Carbineer Archive

Thread: How to increase firepower?

Chick3nWings
Thu Jul 21, 2005 9:43 am
#1

I'm currently a Master Carbineer, Master Marksman, Master Combat medic with the Force Ranged Speed tree filled, +22 General Ranged Speed and +19 Carb Speed Tapes installed and my carbine is:



E11 MII Carbine

Speed: 2.27

Damage 451-1046

Accuracy 17

Wound 28.75

Est Base DPS 329.19

SAC 73


beforepowerup


And I still feel like I'm under-powered. I've considered moving to rifles, but I hear that's about to be nailed with a range nerf, making it impractical.


Any suggestions?


Sylow
Thu Jul 21, 2005 9:56 am
#2







I'm currently a Master Carbineer, Master Marksman, Master Combat medic with the Force Ranged Speed tree filled, +22 General Ranged Speed and +19 Carb Speed Tapes installed and my carbine is:



E11 MII Carbine

Speed: 2.27

Damage 451-1046

Accuracy 17

Wound 28.75

Est Base DPS 329.19

SAC 73





Underpowered? With that gun and the mentioned skill modifiers? If the weapon is not sliced yet, you can add a tiny bit more of firepower that way, but that's it. If you switch from Combat Medic to Bounty Hunter, your damage output might slightly increase still, but you loose your healing capacity. (And i have to say, being able to heal myself allows me to do things which any other investment of skillpoints doesn't give me...)


I actually doubt that changing professions could actually still increase your damage output in a significant way... the only current problem could be, if the rumours are true, that your SEAs don't do the job. If that is true, fixing them will increase your damage output a bit still. (With Combat Medic, you don't get general ranged speed from there, i think... so your speed without SEAs is a bit low, but the SEAs would more than make up for that and don't give much of a benefit if you combine for example with BH.)








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Molique
Thu Jul 21, 2005 9:59 am
#3


If those were my stats I'd feel like a god! But then again, I don't try to go solo-ing Krayts or Elders or much of anything...


Try mixing around the specials a bit.


My personal (Master Carbineer, Pistols xxx2) attack style for most PvE encounters goes something like:


Charge shot,Leg shot,Snare, Leg shot, Rapid fire, Leg shot, Rapid fire, and if I need it Stopping shot - repeat.


ThenCharge shot or Surpression fire. But if I'm resorting to Surpression fire then FAA comes out as well...




Chick3nWings
Thu Jul 21, 2005 10:08 am
#4

I've heard that accuracy modifiers can increase your damage output vs mob with a lower defense. Would SEA's be worth the investment on top of my existing template? And if so, how much should I get?


Does any have actual numbers on how the accuracy modifier effects damage?


Thanks
Sylow
Thu Jul 21, 2005 10:12 am
#5

Accuracy helps, yes. If you have the money, get +25 carbine and +25 general accuracy.


With your build and based on my SL testing, i would expect you to gain something like 7% of damage output that way, probably less.








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Chick3nWings
Thu Jul 21, 2005 10:26 am
#6

I guess a more relevant question would be: will an additional +50 accuracy help vs top end mobs, krayts, nightsisters, black suns, DJM's, etc whose defense is likely to be quite high?


I hear thataccuracygrants a damage bonus when it exceeds the opponents defense, but if the opponents defense is higher than your accuracy, do you take a penalty?


If we could see the formula for how accuracy was factored into the damage equation, that would answer the question.

Trebonious
Thu Jul 21, 2005 10:28 am
#7

Extra accuracy would definitely help, but I also have to echo the above posters and say that you shouldn't feel underpowered. With those kind of stats you're doing great damage!



St. David II

Master Carbineer

Chick3nWings
Thu Jul 21, 2005 11:21 am
#8

Let's look at this from another direction, aside from jedi, is there a substantially more powerful profession, in terms of damage output?
Chick3nWings
Thu Jul 21, 2005 1:50 pm
#9

Ya, I think you probably hit it pretty close to the mark with the speed buff.


However, I can't say that I'm crazy about combat medic. With enhancers, fire + poison = roughly 60 dps, which isa nice little touch, but frankly I missed with thethrow often enough to make me wonder if it's worth it.


The Electrolyte Drain + Snare is pretty powerful, if you can get to within 10 meters of your target and survive. (Tried this earlier with a DJM, my knockdown missed and I was toast ). I'm thinking I'd like to try swapping it out for Pistol Stopping Shot.


So converting my tempate to:


MCarbs, 0/0/0/4 Pistols, MMarksman, 0/0/0/4 Doc.


