Pistoleer Archive

Thread: Guide : Pistol buying, crafting and slicing.

Zimal
Sun Jun 19, 2005 4:22 pm
#14

if they all have same sac, then go to Max Dmg, Speed, Accuracy bonus


if all of them are the same, then you can go to dps... cause it is calculating the min damage which is consaquantly not relavent





=============================================
Xil - MCM, Mpistol
Instant Aggro Master
Where Mihosi is, Chaos Reigns
Jedi shmedi, I got me a wookie
Don't piss off a programer, WE READ YOUR EMAIL
BadgerSmaker
Mon Jun 20, 2005 4:58 am
#15

Max damage powerups use the min damage when calculating how much more max damage you get. That's about it as far as I know.



1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Zimal
Mon Jun 20, 2005 6:40 pm
#16

also if what your fighting is increadbly more powerfull then you, it goes off min damage... or so i read somewhere



=============================================
Xil - MCM, Mpistol
Instant Aggro Master
Where Mihosi is, Chaos Reigns
Jedi shmedi, I got me a wookie
Don't piss off a programer, WE READ YOUR EMAIL
Akimaki
Tue Jun 21, 2005 2:35 am
#17

i was too fond of makin sac as low as i could so made a HC scatter with 865 max dam/2.16 spd/273dps/65 sac


would u guys prefer around 80 sac and over 900 dam?


thank u






R.I.P Biu Tze - proud former Weaponsmith
R.I.P Oru Hafed

SWG was my one true love but she cheated on me, twice..
BadgerSmaker
Tue Jun 21, 2005 2:38 am
#18

With good shards or tissues, I suppose you could craftguns that have both 65 SAC and over 900 damage.

Message Edited by BadgerSmaker on 06-21-2005 10:38 AM



1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Akimaki
Tue Jun 21, 2005 2:44 am
#19

okay thanks so its worth to make it around 65 sac. btw i used tissue with 145 dam so if i can take my hands on some with around 200




R.I.P Biu Tze - proud former Weaponsmith
R.I.P Oru Hafed

SWG was my one true love but she cheated on me, twice..
BadgerSmaker
Tue Jun 21, 2005 2:45 am
#20

It seems that you need 170+ shards or tissues to hit the cap for damage on most schematics.



1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Zimal
Tue Jun 21, 2005 5:22 pm
#21

wow... those are some nice scatters



=============================================
Xil - MCM, Mpistol
Instant Aggro Master
Where Mihosi is, Chaos Reigns
Jedi shmedi, I got me a wookie
Don't piss off a programer, WE READ YOUR EMAIL
CorenLanra
Tue Jun 21, 2005 8:55 pm
#22

I made a few 966 Featherweights with 82-83 SAC using 170+ gorax last week. I'll see if I can post some screenshots when I get home. I recently bought some 185's hoping to get down to 75 or so with 966max.



Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
-=Official Homepage=-
"The Crafting Menace" - Goodbye to SWG Video
The Science Fiction Review - Books, Movies, TV

jbuttrill
Wed Jun 22, 2005 1:17 pm
#23






Shaggscoob wrote:
I have done alot of experimenting with both quest guns and player made guns and found this: Using the quickdraw/headshot spam (and the occasional root and intim.) I NEVER run out of action when the gun has 52 SAC (a 75 SAC gun with PuP). I think you could probably go up to a 78 SAC gun and still achieve the same results with the powerup.





Nice, Ill have to test.




StarringĴĀβŨŁin theÐark ƒorce Řising



The Pain Trainis coming!



®Registered trade mark ofDFR


jbuttrill
Thu Jun 23, 2005 12:18 am
#24






CorenLanra wrote:
I made a few 966 Featherweights with 82-83 SAC using 170+ gorax last week. I'll see if I can post some screenshots when I get home. I recently bought some 185's hoping to get down to 75 or so with 966max.





I just bought a similar one. Only difference is that my sac is 81, so not too far off. Overall, very nice stats.


Oh ya....nice guide!






StarringĴĀβŨŁin theÐark ƒorce Řising



The Pain Trainis coming!



