Pistoleer Archive

Thread: Does anyone agree that the Genos pistol should be AP1?

Yakisoba1
Tue Mar 09, 2004 12:29 pm
#14

You are not understanding the problem, I think.


It does not matter how many tissues or exotic components the weapon takes. If the damage of the weaponis very high (high enough to be The Gun in PvP), the number of weapons on the server DOES NOT MATTER, because even one widens the gap between the haves and have nots. In other words, it becomes a qualifier for uberness in PvP, and since those folks are the pinnacle of the achiever/killer tradition, they will get the gun if they have to kill every Krayt on Tatooine. That in turn affects the economy, by inflating the value of those uber components even more.


Balance the weapons without considering the quantity of them, or they are not truly balanced. Balance them in the context of: Their damage, the skillset of the users, the conception of the professions that use them, and against each other for a sanity check. If the SWG design team had done that, we'd not have an heavy acid rifle with AP0 and an acid pistol with AP1.


This isn't rocket science, it's game balance. Don't overthink it.


--Yak


DaHumAn
Wed Mar 10, 2004 12:55 pm
#15

im sorry but my stun armor has 30% to stun and 80% to everything else, i dont know which armorsmith made your comp set but the person must not know what the heck he's doing if he made armors like you said. i think ap1 on geo wouldnt be too bad since it's only 48m and alot of the stronger pvpers wear stun comp and they are mostly rifleman(take a wild guess as to why =P ). so ap1 would be nice to have but without ap1 i think the gun does fine too. it really depends on what you fight, i personally would like to send those rifleman straight into hell. that's just me though.



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MDE, my old nightmare, it will haunt me forever.
Waste93
Wed Mar 10, 2004 6:25 pm
#16






Wild__Bill wrote:

Actually, I feel that NO stun weapon should be AP1. Most mobs, and armor is vulnerable to stun damage, and comp armor with stun layers is only pushing 30% to 40% protection but is heavy as hell. So having no stun weapons have AP1 kinda balances out the fact that most things are vulnerable to it.







Not relevant and here is why. If a target is vulnerable to a damage type. As composite is to stun. The armor drops to AR0, however the weapon ALSO drops to AP0.


You could bump up the stun weapons to AP3 or drop them to AP0. It won't matter against stun vulnerable targets. It would still do the same damage.


Remember that AP vs AR is calculated first then resists. So the stun damage should be 100% then modified for the resists. Which lets say is 30%. The weapon would do 70% of the combat spam damage.

Message Edited by Waste93 on 03-10-2004 06:27 PM



Colonel Waste - The Wookiee Crusader
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