Pistoleer Archive
Thread: Pistols Explained
DH17 Carbine: Energy
DH17 Snub-nosed Carbine: Energy
DXR6 Carbine: Acid, Armor Rating 1
E11 Carbine: Heat, Armor Rating 1
EE3 Carbine: Heat
Elite Carbine: Energy, Armor Rating 1
Laser Carbine: Energy, Armor Rating 2
D18 Pistol: Energy
DH17 Pistol: Energy
DL44 Pistol: Energy
DL44 Metal Pistol: Energy
DX2 Pistol: Acid
FWG5 Pistol: Heat
Power5 Pistol: Energy
Scout Blaster: Energy
SR Combat Pistol: Energy, Armor Rating 1
Striker Pistol: Kenetic
Tangle Pistol: Stun
E11 Rifle: Energy
DLT20a Rifle: Energy
Jawa Ion Rifle: Stun, Armor Rating 1
Laser Rifle: Energy, Armor Rating 2
SG82 Rifle: Cold
T21 Rifle: Energy, Armor Rating 3
Tusken Rifle: Kenetic, Armor Rating 1
I still am having problems figuring out the scatter pistol. I thought it was kinetic for awhile but then I just fought something with kinetic and blast vulnerablity and it resisted me so I am still working on that.
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(AR = armor rating) (ap = armor piercing)
I havent found a gun that does 2 types of damage yet. I know the armor ratings on a gun can confuse people and make them think stuff like that. For example if you have AP2 gun and fight something with AR1 you will do full damage+25% no matter what its AR1 and resists are because you are AP2. AR1 with 10% energy resists vs an AP1 weapon with energy damage will do full damage -10%. AR1 with 10% energy vs an AP0 energy will automatically do half damage PLUS an additional 10% off.
so ill try to put it in easy to understand terms.
Im using a scout blaster. that is AP0 energy weapon.
Fighting a wortoncrack. it has AR1 20% resist to energy.
-result: You hit for 100 damage in combat window but above his head you see -40 float up. That is because you hit for 100 damage but ar1 with ANY resist will automatically cut the initial damage in half so its down to 50, then the extra 20% resists it has takes off another 10 damage (from the 50) leaving you only doing 40 damage.
If you are using an equal AP vs AR then you do normal damage -the resists it has.
ap2 vs ar0 you do normal damage +50% regardless if it has resists or not
ap1 vs ar0 you do normal damage +25% regardless if it has resists or not
ap0 vs ar1 you do normal damage -50% and subtract the additional resist percent
ap0 vs ar2 you do normal damage -75% and subtract the additional resist percent
ap0 vs ar3 you are a dumbasz dont fight that.
if ap = ar then its a straight up battle and just subtract the resists from your damage (just reminding)
Fighting stuff that has armor rating 2! with 75% resist to all EXCEPT stun. It will say *vunlerability stun-* You can use a stun type weapon and do FULL damage to it. If your stun is AP1 you do full damage +25%. If it has a vulnerability it does.not.matter. what armor rating it has.
Bleeds do full damage regardless of armor rating ive found. If you use sap blast for 350 damage when it bleeds it will do -350 even if you used a highly resisted weapon on it.
Bleeds do stack. Healthshot 1, Healthshot 2, Bleed shot, and Torso shot are 4 different Health bleeds that DO stack. I tested this too so what I say is accurate.
When I fight on dantooine I carry 5 different pistols. Acid, Stun, heat, Kinetic and energy ALWAYS. that way i can target the weakness and get max exp as fast as possible.
mmm maybe this helps you some.
Those #s are from the strat guide which is outdated/incorrect. T21 is AR 0 not 3. DX2 is AR1 not AR0. Tusken is AR0 energy not AR1 kinetic. Etc.
We should wait until the new patch & we can see the actual values.
Cubble, a few corrections to your post. Firstly, your AR %'s are off, if you read the official "Advanced Guide" you'll notice at a 1 level AR gap is 50% percent and subsequent levels just stack on top of that. I'm not sure is this how armor is currently working, but since it's written by the guy who designed the system I figure that's how it is suppose to work.
As for the scatter, I think it deals Acid damage. If you want to test go to Endor and shoot at the Life Sapping Borgles, they are 100% acid resistant.
The stats you really care about are:
damage: damage range per shot
speed: the delay of the weapon, this is NOT speed. Delay is the time between shot, so you want a lower # here, not higher.
HAM costs: base cost per shot to your HAM
damage type: not shown, should be in a future patch
AR: not shown, should be in a future patch
The first 3 all get multiplied depending on your special. Special A might have the mulipliers 2x, 2x, .5x; which means it does twice the damage, is twice as slow, and costs 1/2 as much HAM a normal shot.
Damage type and AR are explained in the official guide to armor.