Carbineer Archive
Thread: Pre-CU Carbineer FAQ and Important Links
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TAfirehawk
Fri Oct 01, 2004 9:22 am
#1
Please go here for the "original" FAQ.
Many THANKS goes out to the previous Carbineer Correspondents here.
Pre-Combat Upgrade FAQ Links
Recommended path to level Carbineer.
Info on how to deal with high HAM costs.
Damage Mitigation info.
Weaponsmith customizations for Carbines.
SEA info for Carbineers.
Pre-Combat Upgrade Important Links
List of Carbineers.
THE Carbineer Weapon Spreadsheet.
The Specials Info is here.
The Issues and Status items are here.
Tips for Carbineer Templates is here.
Best PvP Carbine Discussion.
Counterattack Info can be found here.
More Counterattack Info.
Even more Counterattack Info.
/aim Info.
And more /aim Info.
WildShot Testing Info here.
Carbineer/Melee Template Info.
LegShot3 Discussion.
Ranged DPS Comparison.
FS Speed Discussion.
Typical Carbine Stats.
Character Builder Kodan's ProfCalc.
Underslung Carbine delayed.
Combat Upgrade Links
Message Edited by TAfirehawk on 05-30-2005 11:26 PM
TAfirehawk
Fri Oct 01, 2004 9:24 am
#2
Carbine Weapon Info
This information comes from the work done by EisMan_Buckeye.
What do all those stats on my weapon mean?
Armor Piercing
Armor piercing (AP) determines how well your weapon can pierce through armor. Generally, it is better to have equal or better armor piercing compared to the armor your target has. AP influences damage as damage is reduced if your AP level is lower than your target's armor resistance level (AR) and increased if your AP is greater than your target’s AR. For a more in depth look at the effects of armor, please read the Armor Piercing vs. Armor Resistance section of the FAQ.
Speed
This is the reload multiplier for your weapon. It effects how fast your weapon takes to reload after a special is used. The smaller the number, the faster it is, thus smaller numbers are better. More information can be found in the speed and reload section of the FAQ.
Damage Type
Carbines have 3 types of damage depending on what weapon you are using. Energy is the most common, but there are also carbines that do Acid damage (DXR6) and Heat damage (EE3). It is important to examine your target and look at its armor level and its resistances to determine the best weapon to use.
Minimum Damage and Maximum Damage
Minimum Damage and Maximum Damage
These are the damage multipliers of the weapon. They are incorporated along with the damage multipliers of the special attacks to determine how much damage you will do with each shot. The best way to judge a weapon is to look at its average damage divided by its speed, but do not ignore the max damage value as it can be just as important. Also important is the range (the difference between the min and the max), as the range plays a large role in damage mitigation. More information can be found in the Damage Mitigation section of the FAQ.
Range Modifiers
Range Modifiers
These are the accuracy modifiers for your weapon. They are given at 3 ranges: Point Blank, Ideal, and Max. The numbers can be positive (better accuracy than base) and negative (worse accuracy than base). They affect the accuracy modifier that you can see above and to the left of your target. The higher the number, the more likely you are to hit your target. It is best to know what your weapon's ideal range is and to try and stay at that range. Range modifiers on weapons can be increased by adding scopes to them, at the cost of higher HAM costs.
HAM Costs
These stats indicate how much health, action, and mind it takes to fire off a special. They are used in formulas along with the HAM cost multipliers of each special to determine the overall HAM costs. Generally, carbines have higher action costs than health and mind, though there are many factors such as scopes, stocks, WS experimentation, etc. that effect HAM costs. More information on reducing HAM costs can be found in the HAM cost section of the FAQ.
Radius
Radius
This stat is found only on the EE3 carbine, and has no known relevance to anything in the game.
What are some common stats and descriptions for the various carbines at our disposal?