I'll pick up a slight speed and accuracy boost from Pistols, and then the Doc buff, which leaves room for some of the force enhancements. If I could fire my carbine one more time every ten seconds than I am doing now, it would make up for the loss of the CM fire & poison. If I could fire it two more times, I would be nicely in the black.


Any thoughts?
Quandry
Fri Jul 22, 2005 12:25 am
#10

Honestly i have about the same setup as you. Im master carb master cm with 0004 doc buffs. When i put all my pvp gear on and bring my speed all the way up i think it caps out somewere around 105 at the moment...and thats not capped (will be when i get new armor made). If i put the speed buff on from doc wich acts like 40 more speed that would mean im shooting like i got 145 speed. My carb is only 2.2 speed and damage caped etc. I do notice a huge jump from the 105 to the doc speed buff. Once i get my poisons on the mob with enhancers etc...and start laying into them with the carbine i can pull any mob iv fought off the rest of the group unless they are using dominate mind. The damage is just that crazy. Eating food and buffed and on spice i cannot keep the action full with my puped 51 sac carbine. The only person who has actualy beat me in dps consistantly is my guildie who has all the attachments and is bh rifle with a sweet kryte rifle. So yes rifleman would be a little more dps but not as versital id stick with carbs : )

As for the acc...It is suppost to help damage if your acc is beyond the targets by some amount etc....But what its realy good for imo is helping you hit those with realy high def like jedi defenders with tka and food....The extra damage is not as handy as being sure your kd will hit when you shoot it : )


I feal that with capped attachments you can make up for not having a duel weapons mastery short the speciasl prety effectively.

Getting the skills in this game is the easy part...Getting the gear of a committed tradesman. That is the real power.



_______________________________________________________________________________________________________________________
Carbineer for Life
Weapons||Armor
Li'lith of Tarquinas
Alderaan Memorial Hospital
Loot Vendor (-6851 -4108) Galia Naboo


Holbrook
Fri Jul 22, 2005 3:59 am
#11

well if pvp is somethign big on your list you can try this build


MRM/MCarb/MMarks/P4403


this gives you the highest possible base accuracy and speed (before tapes,pups, etc..)


gives you a KD, Snare, Root, and a Defence Debuff, which should help maximize your dmg, you can tack on the +15 range from the cyber arms and your carbs will be shooting at default rifle range


you lose you healing, but you can use ruby bs and stims ds to give you some semi-decent healing (which from everyone and their brother going CM i see it being nerfed/tweaked before rifle range)
Quandry
Fri Jul 22, 2005 4:25 am
#12

Well...you will beat the dps of the fire and poison in the first ten seconds or so...But the dots last well over 2 minuts and thats a lot of ticks. Also and more importantly its elemental damage ie poison and fire...So basic defence and Force armor and sabor block etc do not work...When your having a hard time hiting a target or have to back of to heal...they keep ticking. What is the dps on your stim ? : ) And next time if there is one when you go in on that dark jedi put paralise on first then the other things hehe...just dont count on paralise if you dot em with fire or poison as we counter paralise ourselvs as a cm : (


I beat more players who are out shooting me because they had to heal damage from my dots than from total carnage...expectialy those hard to hit.


Also as for the loss to speed and acc etc. WIth attachments and food you can get quite a bit...close enough to the point of diminishing returns imo. you can become on par with a duel ranged master in firepower alone no doubt....although top quality gear is not the cheepest : )

Stoping shot is nice pvm...But i gave it up as snares are more reliable and if you need stoping shot with your tactic and it misses your sol. The genral skills in pistoleer is nice and cant blame you for taking it. Disarming shot is cool too.

If you get yourself +25 healing from be clothing or attachments you can make up for what that 4000 line in cm gives you + 5. And fit the cool debuffs in from cm. The advanced thyroid alone slowing them 40% is a huge reduction in damage you will need to heal.



Heh last edit. I like your build. if you switched the doc you have for cm 0004 you would have the skillpoints for another full branch of pistoleer. could grab up disarming shot even..


Message Edited by Quandry on 07-22-2005 07:33 AM

Message Edited by Quandry on 07-22-2005 07:37 AM



_______________________________________________________________________________________________________________________
Carbineer for Life
Weapons||Armor
Li'lith of Tarquinas
Alderaan Memorial Hospital
Loot Vendor (-6851 -4108) Galia Naboo


Chick3nWings
Fri Jul 22, 2005 8:28 am
#13

Thanks everyone, I appreciate your input.


I'm primarily interested inPvM soI think I'll give the MCarbs, MMarksman, Pistols 0/0/0/4 and Doc 0/0/0/4 a try and let you know how it goes.I suspect that I'm going to miss electrolyte drain, paralyze and thyroid rupture more than the DoT's, but who knows.
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