Carbineer Archive

Thread: a thought on dxrs

EtherTap
Mon Aug 11, 2003 8:09 am
#1

I think they will be a good deal better once the get the multiple factory parts crafting bug fixed. I dont know how many blaster power handler they use, but its more than one. that means that NONE of the effects of the power handler are getting added to the weapon, If dtox gets in here, im sure he could let us know how many handlers, and how much the fix could effect stats for us.




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EtherTap
Mon Aug 11, 2003 8:31 am
#2

Volatris Wrote:






E11:



Damage/Speed: 57-123/2.8
Wound Chance: 14.55
Ideal Range, Range Mods: 30, 40/0/-80
Special Costs: 28/35/18


DXR6



Damage/Speed: 88-133/4.3
Wound Chance: 19.48
Ideal Range, Range Mods: 22, 20/0/-80
Special Costs: 28/45/21






ok using these stats I have come up with some numbers, im not to sure how accurate they are goinna be though.


aassuming a power handler of 5min dmg 7mx dmg, and -.12 speed (dont if this is a low or high qual handler) The stats on the dxr would (5!! handers) be close to 113-168 at 3.7 speed. That is HECK of a lot better than what it is now. I dont belive handlers affect HAM costs.


I suppose I should ask weaponsmiths about this, but I dont have time at the moment (work). Any comments (constructive) on this would be great, especailly from a weaponsmith with firsthand experience into this.




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Kaffis
Mon Aug 11, 2003 8:44 am
#3

No, power handlers have no HAM effect. However, I'm not sure whether the intention is to make the multiple power handler guns use the sum of all the stats, or just the stat once (since they have to be identical anyways). Currently, they aren't factored in at all.



Either way, the DXR6 will be getting better. I tend to think it's supposed to be the sum, myself.



Also, remember that the E11 would be getting 3 of those power handlers, too. Making Volatris' E-11 72-144/2.5 -- a nice improvement as well -- putting them on similar footing dps and AR-wise. I'd still take the DXR6, however, for the acid damage's chance to squeeze past AR2 and 3 with a vulnerability.

EtherTap
Mon Aug 11, 2003 9:56 am
#4

im pretty sure e11s only use 1 power handler, i looked on the swgcenter site and it said one handler.



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novamarine
Mon Aug 11, 2003 1:03 pm
#5


Curious why you believe that would be overpowered?


I have a Scout Blaster that is 2.0 sec reload and approx 55-110 damage. The scout blaster is one of the most popular pistols...and my Scout Blaster is not even the best on my server. I know the smith is now making 1.6 sec, 60-12something pistols now...but lets just use mine as an example.


Let's adjust the stats to match reloads typically seen on carbines by increasing the damage linearly with the speed.


2.0 reload with 55 - 110


3.5 reload with 96 - 193


4.0 reload with 110-220


Anyone out there using carbines with 3.5 or 4.0 reload that have damages in those ranges? I haven't seen anything near that on my server.


Why would it be overpowering for carbines to do more damage than they currently do given their specials cost MUCH more to use (compared to pistols), they have huge accuracy penalties outside their ideal (pistols do not) andcarineers take extra damage in melee simplyfor holding a carbine (compared to pistols). There has to be, and if things are balanced at all, some bonus for having all those penalties.


Kaffis
Mon Aug 11, 2003 1:38 pm
#6

Erm. Sorry, yeah. I read E-11 and was thinking EE3. Good catch.
EtherTap
Mon Aug 11, 2003 2:40 pm
#7

each handler shaves .4 seconds of speed however, so with five of them you knock 2 seconds off of speed. giving an approximate of 2.7 seconds. add in speed bonuses, and you have a (1.8ish? speed) 110-220 hose



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EtherTap
Mon Aug 11, 2003 2:42 pm
#8

stupid no edit button, make that a 2.3 speed 110-220 weapon, THAT would be overpowerd, especially to the guy using it



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bdk6161
Mon Aug 11, 2003 4:23 pm
#9

Wow!



Squints Duran
Narmle, Rori
Bria
Nagorak
Mon Aug 11, 2003 10:29 pm
#10






novamarine wrote:


Curious why you believe that would be overpowered?


I have a Scout Blaster that is 2.0 sec reload and approx 55-110 damage. The scout blaster is one of the most popular pistols...and my Scout Blaster is not even the best on my server. I know the smith is now making 1.6 sec, 60-12something pistols now...but lets just use mine as an example.


Let's adjust the stats to match reloads typically seen on carbines by increasing the damage linearly with the speed.


2.0 reload with 55 - 110


3.5 reload with 96 - 193


4.0 reload with 110-220


Anyone out there using carbines with 3.5 or 4.0 reload that have damages in those ranges? I haven't seen anything near that on my server.


Why would it be overpowering for carbines to do more damage than they currently do given their specials cost MUCH more to use (compared to pistols), they have huge accuracy penalties outside their ideal (pistols do not) andcarineers take extra damage in melee simplyfor holding a carbine (compared to pistols). There has to be, and if things are balanced at all, some bonus for having all those penalties.








Scout Blaster is AR0 and energy (most resisted thing). DXR6s are AR1 and acid (rarely resisted). To get an accurate comparison multiplay the DXR6's damage by 1.25 vs AR0, or divide scout blasters by 2 (AR1).


This is something that no one seems to understand, which is frustrating because it's a major reasons that pistols ain't that great.

EtherTap
Tue Aug 12, 2003 12:42 am
#11

i just got some info and it seems 7-14(ish) and .-4(ish) are doable for master weaponsmiths. which would make DXR6s REALLY fuggin powerful, and really boost EE3(they require 3 handlers). This is assumingthat handlers stack by addition, and not some crazy formula that SOE manages to pull outta their collective ass.



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EtherTap
Tue Aug 12, 2003 12:47 am
#12

oy, asI think about this, it would give weapons with tons of handler CRAZY stats, the DXR would doclose to alaser carbines top end, with a minumum dmg of over 100. If they stack by addition, it would create some really powerful guns, and possibly make overpowered guns, so I wouldent be suprised if they came up with a formula for multiple handlers to tone it down a bit.



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novamarine
Tue Aug 12, 2003 6:48 am
#13

Nagorak,


My Laser Carbine is 18-230 with a 4 second reload. 62 damage per second.


TheScoutbeing mass produced on my server are 60-121with a1.6 second reload. 113.1 dps.


They do roughly the same damage when AR0 and AR2 are taken into consideration. Yet the pistol has much higher min damage making it far more effective, uses far less HAM to fire, has no damage penalty in melee, has huge bonus to hit at ideal range, modest to hit bonus at medium...


What is your point? Tell me again why this scout blaster is so weak again?

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