Carbineer Archive
Thread: Anyone else noticed Laser carbs are sudenly AP1, even though they still read as AP2?
Doing some tests tonight since I've been noticing a dramatic drop in my laser carbs damage over the last few days.
Watching the spam in the combat window vs the actual damage spam over the mobs head is now showing a light armor mob (graping hunter) getting hit for the exact damage showing in the chat window spam. No armor mobs are geting hit for about 50% more damage and medeum armor mobs ( arachnae warior) are getting hit for much less than chat window spam.
Now since the test with a elite ( light armor piercing) is showing the exact same damage ratio.....we've either been stealth nerfed, or they introduced another new bug.
you know something is up..i was going along last night killin rebel NPC's (1 shotting troopers around 1100 with a laser)and then a fellow player wanted me to kill him to he could get a quick trip home. I swear it took forever(and he wasnt fighting back) damage on chat was saying decent numbers (500-700), but it took a few minutes. He was not on spice or buffed in any way, nor did he have armor.
Anyone else have this problem? I tried my laser, DH17 and an EE3...all weak..it was like chippin away at him.
now, i have kiiled a few players with these same carbines and a whole lot faster...anyone have any ideas? or maybe im on crack?
danobowl wrote:
you know something is up..i was going along last night killin rebel NPC's (1 shotting troopers around 1100 with a laser)and then a fellow player wanted me to kill him to he could get a quick trip home. I swear it took forever(and he wasnt fighting back) damage on chat was saying decent numbers (500-700), but it took a few minutes. He was not on spice or buffed in any way, nor did he have armor.
Anyone else have this problem? I tried my laser, DH17 and an EE3...all weak..it was like chippin away at him.
now, i have kiiled a few players with these same carbines and a whole lot faster...anyone have any ideas? or maybe im on crack?
Danobowl, this is an easy one to explain -- you obviously missed the announcement about the PvP damage nerf, and haven't engaged in much in the last few weeks before this guy. Every shot done character to character in PvP does 25% of its "normal" damage (after armor and resistances, etc.). So yes, you would have been chipping away at him no matter what you did -- this was an intentional change to make PvP fights last long enough to be enjoyable, and I, for one, have nothing but praise for that decision.
You're right, Kaf.
Didn't take in to account that grapings have a 20% energy resist, nor the resists on the other mobs I tested on.
Excuse: Late nights, to many nerfs, not enough cookies....starting to see the nerf monster in my closit >.<
Worked for me last night. 4189 damage on an unarmored mob.
2680 x1.25 x 1.25 = 4189
Hmm, I actually noticed the same thing today. I was fighting a greater desert womp rat (no armor, vuln to energy) and saw exactly the same numbers floating over its head as was appearing in the window. That would actually make the laser carbine AP 0. I figure these are the possible reasons:
1. Bug: For some reason (maybe problems with vulns), AP damage isn't being computed correctly. I've definitely heard this is true in PvP, but this is the first I've seen it in PvE. It also may be intentional in PvP. It could be specific to the laser carbine (after all, the T21 had a similar problem), but the weapon still reads as AP 2.
2. Fix: They changed the damage in the window to match the damage shown above the creature.
3. Change: They are changing the way AP works, or the AP value of the laser carbine. I haven't heard anything along those lines in any of the posts, other than the devs are looking hard at reducing monster AR and weapon AP in general.
Anyway, I'm going to experiment and see if I can determine any trend.
Calros Hath'kik
Ranger/Carbineer
Ahazi
Interesting, Darkfunk. VERY interesting. I kind of thought it was a bit crazy when thinking DXR6 vs. acid when they posted the armor guide. People were reading it as "armor rating of none" or whatever, and assuming that they'd redo the AR difference calculation, while I read it as being in place of the AR calc, or after it.
This also jives well with people thinking that DXR6 AR is funky -- they claimed sometimes it acted AR1 and sometimes AR0. Well, sure -- now we see it acts as AR1 on anything that will try to armor against it and anything completely unarmored, but acts as AR0 on vulnerable stuff..
Sooo.... T-21s are energy... I wonder if I can find an energy-vulnerable helmet? Hehehe.
My testing uncovered the problem. Apparently, AP is not calculated if the creature is vulnerable to the attack. I verified this against two different creatures (one vuln to acid but not energy, one vuln to energy but not acid), and in each case the creature took exactly the damage displayed in the window to the attack it was vulnerable to but had the AP multiple properly in effect for attacks it wasn't vulnerable to. I reported this as a bug, but it may be intended. So, right now, if the creature has AR 1 and less than 25% resist to energy and is vulnerable to acid, it is better to hit it with a laser carbine than a DXR6 (laser carbine dmg will be multiplied by 1.25, DXR6 damage will not). This is also true if the creature has AR 0 and less than a 56.25% resist to energy but is vulnerable to acid. The only time the DXR6 will definitely win out is for AR 2 or higher creatures that have energy resist but are vulnerable to acid.
Of note, the reason I believe this is a bug is that AP values are computed correctly for creatures with no armor and no special resists. They will take the proper damage multiple when hit by AP weapons.
Calros