CDEF Carbine
Certification ...... Novice Marksman
Damage Type ........ Energy
Armor Piercing ..... None
Ideal Range ........ 35m
Damage Type ........ Energy
Armor Piercing ..... None
Ideal Range ........ 35m
The only good use for the CDEF I can think of is for helping out noobie friends without stealing much XP from them.
DH17 Carbine
Certification....... Novice Marksman
Damage Type......... Energy
Armor Piercing...... None
Ideal Range......... 35m
Power Handlers...... 1
Damage Type......... Energy
Armor Piercing...... None
Ideal Range......... 35m
Power Handlers...... 1
A very nice carbine for beginning marksmen to experienced carbineers, its low HAM costs make it useful when playing unbuffed, but its lack of armor piercing hurt it against medium to high end mobs.
DH17 Snubnose Carbine
Certification ...... Marksman: Carbines I
Damage Type ........ Energy
Armor Piercing ..... None
Ideal Range ........ 25m
Power Handlers ..... 1
Damage Type ........ Energy
Armor Piercing ..... None
Ideal Range ........ 25m
Power Handlers ..... 1
Basically identical to the DH17 in every area other than looks, though the shorter barrel reduces the ideal range to 25m. Many prefer it over the DH17 because it looks better.
E11 Carbine
Certification ...... Marksman: Carbines II
Damage Type ........ Energy
Armor Piercing ..... Light
Ideal Range ........ 30m
Power Handlers ..... 1
Damage Type ........ Energy
Armor Piercing ..... Light
Ideal Range ........ 30m
Power Handlers ..... 1
Generally has a nice, tight damage range with a good minimum damage. Slightly less damage than an Elite, the E11 is preferred by those that want a Krayt enhanced weapon at a lower cost than the Elite carbine due to the fact that it only requires 1 power handler. Its light armor piercing make it more potent against armored opponents than the DH17s.
Laser Carbine
Certification ...... Marksman: Carbines III
Damage Type ........ Energy
Armor Piercing ..... Medium
Ideal Range ........ 50m
Power Handlers ..... 3
Damage Type ........ Energy
Armor Piercing ..... Medium
Ideal Range ........ 50m
Power Handlers ..... 3
The "heavy hitter" of the carbine family, the laser has a quite high maximum damage. Often preferred for its high damage output, medium armor piercing capabilities, and long range, the laser makes for a very good weapon in PvE. Though it is still very good in PvP, the laser suffers greatly from damage mitigation and its loss of accuracy at close ranges. Many people ignore this, and still dub the laser carbine as their weapon of choice in PvP.
DXR6 Carbine
Certification ...... Marksman: Carbines IV
Damage Type ........ Acid
Armor Piercing ..... Light
Ideal Range ........ 22m
Power Handlers ..... 5
Damage Type ........ Acid
Armor Piercing ..... Light
Ideal Range ........ 22m
Power Handlers ..... 5
Known for its acid damage, the DXR6 is a must have weapon for any carbineer. Comparable to the Elite and the E11 in damage, speed, and AP, the DXR6 is sometimes preferred over those two for its ability to inflict acid damage and its shorter range. The DXR6 is very useful in both PvE and PvP.
EE3 Carbine
Certification ...... Marksman: Carbines IV
Damage Type ........ Heat
Armor Piercing ..... None
Ideal Range ........ 27m
Power Handlers ..... 3
Damage Type ........ Heat
Armor Piercing ..... None
Ideal Range ........ 27m
Power Handlers ..... 3
Known for its heat damage, the EE3 is a very common carbine for progressing through the ranks of carbineer. Its damage and speed are good, but the biggest downfall of the EE3 is its lack of armor piercing.
