Rifleman Archive
Thread: Question/Concern about AR rating on weapons (some findings too)
Ok, so I recently learned about ar ratings on weapons and I decided to give rifles a go (I began as a pistoleer).
So after gathering some info on the board, I end up with a list of rifles with ar>0: Jawa Ion and Tusken Rifle at AR1, E11 and Laser Rifle at AR2 and the T21 at AR3.
So as an informed novice rifleman I chose the first ar1 weapon that was available to me, a Tusken Rifle 118-193 with 6.4 speed unsliced. I began fighting and I quickly noticed that something was a bit wrong... I don't think ar on weapons work the way it's intended to, or at least according to the prima guide.
I tested all my weapons, from carbines to cdef pistols and including the tusken rifle and here is what I found: all of them have a basic attack multiplier of x1.5 compared to the displayed stats in the examine window of your weapon. That value being the one displayed in the combat window (not the real one after ar values are supposedly calculated, more on that later).
So say you have a 60-100 pistol and do just auto attacks, your combat window will get attacks in the range 90-150 (1.5x the basic weap value) even if that pistol is ar0. My tusken rifle 118-193? Yep you guessed it, I got a range of 177-289 in the combat window. Now this wouldn't be a problem if ar values were actually computed after that and displayed over the head of the enemy when you connect. But from my experience it doesnt seem to be the case...
On some ar0 enemies I still saw my dmg over their head as the 177-289... no 25% bonus from the supposed ar1 of my tusken rifle... On monsters with ar1, instead of having no penalty, I still saw my damage halved much like the damage on a regular pistol (and no I am not talking about %resistance, I took that into consideration). I got a 88-145 range on monsters with ar1 and no resist, when I'm supposed to suffer no penalty. And I also tested that with a buddy in duel and my headshot2 damage got exactly halved as he equipped a helmet giving him ar1. What is going on? And why do all weapons have an auto attack mutliplier of 1.5?
Yes, I thought I stated this already. There is only AR 1 armor, unless you get ST armor. (AR2) I think they removed it, for earlier on, when people are using DLT20as. AR1 weapon vs an AR 3 armor isnt gonig to be a happy site.
Ive been trying to talk to the Armor Crafter Correspondant, to address this.
Wait a second, I am not discussing AR on player made armors, but on weapons here. I know for a fact that AR on armors is working at the moment, being through tests with my buddy in duel or with armored enemies or pets.
I am wondering about AR on weapons here, andI think it's broken or has been removed before retail. As a correspondant, do you think you could ask the dev team what has been done on that, and if it was removed is it going to be re-implemented later on? (but I doubt that...)
As it stands, if rifles have absolutely noAR advantage over pistols, they lose a big part of their edge over heavily armored enemies or end game dueling with player made armors...
Just because a weapon can do AR1 damage does not mean that it will do more damage on an AR0 target does it? I thought I understood it to mean that it can penetrate that AR class and do damage underneath.... not bonus damage to an unarmoured target. Am I wrong?
Zev
According to the official Prima guide and also according to several sources on the Internet, AR is "supposed" to work like that:
For every level that the weapon has over the armor, it gives 25% extra damage (ar1 weap over ar0 armor).
For every level that the armor has over the weap, it gives a -50% dmg penalty (ar0 weap over ar1 armor).
If the ar of the armor and weapon are the same, it just does regular damage.
However, as I pointed out in my first message, both seem to be busted as I don't do extra damage with a tusken rifle over a ar0 enemy and my damage is still halved over an ar1 critter or player...