Carbineer Archive

Thread: The Four Major Carbine Models: Stats as Made by a Master Weaponsmith

Volatris
Tue Jul 22, 2003 11:25 pm
#1

Zarathustra, new Master Weaponsmith on Naritus has crafted four carbines for me, one of each of the main models, designed with speed and low HAM costs as top priorities. I'll include the CDEF for comparison's sake.


My formula for Damage-Per-Second (DPS) is average damage per second, or:



[(Maximum Damage) + (Minimum Damage)] / (2 * Speed)


My formula for DPS per HAM is DPS divided by the highest HAM stat.


Damage done/Time Elapsed (DD/TE) shows damage and time required/done in spending the highest base special cost every time to do average, unmodified, damage, on a pool thats 1000 in size, and not regenerating. This is not a useful in-game statistic, but its great for comparison. Its a measure/ratio of how quickly you can do an amount damage before you run out of HAM.


CDEF:



Damage/Speed: 30-61/3.3
Wound Chance: 4.88
Ideal Range, Range Mods: 35, 0/42/-80
Special Costs: 9/19/9


DPS: 13.8
DPS per HAM: 0.73
DD/TE: 52 shots at 45.5 damage per shot, doing 2366 damage in 172 seconds


E11:



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


DPS: 32.1
DPS per HAM: 0.92
DD/TE: 29 shots at 90 damage per shot, doing 2610 damage in 81 seconds


EE3:



Damage/Speed: 56-141/3.5
Wound Chance: 10.35
Ideal Range, Range Mods: 27, 25/1/-80
Special Costs: 37/30/17


DPS: 28.1
DPS per HAM: 0.76
DD/TE: 27 shots at 99 damage per shot, doing 2673 damage in 95 seconds.


Laser:



Damage/Speed: 18-221/4.3
Wound Chance: 17.45
Ideal Range, Range Mods: 50, 38/5/-40
Special Costs: 29/45/22


DPS: 27.8
DPS per HAM: 0.62
DD/TE: 22 shots at 120 damage per shot, doing 2630 damage in 95 seconds.


DXR6



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


DPS: 25.7
DPS per HAM: 0.57
DD/TE: 22 shots at 111 damage per shot, doing 2442 damage in 95 seconds.


Note, the DXR6 also does acid damage, which makes it more powerful than its stats. Elites cannot be made yet, since the iron has not spawned on Naritus yet. And the DH17s are all worthless due to stocks.


To me, the E11 is the only gun with the Special Costs reasonable enough to choose over a CDEF.


Please post the stats of any other great guns you have come across.




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Volatris
Tue Jul 22, 2003 11:34 pm
#2

In a quick test, the DXR6 did 25% extra damage (in what floats above the head of the creature instead of what combat spam says), against all the vynocks, but did nothing against durnis, paralopes or vrelts.


Obviously some weak results, but hopefully we'll see a wider experimentation of the acid damage soon.




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Volatris
Wed Jul 23, 2003 1:00 am
#3

Ack, I forgot Armor Rating stuff...


I'll do that tomorrow


Or SOJ will pick up my slack for me




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Xytroncore
Wed Jul 23, 2003 2:06 am
#4

Great post, and I'd be interested to know of the Elite carbine stats when you are able to find one.



_________________________________________________________
Manimal : Gunslinger
Rkall
Wed Jul 23, 2003 7:18 am
#5

I'm no expert but I would guess that the EE3 or E11 with around 10HAM costyou saw was someone renaming a CDEF hoping to catch someone not paying attention.
SOJ
Wed Jul 23, 2003 8:24 am
#6

Volatris, I don't know wether or not you took the damage off from the numbers above the MOB's head or not. I'm assuming that you took it from the combat spam. If that's the case, these numbers should apply. This is based off the information you provided. I'm sure the numbers could be much more different
AR modifyers really puts a spin on these damages.


Once again I'd like to note that these are just the numbers taken off the original calculations and multiplied by the AR modifyers. I'd also like to mention that these damages are not what you see in the combat spam but the real damage above the creature's head (Assuming if they had 0% to all resists). Resists can drastically cut the damage done. If you want to take resists into effect, find out what the monster's resist is.


Example: E11 vs a Rancor. Let's say it does that90 damage to it from 29 shots (2610 total).
90 x .4 (60%) = 36.36 x 29 (shots) = 1044. So, just because of the resists that 2610 total went to 1044.



CDEF: (AR0)


DD/TE: 52 shots at 45.5 damage per shot, doing 2366 damage in 172 seconds


2366 damage (AR0) in 172 seconds.
1183damage (AR1) in 172 seconds.
591.5 damage (AR2) in 172 seconds.
295.75 damage (AR3) in 172 seconds.


E11: (AR1)


DD/TE: 29 shots at 90 damage per shot, doing 2610 damage in 81 seconds.


3262.5 damage (AR0) in 81 seconds.
2610 damage (AR1) in 81 seconds.
1305 damage (AR2) in 81 seconds.
652.5 damage (AR3) in 81 seconds.


