Pistoleer Archive

Thread: DX2 pistol info gathering post thread thingy

Scilin_Zelphis
Sat Aug 16, 2003 10:48 am
#1

im posting this in reference to the actual abilities of the dx2 pistol and what its potential good stats can be wondering if anyone can help me out


one a guildy made for me was like 21-141 and the range modifers were something like 56m -90 8m -24 0m+16 and a 2.7 speed with a 40ish action ham cost and armor piercing light (wich is bugged)


now this particular pistol was made wiht regular components of 900 qual and the titanium alluminum and platinite copper were very mediocre because no one on ahazi seems to of found any with good quality(and he ran out of materials for the advanced components as well)


now the question im asking is has anyone actually gotten a high quality one made with all the advanced components(using 900+ qual materials) and the high qual titanium alluminum and platinite copper because my fwg5 has much better damage delay ham cost and ranged modifiers like no penalty at 0 range and +24 or something at 20m id assume a poin blank weapon like this would atleast have a 200 max damage when made wiht good stuff seeing how its basically the pistoleers vibroknuckler

Rhylis
Sat Aug 16, 2003 10:58 am
#2

The post patch DX2s on Lowca are rougly 85-132 2.3. The sliced one I use is 111-174 and it works great. The AP light is not bugged, it works fine. If you watch the damage hit in your combat window and compare it to the number that rises about whatever you shoot it it will be 25% higher if its an unarmored enemy.



______________________________________

Bossman Owaw - Master Rifleman/Rebel pilot Ace on Gorath
Nozokai Owaw - Master Smuggler/Shipwright
Vipo Owaw - Master Swordsman/Doc

Tyro - Master Pistoleer, Master Doc wookie on Lowca - retired
SmugglerFlux
Sun Aug 17, 2003 12:12 am
#3






Rhylis wrote:
If you watch the damage hit in your combat window and compare it to the number that rises about whatever you shoot it it will be 25% higher if its an unarmored enemy.




No. I'm finding this to be not true. After factoring out resists my DX2 doesexactly the samedamage in the number over the mobs head as in the combat window on AR 0 targets. At least on mobs on talus that I have tested it on.




Pistoleer 5 / CH 5 / Medic 4030
Dashiva7
Sun Aug 17, 2003 1:04 am
#4

When I shoot a lair with disarming shotit hits for double damage of what it shows in the combat window spam.


I have had a Dx2 for a week and have yet to see the 125% damage on anything, from the lowest levels to the highest levels.


I stopped using it cause I would get more xp with my Fwg5. My Fwg5 only does half damage to armored opponenets but I get more group xp using it.


I guess you get xp for what is in your combat spam not what really affects the creatures.


Dashai


zelerich
Sun Aug 17, 2003 1:07 am
#5

Can anyone please tell me where to find a good weaponsmith for pistols is on Kettemoore?
Droopy_Doh
Sun Aug 17, 2003 8:55 am
#6

I can't comment on a dx2, because I have never seen one, and I don't think there has been one made on starsider. I think that there should always be at least one of all resources avalable to make everything in the game somewhere in the galaxy. I mean, really, we have ten planets, even if its low quality, it should be available.



This sig has been cleansed.
Scilin_Zelphis
Sun Aug 17, 2003 9:06 am
#7

the biggest problem doesnt seem to be the ingredients(except for that platinite copper) its that wihtout all the hq stuff why use the dx2 when you could use an easier to make and aquire high end ingredients fwg5 im just wondering how the high end ones will stack up but atleast we can use good easy to make fwg5's have you looked at what it takes to make a commando weapon its insane
vaderbaiter
Sun Aug 17, 2003 9:50 am
#8

I'm using a post patch DX2 stats were 82-129dmg 2.4spd 24/45/16 HAM after 33% dmg slice its upto like 175 max dmg.I really do enjoy the wepaon but i do have yet to see the plus 25% dmg kick in even against the weakest of creatures right outside of a town's gates.


