Pistoleer Archive
Thread: Stopping Shot. What happened?
I have once done over 2k of damage with stopping shot. I use a medium good DX2 1.7 speed and around 250 max dmg.
Usually I do from 1200 to 1800 dmg. Remember alot of creatures have no protection agains acid damage. And alot of Imps as well. :-)
Message Edited by Hawaii5_o on 03-16-2004 07:42 AM
Veehawk wrote:
My stopping shots have always hit for 2k-5k, I have not seen any changes at all. Is your gun so damaged that it's stats have been lowered due to a really low condition? Do you use the same test subject with the same test conditions for your experiments? If I pistol whip a target and use my krayted prenerf I can easily hit the target for 3-4k with the rare hit of 5k once in a while. If the target has a resist to my gun and the kd failed I will only hit for 2-3k, so making certain that your test scenarios are the same is quite important.
counting knockdown, sure. without it, 2k-3k is the limit.
i have a prenerf krayt + hvfm + damage sliced scatter pistol, with powerup, max damage is @480.-- best i ever did with SS (no KD)was in the high 3k range.
Raw damage before resists:
65-220 Republic Blaser (excellent quality, non krayt)
65 + 220 / 2 = 142.5 (average damage roll)
142.5 x 1.5 = 213.75 (weapons actually do 1.5x what they say they do)
213.75 x 5 = 1068.75 (x5 Stopping Shot multiplier)
Just for kicks, for PvP this translates to 267 damage (before armor and damage mitigation).
The armor piercing doesn't kick in for extra damage unless the target has resists to the damage type (bug). If it has 24% resists or less but no armor, you will actually deal more damage. If it has light armor but no resists, you will deal the same damage. If it has light armor & resists, you will deal less damage.