®Registered trade mark ofDFR


Shaggscoob
Thu Jun 23, 2005 12:32 am
#25

I have done alot of experimenting with both quest guns and player made guns and found this: Using the quickdraw/headshot spam (and the occasional root and intim.) I NEVER run out of action when the gun has 52 SAC (a 75 SAC gun with PuP). I think you could probably go up to a 78 SAC gun and still achieve the same results with the powerup.



Izz, Rogue Jedi Pilot
T3h H0ly0kra L0rd
Kess, Master Pistoleer
Scooby- Doo, Private Investigator
_Troll Forum Guardian
Daizy, Rogue Crafter _ Bringer of Forum Happiness
HardwiredXMan
Sun Jun 26, 2005 4:01 am
#26

A very nice post if I must say so myself. However, it's a little generalized in that one would assume that weapons this guide talks about are great for both pvp and pve.


One thing that this guide fails to mention is that when buying a gun, you should also consider what you will be using it for and what kind of accuracy you have and what accuracy bonuses the gun may have.







BadgerSmaker wrote:

When evaluating how good a gun is, you should first look at:



  • Maximium Damage : As high as possible, guns enhanced with good Krayt tissues or Gorax shards are over 920 maximum damage. All special moves use the Maximum damage stat on the gun when calculating how much damage is done.





This statement is not entirely informative enough. Yes max damage is always great, but don't forget that damage done to a target is based on the difference of accuracy and defense which influeneces the base damage you do to a given target.


If a targets defense is higher than your accuracy, you take a hit to your base damage when attacking that target. Damage works between a range of min and max damage of the weapon.


The lower your accuracy is compared to your targets defense....the closer to the min damage of the weapon your base damage will be, the higher your accuracy over defense, the closer to the max damage of the weapon your base damage will beand then that base damage is multiplied by the damage mod of the special used.


For example, if I have a weapon with a damage range of 300 - 900 and my accuracy mod is 150...then I attack a target that has a defense mod of say 250. My special I use will not be multiplied using the 900 damage of the weapon. Instead, It will be a lower value between 300 - 900. Let's say that number would be 700 for example. That means any special I use will be multiplied by 700, not 900. If all damage was multiplied by the max damage of a weapon, then there would be no need for a minimum value on a weapon at all.


Now noone knows how much having higher defense over accuracy reduces your damage to my knowledge, but the closer your accuracy to the opponents defense, the closer to the max damage of your weapon, your base damage will be and so you'll do more damage. Now if your accuracy is higher than the defense of your target, you will do your max damage of your weapon and also get a small bonus to your max damage that then gets multiplied by the special used. Lets say you get a bonus 20 due to having higher accuracy over your opponents defense, so it's 900 + 20. Your attack will then be 920 multiplied by the damage mod of the special used.


So you see, the damage range of the weapon as well as the accuracy you have, play a role in the damage you do as well. The wider the damage range between minimum and maximum makes for a bigger reduction in your base damage per defensive point your target has above your accuracy. Since the range between min and max is wider, a gun with damage of 300 - 900 would take a bigger damage reduction than a gun with 250 - 600.


As I said, I haven't found any real specific numbers to exactly how much damage is increased or reduced based on the difference between your accuracy and your targets defense per point. But considering that defenses can get up close to 300, accuracy vs defense is very important even with diminished returns in game.


Now the reason I said that you should consider what your gonna use the gun for is because it has been said that NPC's and mobs don't have ranged/melee defense (or0 RD/MD)and that they only have a general percentage of resitance to damage types. Now I don't know how true that is as I haven't took the time to test it myself....but if that's true, then there is no defense mod that your accuracy would have to make a check against. So in that case only the combat level of the mob would make the difference in how much damage we would do to it. In pvp, everyone has some sort of RD/MD.....so you'd always have the damage range check.


Also, FYI, I did not gather this information myself from any of my own personal test that I do.....this info comes from a few post I've read in the jedi and WS (maybe even carbineer...I forget exactly)forums where people have done focused test. It made sense to me and I did confirm some of it to be accurate when I did some quick test myself...but they were in no way detailed and focused testing.


Hope I explained this well enough. Oh yeah, If anything I've said is incorrect, then I can blaim that on my memory of what I've read...hehe I don't have the post in front of me, just what I remember reading


Page 2 of 5