, I know a fire tick and certain bleeding attacks will cause enhanced wounds but I had not heard that heat damage does.
The second comment is the one that really captured my attention though. This was merely suggested in another thread and not explored at all, so I figured what better place to discuss this than the carbineer forum.
1-Heat damage causes wounds.
2-The higher a wound rating on a weapon, the more battle fatigue an opponent will receive from its attacks.
The first comment I am very skeptical of, I know a fire tick and certain bleeding attacks will cause enhanced wounds but I had not heard that heat damage does.
The second comment is the one that really captured my attention though. This was merely suggested in another thread and not explored at all, so I figured what better place to discuss this than the carbineer forum.
AdmiralSpy
Mon Dec 13, 2004 5:47 pm
#2
galvatronicus wrote:
I have read each of these suggestions today:
1-Heat damage causes wounds. False, I believe. Woundsare based on the Wound % on the weapon, and the actual amount of wounds you takeis related to the damage you take.
2-The higher a wound rating on a weapon, the more battle fatigue an opponent will receive from its attacks. True to a certain extent. Battlefatigue is related to the number of wounds you take, and the number of wounds you take is related to the Wound % of a weapon. I do not believe it to be a direct 1:1 relationship, however.
Message Edited by AdmiralSpy on 12-13-2004 07:48 PM
galvatronicus
Mon Dec 13, 2004 6:04 pm
#3
An interesting thing I discovered about wounds. Using a DE-10 pistol my brother and I cycled through various pistoleer attacks to see what types of bleeds we could stack up. The most surprising outcome of our testing was that we discovered that health shot 2 would regularly do 30-45 points of health wound per attack. Torso shot which lit the target on fire would only do roughly 10 points of health wound per attack despite similar health damage per attack.
Using this knowledge of the massive wounds incurred from healthshot 2 I have gone on to regularly use this attack in PvP when I go up against defense stackers who quickly heal any sort of health damage I do to them. I will spam healthshot 2 and it doesnt take very long at all before they have over 300 points of health wound and this will drastically alter the aggressiveness with which they attack me.
After discovering this I believe that wounds are more dependant on the attack than the weapon although the wound rating may factor into the calculation somewhat I do not believe it is as significant of a factor as people believe. I have found that even with low wound rated scatter pistols I can do comparable wounds to a highly rated wound pistol (sorry to keep using the pistol examples on the carbineer forum). I guess the thing to do would be to test a couple of similar weapons with varying wound ratings to see what kind of battle fatigue is done. The reason I am interested in this is that with the themepark components its easy to have weapons built that have fairly high wound ratings and I may pursue this for an added advantage.
Using this knowledge of the massive wounds incurred from healthshot 2 I have gone on to regularly use this attack in PvP when I go up against defense stackers who quickly heal any sort of health damage I do to them. I will spam healthshot 2 and it doesnt take very long at all before they have over 300 points of health wound and this will drastically alter the aggressiveness with which they attack me.
After discovering this I believe that wounds are more dependant on the attack than the weapon although the wound rating may factor into the calculation somewhat I do not believe it is as significant of a factor as people believe. I have found that even with low wound rated scatter pistols I can do comparable wounds to a highly rated wound pistol (sorry to keep using the pistol examples on the carbineer forum). I guess the thing to do would be to test a couple of similar weapons with varying wound ratings to see what kind of battle fatigue is done. The reason I am interested in this is that with the themepark components its easy to have weapons built that have fairly high wound ratings and I may pursue this for an added advantage.
TAfirehawk
Mon Dec 13, 2004 6:10 pm
#4
galvatronicus wrote:
An interesting thing I discovered about wounds. Using a DE-10 pistol my brother and I cycled through various pistoleer attacks to see what types of bleeds we could stack up. The most surprising outcome of our testing was that we discovered that health shot 2 would regularly do 30-45 points of health wound per attack. Torso shot which lit the target on fire would only do roughly 10 points of health wound per attack despite similar health damage per attack.
Using this knowledge of the massive wounds incurred from healthshot 2 I have gone on to regularly use this attack in PvP when I go up against defense stackers who quickly heal any sort of health damage I do to them. I will spam healthshot 2 and it doesnt take very long at all before they have over 300 points of health wound and this will drastically alter the aggressiveness with which they attack me.
After discovering this I believe that wounds are more dependant on the attack than the weapon although the wound rating may factor into the calculation somewhat I do not believe it is as significant of a factor as people believe. I have found that even with low wound rated scatter pistols I can do comparable wounds to a highly rated wound pistol (sorry to keep using the pistol examples on the carbineer forum). I guess the thing to do would be to test a couple of similar weapons with varying wound ratings to see what kind of battle fatigue is done. The reason I am interested in this is that with the themepark components its easy to have weapons built that have fairly high wound ratings and I may pursue this for an added advantage.
This makes sense, Specials have all sorts of Modifiers that we don't quantify in the FAQ....Accuracy, State % Chance, etc......so Wound Mod might as well be another Mod for Specials.
I love to see numbers
and once the CU hits I hope to expand the FAQ a lot.....with the help of all of you as the task of gathering all the numbers is way more than one or two people can do.
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