Pistoleer Archive

Thread: Post CU Weapon Conversions on TC4 (TC-Bria) with clickies (No longer valid, new conversion process)

YayAreaRider
Sat Apr 16, 2005 1:49 pm
#1

***All of these weapon conversion stats are now invalid in the new iteration of the conversion process, for the most part most damages were raised.***

Analysis: This "Combat Upgrade" has taken all my exceptionally good weapons and made them a hairs better than unenhanced weapons.
Some of the conversions dont make any sense at all.


Before Stun Baton 90min 133max Damage
After Stun Baton 356min 710max Damage

Before Acklay Stun Baton 214min 447max Damage
After Acklay Stun Baton 393min 829max Damage

Before Acklay Stun Baton 222min 448max Damage
After Acklay Stun Baton 398min 839max Damage

Before Unsliced Krayt DE-10 141min 430max Damage
After Unsliced Krayt DE-10 454min 869max Damage

Before Krayt DE-10 179min 542max Damage
After Krayt DE-10 454min 908max Damage

Before Krayt DE-10 192min 566max Damage
After Krayt DE-10 454min 908max Damage

Before DX2 Pistol 133min 199max Damage
After DX2 Pistol 433min 833max Damage

Before DX2 Pistol 136min 212max Damage
After DX2 Pistol 432min 835max Damage

Before Krayt DX2 Pistol 144min 365max Damage
After Krayt DX2 Pistol 439min 875max Damage

Before Krayt DX2 Pistol 146min 372max Damage
After Krayt DX2 Pistol 447min 908max Damage

Before FWG5 Pistol 62min 172max Damage
After FWG5 Pistol 414min 740max Damage

Before FWG5 Pistol 73min 249max Damage
After FWG5 Pistol 413min 771max Damage

Before Krayt FWG5 Pistol 73min 380max Damage
After Krayt FWG5 Pistol 418min 848max Damage

Before Krayt FWG5 Pistol 81min 423max Damage
After Krayt FWG5 Pistol 415min 851max Damage

Before Krayt FWG5 Pistol 83min 450max Damage
After Krayt FWG5 Pistol 426min 908max Damage

Before Krayt FWG5 Pistol 85min 453max Damage
After Krayt FWG5 Pistol 424min 908max Damage

Before Geo Pistol 146min 267max Damage
After Geo Pistol 269min 496max Damage

Before Krayt Geo Pistol 130min 373max Damage
After Krayt Geo Pistol 274min 528max Damage

Before Krayt Geo Pistol 143min 373max Damage
After Krayt Geo Pistol 277min 543max Damage

Before Krayt Geo Pistol 149min 399max Damage
After Krayt Geo Pistol 272min 527max Damage

Before Krayt Geo Pistol 172min 509max Damage
After Krayt Geo Pistol 284min 567max Damage

Before Krayt Geo Pistol 176min 511max Damage
After Krayt Geo Pistol 284min 567max Damage

Before Launcher Pistol 68min 207max Damage
After Launcher Pistol 122min 216max Damage

Before Republic Blaster 24min 116max Damage
After Republic Blaster 306min 681max Damage

Before Republic Blaster 72min 275max Damage
After Republic Blaster 442min 817max Damage

Before Krayt Republic Blaster 83min 348max Damage
After Krayt Republic Blaster 407min 800max Damage

Before Republic Blaster 85min 260max Damage
After Republic Blaster 454min 816max Damage

Before Krayt Republic Blaster 88min 397max Damage
After Krayt Republic Blaster 444min 856max Damage

Before Exceptional Republic Blaster 93min 448max Damage
After Exceptional Republic Blaster 432min 864max Damage

Before Ryyk Blade 37min 213max Damage
After Ryyk Blade 334min 724max Damage

Before Krayt Scatter Pistol 160min 328max Damage
After Krayt High Capacity Scatter Pistol 454min 855max Damage

Before Krayt Scatter Pistol 166min 409max Damage
After Krayt High Capacity Scatter Pistol 454min 871max Damage

Before Krayt Scatter Pistol 193min 408max Damage
After Krayt High Capacity Scatter Pistol 454min 908max Damage

Before Exceptional Scout Blaster 148min 346max Damage
After Exceptional Scout Blaster 87min 170max Damage

Before SR Combat Pistol 21min 70max Damage
After SR Combat Pistol 186min 496max Damage

Before Nightsister Enhanced Vibro Knuckler 58min 239max Damage
After Nightsister Enhanced Vibro Knuckler 217min 450max Damage

Message Edited by YayAreaRider on 04-17-2005 07:05 AM

Message Edited by YayAreaRider on 04-21-2005 06:26 AM

Message Edited by YayAreaRider on 04-25-2005 02:23 AM

Message Edited by YayAreaRider on 04-25-2005 02:28 AM



- I supported keeping & balancing the original combat system
Agerman
Awesome-O
Sat Apr 16, 2005 2:23 pm
#2





Before Republic Blaster 72min 275max Damage
After Republic Blaster 442min 817max Damage

Before Krayt Republic Blaster 83min 348max Damage
After Krayt Republic Blaster 407min 800max Damage





This isn't good...