Elite Carbine
Certification ...... Novice Carbineer
Damage Type ........ Energy
Armor Piercing ..... Light
Ideal Range ........ 40m
Power Handlers ..... 4
Damage Type ........ Energy
Armor Piercing ..... Light
Ideal Range ........ 40m
Power Handlers ..... 4
Exclusive to carbineers, the Elite carbine is one of the most versatile carbines in the game. With slightly more damage than the DXR6 and E11, the Elite carbine is preferred by masters that can reach the speed cap. Though it may not out damage the laser in PvE, the Elite shines most in PvP against opponents with ranged mitigation. With about equal speeds, the Elite's tight damage range allow for a much lower reduction in damage versus mitigation compared to the laser. With the right skill mods, and the right add-ons to the Elite, it can be one of the most deadly carbines in the game. If there were one downfall to the Elite, it would be the fact that it does energy damage, which is a very common damage type for ranged weapons, and is resisted quite easily by many targets.
Enhanced E11 Carbine
Certification ...... Novice Carbineer (?)
Damage Type ........ Energy
Armor Piercing ..... Light
Ideal Range ........ 30m
Power Handlers ..... 1
Damage Type ........ Energy
Armor Piercing ..... Light
Ideal Range ........ 30m
Power Handlers ..... 1
Usually preferred over a typical E11 due to its health bleed DOT, the Enhanced E11 has practically replaced the normal E11. The schematic for the Enhanced E11 is rewarded at the Imperial theme park quest, and is a limited use schematic.
Nym's Slug-thrower Carbine
Certification ...... Novice Carbineer
Damage Type ........ Acid
Armor Piercing ..... Light
Ideal Range ........ 35m
Power Handlers ..... NA (not craftable)
Damage Type ........ Acid
Armor Piercing ..... Light
Ideal Range ........ 35m
Power Handlers ..... NA (not craftable)
For some players, the Slug-thrower is used as a replacement for the DXR6, though many carbineers just hang it on their walls as a trophy. Though some players swear by it over the DXR6, the fact that the Slug-thrower is not craftable makes it very easy to find a DXR6 made by a good WS that outshines the Slug-thrower. The Slug-thrower is a reward from the Nym's Stronghold quest on Lok.
Message Edited by TAfirehawk on 10-05-2004 03:17 PM
EisMan_Buckeye
Tue Oct 05, 2004 10:35 am
#3
Derrrr... I must have missed the comment about why things aren't clickable the first time around.
Nice job on it though, TA.
Message Edited by EisMan_Buckeye on 10-05-2004 01:37 PM
TAfirehawk
Wed Oct 06, 2004 8:42 am
#5
Halendor wrote:
Nice work, but where's my thread?
I haven't included all links yet.....and it is in the second post ![]()
MTOCatalog
Thu Oct 07, 2004 5:16 am
#8
Great stuff, but I cannot view the spreadsheet. Is it broken?
TAfirehawk
Thu Oct 07, 2004 5:47 am
#9
MTOCatalog wrote:
Great stuff, but I cannot view the spreadsheet. Is it broken?
Well it isn't just you....
Eisman said it would always be available....he must be having server problems. I can throw it up on my site if his doesn't come back soon.
EisMan_Buckeye
Thu Oct 07, 2004 8:29 am
#10
TAfirehawk wrote:
MTOCatalog wrote:
Great stuff, but I cannot view the spreadsheet. Is it broken?
Well it isn't just you....
Eisman said it would always be available....he must be having server problems. I can throw it up on my site if his doesn't come back soon.
You forgot the h in http. Just add the h to the beginingof the URLand it'll work.
TAfirehawk
Thu Oct 07, 2004 8:44 am
#11
EisMan_Buckeye wrote:
You forgot the h in http. Just add the h to the beginingof the URLand it'll work.
Guess I got a bit delete happy when adding the link code....my bad 
FullContact
Thu Oct 07, 2004 8:19 pm
#12
There is no mention of the Bowcaster here.
What are the thoughts on that weapon? Anyone use one?
EisMan_Buckeye
Thu Oct 07, 2004 10:30 pm
#13
FullContact wrote:
There is no mention of the Bowcaster here.
What are the thoughts on that weapon? Anyone use one?
The Bowcaster is classified as a rifle.
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