I do however find that it being point blank really really sucks, like come on my weapon has a plus to hit at 0m's and at "ideal range" a negative of 30 something.This is ridiculous i was at 10m on a mob the other day as it fought my pet the to hit modifyer by it's name was at -35 i knelt and it went down to -18.


I realize that this is considered somewhat of a hand cannon and shouldnt have the best to hit modifyers, but they really over did it.We are pistoleers after all and this is our only cert we get for being one.I also looked at the BH scatter pistol which i noticed still gives positive modifyers at 20m,this perplexes me you would think they would be somewhat similar or even maybe reversed (Scatter point blank& DX2 20 metres).


Once again 0 metres is ridiculous, you literally have to stand on the mob with youravatars and the mobs models overlapping to be at 0m.I really think we should make this one of our issues the pistoleer tree is pretty good andI think we have room to sneak this in as an issue.Being a psitol master we should have at least some accuracy at a distance, it doesn't have to be 20m like the scatter but should be minimum 10m at least and probably more like 15 or 20.


Anyone else agree we should push forthis?

Karysk
Sun Aug 17, 2003 10:50 am
#9

As a proud memeber of the dim server..(Radiant HAHAHA) i know the feeling of shifts and lack thereof...but who wants a 46-110 DX2 w/ 4.5 speed and 35/50/45 HAM?



Karysk Mi"shyk--The casual Twi'Lek!--Radiant

Corellian Pistoleer 0/0/3/0
CH 2/1/1/1
Medic 4/1/4/4
EasyMcRhinopants
Sun Aug 17, 2003 4:14 pm
#10

I just learned something


The DX2 is kind of AR1.


I was fighting a bolle bol on Naboo. This critter is AR1, has like 15% energy resistance, and 40% acid resistance.


I shoot it with a scout blaster for283 raw damage. I end up with only 121 damage. This roughly correponds with a 50% drop (for the AR0) and then a 15% reduction.


I shoot it with a DX2 for 350 raw damage. I end up with 210 damage. This is exactly a 40% reduction (which corresponds to matching AR1, with the acid resist).


So, in that case, the DX2 is acting at an AR1 weapon.



Then I got attack an RSF captain (she was nearby). She is listed as vulnerable to acid. I hit for 400 raw damage, and I net 400 raw damage.


In this case (with an acid vulnerability), the DX2 is acting as a AR0 weapon.



This does not correpond to my understanding of how armor is supposed to work according to the writeup. I have a hunch it's a general problem, so people could probably test with SR's and axes and whatever.



SmugglerFlux
Sun Aug 17, 2003 5:20 pm
#11

That is exactly what I am seeing too. I have tested my DX2 on several AR1+ mobs and it always acts as a AP1 weapon against them. It just doesn't act as a AP1 weapon against AR0 mobs.



Pistoleer 5 / CH 5 / Medic 4030
Su1tar
Sun Aug 17, 2003 8:32 pm
#12

huh? so you dont get the benefits of the AP1 weapon just the negatives? WTH? What's the point then? Can anyone confirm this?





Sultar Son'koi
Guild Leader of Fury, Radiant

BH get a style called Eye Shot, Pistoleers get a title called Dead-Eye. You figure out the rest.
agerg
Sun Aug 17, 2003 9:03 pm
#13






Karysk wrote:
As a proud memeber of the dim server..(Radiant HAHAHA) i know the feeling of shifts and lack thereof...but who wants a 46-110 DX2 w/ 4.5 speed and 35/50/45 HAM?



ja, i'm a proud sucker to Radiant.. but their are better DX2's out now.. best i've seen was 50-140 3.2s 30/45/20 or something like that.. i know the HAM is prolly wrong maybe just a little off but damage was like that haha i didn't buy it because the range... wth? we should get launcher pistols and commandos get DX2's i mean, come on, 0 range... that's basically every other commando weapon besides launcher pistol haha...



Xitri
I Heart t3h Buffs



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