Awesome-O
hamhamthe3rd
Sat Apr 16, 2005 3:51 pm
#3

i see that your scout blaster LOST damage. i think the quote goes,"if it was one of the most powerful weapons in game then it will remain on of the most powerful weapons in cu." it didnt say if it was one of the most powerful cdefs, that it will remain one of the most powerful cdefs.


i hope they dont punish ppl with lower cert/combat lvl weapons. for example if i do have an legendary cdef carbine that is better than the avg laser carbine now, i expect it to remain better than the avg laser carbine.
riotcontrol
Sat Apr 16, 2005 6:21 pm
#4


hamhamthe3rd wrote:
i hope they dont punish ppl with lower cert/combat lvl weapons. for example if i do have an legendary cdef carbine that is better than the avg laser carbine now, i expect it to remain better than the avg laser carbine.





But it won't happen. As far as I've understood the process, as weapons are level certed now, if you have an exceptional CDEF, it's going to be a really nice gun... for a CDEF, that is. A normal crafted higher-level weapon like a Republic Blaster will be far better...



__
wieland argosy <gunslinger>
Gang-Green
Sat Apr 16, 2005 9:50 pm
#5

Very nice post... some work still needs to be done.. but not a bad start



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Koth_Ablon
Sun Apr 17, 2005 11:29 am
#6

some of the Rep Blasters had acid elemental and some did not... anyone else notice this?



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MrBulwark
Mon Apr 18, 2005 1:45 pm
#7

Shesh, only SOE would put a system like this in live without getting all the bugs out of it first.


Oh wait, this is on test center.



The sky is indeed falling, but a little O2 never hurt anyone.








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YayAreaRider
Mon Apr 18, 2005 4:13 pm
#8



KaiRan wrote:
Ok, my math stinks, or at least I cant remember the formula.
Looking at the DE-10s, its apparent the multiplier per max dam point drops as the original weapon gets higher. For example, between the 430 and 542 there are multipliers of 2.02 and 1.67, respectively, showing an average decrease of .003125 in the multiplier as the weapon max dam increases. On the other end of the scale, the 542 and 566 weapons reveal 1.67 and 1.04 multipliers, with the average drop in multiplier per moint of max damage increase is .02625...
Now, I know there's a formula for determining the scale here, but I cant for the life of me figure it out.
Any Math wiz out there willing to take a crack at this?
EDIT: Wait... is that 908 an unnatural cap?

Message Edited by KaiRan on 04-18-2005 03:12 PM





Yea, lots of my guns capped at 908max Damage



- I supported keeping & balancing the original combat system
Agerman
LordMarr
Mon Apr 18, 2005 4:56 pm
#9


wow, if this holds then really no incentive to go to the DWB and get a DE-10 Schematic, i might just get a krayt FWG5 made since its an equal to it. i cant stay on test center for no more that 3 minutes at a time before it crashes to desktop so i have not checked out the pistols much. thanks for posting the info, ill hold off on trying to get me a DE-10, im sad that my nice krayt geo pistol is going to be on the medium scale of pistol damage.

Message Edited by LordMarr on 04-18-2005 04:57 PM

imspaced01
Mon Apr 18, 2005 5:04 pm
#10

I like the ryyk blade


please no one report that, imagine grinding 1h with that haha



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SeraCohw
Mon Apr 18, 2005 7:14 pm
#11

so what would that make my prenerfed fgw5 with liek 500 max do? hummm
LordMarr
Mon Apr 18, 2005 9:19 pm
#12

i guess save up krayt tissues and make a pistol after CU. seems way to inconsistant on the conversions. DE-10 doesnt look worth it at all. DX2 and republic blaster looks good.
KaiRan
Tue Apr 19, 2005 12:10 am
#13


Ok, my math stinks, or at least I cant remember the formula.


Looking at the DE-10s, its apparent the multiplier per max dam point drops as the original weapon gets higher. For example, between the 430 and 542 there are multipliers of 2.02 and 1.67, respectively, showing an average decrease of .003125 in the multiplier as the weapon max dam increases. On the other end of the scale, the 542 and 566 weapons reveal 1.67 and 1.04 multipliers, with the average drop in multiplier per moint of max damage increase is .02625...


Now, I know there's a formula for determining the scale here, but I cant for the life of me figure it out.


Any Math wiz out there willing to take a crack at this?



EDIT: Wait... is that 908 an unnatural cap?

Message Edited by KaiRan on 04-18-2005 03:12 PM



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