Pistoleer Archive
Thread: Armor Piercing and Armor Rating seem screwy
Now that I can officially verify the AR and AP of mobs/weapons I ran sometests.
In all tests I accounted for resists and factored them out to determine the effects of armor.
Tests:
DX2 (AP1) against Arachne something (AR2)- the number floating off the mob was .5 times the number in the combat window. Success.
Scout (AP0) against Arachne something (AR2) - the number floating off the mob was .25 times the number in the combat window. Success.
DX2 (AP1) against a Vynock (AR0) - the number floating off the mob was 1.25 times the number in the combat window. Success.
DX2 (AP1) against a Viscious Huf Dun (AR0) - the number floating off the mob was 1.0 times the number in the combat window. Failure. The damage should be 25% increased.
Has anyone else noticed this working sometimes and not others? I had other examples where it didn't work when my AP is higher than the mobs AR. I haven't found any yet where it doesn't work when my AP is lower than the AR.
Perhaps some mobs are misreporting their AR or perhaps I'm missing some other factor...
Couple of questions......
The numbers in the combat window are raw damage and the floaties are damage after all the modifiers are factored in?
Also how does AP ratings transfer in game (like the description on the pistol)? Is it like this?
AP 0= Armor piercing none
AP 1= Amor piecing light
AP 2= Amor piercing heavy
Or how does it go? if anyone knows it would be greatly apreciated, thank you in advance
.
nm found this
perfect explanation.
http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Armor%20Fundamentals
That guide covers everything. But in my post when I say AP0 I mean Armor Piercing None, 1 is light etc...
Also, yes the number in the combat window is the potential damage. It has very little to do with how much damage you actually did to the target. Resists and armor are taken out and are reflected in the floaty number you see over the target.
Interesting. Maybe some types of mobs have built in vulnerabilitiy. I recall hearing something about flying vs walking mobs, but I don't know any specifics. Nice testing, thanks for sharing it.
I was going to say, maybe they changed AR to only subtract and not add damage, but that doesnt make sense...AR3 T21? Would be overkill since PC armor is AR2 max.
Or an AR display error, as you point out..which for all we know is probably the reason ![]()
Yes, I just noticed this also today. Now that DX2's are actually working, I decided to pick one up from my weaponsmith. First thing I wanted to see was the +25% increased damage against non armored creatures. So I blast away at a mob and see the damage float above their head,then Ilook in the combat window...same. Hmm maybe they changed it so the combat window now shows the number after all resistances and such. So I pull out my new Laser Rifle and Headshot2 the same type of creature. number above the creatures head was around 1600, number in the combat box was 1100ish. Ok so I examine the creature : Armor None, Acid : 0%. It went on like this for all different creatures and then all of a sudden it started working and I was getting the 125% damage. I couldn't tell what was causing it, seemed pretty random to me.
Oh well, they fix one bug and make another.
Syrah