Pistoleer Archive
Thread: Is it all about them damage type?:O
JayBurns
Tue Jun 01, 2004 7:41 pm
#14
Subtract25% damage off every armor class lower piercing your gun has than your target has armor. AP0 is no armor piercing, AP1 means light armor, AP2 and 3 are medium and heavy. For example, heavy armoredmob is shot by bubba with an AP0 gun, bubba takes 75% off of their total damage.Hoss remembered to bring his T21 however (heavy armor piercing, or AP3) and shoots the same mob, no damage penalty applied as far as the armor goes. Now, if hoss switched to his laser rifle (AP2, or medium armor piercing), he would get a 25% penalty. And of course bubba has to whip out his dx2 (with light armor piercing, orAP1)because he's doing close to no damage, now he gets 50% damage penalty (yay you bubba).
Oh and JawaJoey, the D-18beats the daylights out of any CDEF gun, and even anything else for the first fewboxes of marksmen because of its +to hit.The damage on mine is only 15 less than my scout blaster (133 max vs 148 max) and with the same HAM and speed. Of course, you can pretty much forget about any pistol given from marksmen after you get novice pistoleer.
Bumbofett
Tue Jun 01, 2004 8:12 pm
#15
Fordep
Tue Jun 01, 2004 11:28 pm
#16
the DE-10 does not count. There are so few of them currently it is not worth mentioning.
But the DE-10 is the coolest looking pistol in the game, and I plan on getting at least a couple of them... once I have the money to buy some sweet tissues.
Fordep
Tue Jun 01, 2004 11:49 pm
#17
Why would you get the launcher pistol for PvP? No AP and the damage is not that great.
If you do some kind of ultimate pistol template like you were trying you would have access to plenty of better pistols.
WIth your reasoning that stun protection will lower the base on most armor then Energy, Heat, and Acid would be just as good as blast damage. And there are 2 Acid pistols with AP1 and 2 Energy pistols with AP1. Any of those would be better than Blast in that case.
Blast damage would be useful mostly for PvE.
Morath360
Wed Jun 02, 2004 6:42 am
#18
I have a great Geo, dont waste your money. Instead find a really good dx2. It will do much better damage against any decent pvper. Don't forget if they have 1% stun it automatically reduces your geo by 50% due to the ar1 vs ap0.Add to that a shield and you dohardly any damage. Now if you just want to beat up on the new guys that do not know this then fine. Plus the Geo has cool affects. Just trying to save you a couple mill. Mine is 1.9 geo at about 260. My 6 month old dx2 does much better..
Obed wrote:
What I learned from this is that I need to save up for a really good Geo if I'm going to PvP. At least until the combat rebalance comes out.
Morath360
Wed Jun 02, 2004 6:44 am
#19
Agreed nice post. Use the skill points that you would use to get commando for defenses. Its a much better trade.
Fordep wrote:
Why would you get the launcher pistol for PvP? No AP and the damage is not that great.
If you do some kind of ultimate pistol template like you were trying you would have access to plenty of better pistols.
WIth your reasoning that stun protection will lower the base on most armor then Energy, Heat, and Acid would be just as good as blast damage. And there are 2 Acid pistols with AP1 and 2 Energy pistols with AP1. Any of those would be better than Blast in that case.
Blast damage would be useful mostly for PvE.
JayBurns
Wed Jun 02, 2004 7:01 am
#20
If the damage wasn't so high on the launcher pistol, I never would have considered this build. About 400 max with powerup, ignores any PSG, and only 25% reduction from armor. Whereasthe Dx2 has AP1, but is also reduced by psgs, most of which have 40% or more base due to stun protection being the big thing nowadays. So basically, 25% penalty off of 110-400versus 40% penalty off of 120-210 (before base effectivness on armor,of which acid and blast are the same).
Morath360
Wed Jun 02, 2004 7:58 am
#22
I believe your stats are wrong. It is a 50% reduction. Read this..
http://www.swgcraft.com/forum/showthread.php?p=55532
Plus Acid goes right through the shield just as blast does. At least all of mine do not have acid protection. I cannot remember does launcher pistol still get treated as a heavy weap. So do you get a negative modifier if you get hit by a melee person at close range? If that is still true then it is really not worth it.
Message Edited by Morath360 on 06-02-2004 08:29 AM
Javac
Wed Jun 02, 2004 8:41 am
#23
Here's a comparision (assuming same speed guns). With the stats you gave versus an armored target, the DX2 comes out on top in terms of DPS after armor and resist reductions.
Morath360
Wed Jun 02, 2004 8:51 am
#24
And Javac is comparing a Launcher with Powerup with a dx2 with no powerup. My Dx2 is 1.9 at about 350 with a powerup maybe even higher. Granted it is old but still I have to believe that the Dx2 he is using is very conservative.
Message Edited by Morath360 on 06-02-2004 08:55 AM
Javac
Wed Jun 02, 2004 8:56 am
#25
Yup, just used his numbers. I've got an unenhanced DX2 myself at 243 max damage. Varies by server of course, but even getting some High Capacity powerhandler enhancers from LOK will add +20 damage if you can't get tissues.
JayBurns
Wed Jun 02, 2004 9:56 am
#26
Well, you have made your point, I was mistaken about PSGs having resists to acid.
Oh well, plan B: get a geo like every other FOTM and drop novice commando / pistol stances 1 for investigation3. We can only hope the combat balance will make it more worthwhile to have interesting and varied templates.
Regards,
JBurns