Carbineer Archive
Thread: Damage oddities
I think it's fairly obvious on the second point that there's some kind of multiplier built in to even normal shots. Now, whether this multiplier goes up or not as you gain skill boxes (and which boxes add to it), I have no clue.
As for the DXR6, has anybody verified that they are indeed AR1, now that the armor piercing capabilities are listed in the examine window? It occurs to me that since we previously tested AR by comparing actual shot value (floaty numbers) to the combat spam, somebody may have just overlooked an acid vulnerability on their AR1 testing target, which would mean that they would think it was AR1 (since the floaty damage matched the combat spam), but it was just AR0 with a vulnerability.
I'm still w/o a DXR6 to test myself, sadly.
Observation 1: The damage reported in the combat tab is not the actual damage inflicted when using armor-piercing weapons. Case in point, an AR2 laser carbine might show 100 damage in the tab, but 125 will show up over an AR1 mob's head.
The EE3 is consistent in this sense since it is AR0. Against an unarmored target, what you see is what you get.
HOWEVER, the DXR6 is supposed to be AR1, but against unarmored targets it is not giving a damage bonus. In other words, it's hitting just like the EE3--damage in the combat tab is the same that appears over the target's head. I'm not sure if this is because there's some glitch where the bonus for this weapon is already calculated in when reported in the combat tab, but it is odd.
Observation 2: The damage range for the weapons is often ignored. My EE3 (sliced) is in the 70-176 range, which means that against heat-vulnerable targets it should hit for at most 176 in a normal attack. But I've seen it hit for as much as 230+ in normal attacks. My fast laser carbine is 17-207, but in normal attacks it can hit up to 300 in the combat tab. I know that this number does not reflect the armor piercing bonus, because an even larger number shows up over the target's head. I have a slower laser that's 30-276, and it can hit for over 400 in the combat tab.
My newest addition, a DXR6 sliced for speed, 99-155, 3.1, is consistently hitting in the 220 range. I don't even bother with specials other than actionshots since it's firing off 200+ hits like a machinegun.
Anyone have an explanation for all of this?
The DX2 acid AR1 pistol is acting the same way.
It acts AR1 vs AR1 mobs.
It acts AR0 vs AR0 mobs.
The best we can do is be vocal about the fact that both the DX2 pistol and the DXR6 are both broken the same way.