*EE3: (AR0)


DD/TE: 27 shots at 99 damage per shot, doing 2673 damage in 95 seconds.


2673 damage(AR0) in 95 seconds.
1336 damage(AR1) in 95 seconds.
668.25 damage(AR2) in 95 seconds.
334.125 damage (AR3) in 95 seconds.


*Note: This weapon does HEAT damage and therefore can be more effective on certian types of monsters/players.


Laser: (AR2)


DD/TE: 22 shots at 120 damage per shot, doing 2630 damage in 95 seconds.


4125 damage(AR0) in 95 seconds.
3300 damage(AR1) in 95 seconds.
2630damage(AR2) in 95 seconds.
1320damage (AR3) in 95 seconds.


*DXR6: (AR1)


DD/TE: 22 shots at 111 damage per shot, doing 2442 damage in 95


seconds.


3052.5 damage(AR0)
2442 damage (AR1)
1221 damage (AR2)
610.5 damage (AR3)


*Note: This weapon does ACID damage and therefore can be more effective on certian types of monsters/players.

Volatris
Wed Jul 23, 2003 8:53 am
#7

Let me explain the "damage" numbers I used for that formula, using the E11 as an example.


First, it has nothing to do with any real, in-game numbers, its puerly for comparison's sake.


Take the highest Special Cost. For the E11 this is Action, 35.


Divide 1000 by the number to see how many times you could use a special of 1x cost before depleting, ignoring generation. For the E11, 1000 / 35 = 29 shots before out of Action.


Take the number of shots and multiply by the average base damage, for the E11 this is 29 * 90 = 2610.


Finally, take the number of shots and multiply it by the base speed to get the duration, for the E11 this is 29* 2.8 = 81 seconds.


So you see, this is a great tool for comparing weapons, but a very poor predictor of in-game performance. To see how these weapons would perform in-game, check swgcenter.com for the stats on your favorite special, and rework these formulas to reflect your special multiplier, damage multiplier, and speed modifier.




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
novamarine
Wed Jul 23, 2003 10:43 am
#8


I was wondering if you could recheck the range accuracy bonuses. There is often a line break after the first character. Like:


something something something: -


40/5/-50


It really is -40/5/-50 (you can double check in game by looking at the ham bar on the target).


My laser and E11 carbines all have horrible (-40-50) penalties at close range and your's do not. I end up carrying around a nice CDEF I had slice for speed for when a mob gets close since the it has no short range penalties. (its either that or train a melee skill and I don't like the idea of using melee...its star wars not everquest...).


Nova



Stregone
Wed Jul 23, 2003 11:34 am
#9

Eventualy those penalties mean diddly squat. I hit fine with my carbine anywhere from 0 to 64m. Even when the to-hit thing by the mobs ham bars shows -50 I still hit nearly every time.
Gordis
Wed Jul 23, 2003 11:48 am
#10

Of course, the operative word there is "eventually". At Carbine Specialist, those range mods made a huge difference, and I still miss quite often at non-optimal range with a DH17 (with something like -20/20/-60) that I use to get large bleeds on critters. At point-blank range, I would miss probably half the time if standing. With my CDEF, which has (I think) 0/40/-80, I can hit pretty reliably at point-blank.

Yes, maybe it isn't relevant at higher skills in Carbineer, but for casual players who haven't gotten that far, the range mods make a huge difference.



----------------
Gordis Greyman, Chef/Carbineer/Scout
Talusian Frontier Guild
Kettemoor Galaxy
Aram1
Wed Jul 23, 2003 12:54 pm
#11

I saw an EE3 or E11 on Starstrider before the server went down with special stat costs around 10 or so on each, I was very impressed.


I'll have to check it out again whenver the sever comes up.



Also its been my understanding that when weaponsmiths start making a new "model", it tends to be subpar until they figure out they right ways to make it. That said - I've been told by master weaponsmiths that atleast on Starstrider, the highest carbine makable is an EE3. Apparently there is no high end metals or something on Starstrider.

TacAdi
Wed Jul 23, 2003 12:58 pm
#12

Nice statistics indeed. Could you also take into account how the armor rating of these weapons affect the DPS? I.e.by havingseparate DPS numbers for targets that are of armor rating 0, 1 and 2 for each weapon.





__________________________________________
Volan
Imperial Squad Leader and Carbineer, Eclipse
Volatris
Wed Jul 23, 2003 12:59 pm
#13

I'm a tad skeptical of any weapon with special costs around 10 for all three stats... even with +33% powerups, I don't see how those could exist...


I know three absolute expert Master Weaponsmiths, (Mortis, Zarathustra, Rathmar) on Naritus who know everything is to know about crafting, and I assure you they can't make anything like what you're saying...


Probablya bug, I hope its not an exploit, would be neat if its real, would love a screenshot, and a chatlog from the weaponsmith would be better still




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
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