Rifleman Archive
Thread: How AR really works
I've donesome testing on this and as I see it. This is how it works.
In PvP, you wear armor against pistoleers and maybe carbineers but not against Riflemen.
Couse if you dont wear armor and should have an AR of 0, you somehow get exluded from the whole system, so no damage bonus on you. if you wear armor the damage will be calcutalated of your AR1 status with whatever resists the armor has.
Im not 100% sure about this but it would kinda make since to how things work.
Don't get mad guys, but that makes sence. I know we want things to be better for us our game, but a damage increase would not make sence. Think of it like this....
I have ful plate armor on as a knight of old. Under my arms there is a spot where there is no metal plate protecting me. Someone hits me with a sword in that location, it hits my body directly with nothing absorbing damage. Thus it's no different if it hit me with out any armor on. No increase in how much it hurts, just no Decrease as if it hit me where I do have metal plate.
I say we do some tests.
X = any number greater than zero
1) verse armor AR1 with energy effectiveness X% and use a T-21 or laser rifle.
2) verse armor AR1 with energy effectiveness X% use a DL20 rifle
3) verse armor AR1 with a jawa rifle with stun vulnerability
4) verse armor AR1 with energy effectiveness X% and use some AP1 energy weapon, think carbine has some.
5) verse AR0 target with no effective resistances with a AP 0,1,2,3 weapon.
Shooting a T21 against an energy-vulnerable creature results in base damage.
Shooting a T21 against a create with any level of energy effectiveness, but no armor does result in the 1.95 damage multiplier being applied.
Shooting a T21 against an unarmored PC is treated the same as energy -vulnerable case That is we just get base damage, and the strenght of the weapon is ignored.
Shooting a T21 against an armored PC is treated the same as hitting a creature with the same level of armor, plus the 75%PVP reduction.
The combat window is effectively bugged and misleading. It shows only base damage, not modified damage. It should say "you hit for X(Y)" where x is base, and y modified damage.
It's a nice idea and all, however it will be a sad day for all of us if they fix the AP-AR without doubling our damage. We'll be severely underpowered, more novice riflemen will flee to pistolteer, commando and BH. But IF they double the damage output by our weapons to compensate for the Poor-Novice-Rifleman-Effect (PNRE) our T21 will be twice as effective against AR3 mobs while effectiveness against AR0 remains the same. Which is probably what they do not want.
The concept of AP isn't a way to hit where the armor doesn't protect. That'd be AE. Armor Evasion.
AP is Armor Piercing.
A better comparison would be that you have someone in a suit of armor. A sword with an AP of 0 would be relatively dull. A sword with an AP of 3 would be razor-sharp and more resiliant. If you were "slashed" or "stabbed" with both of these swords, which one do you reckon would do more damage if you weren't wearing armor?
They still don't have AP working right. That's becoming VERY aparent to me, as it should be to everyone else. The problem is that AP is our damage-dealing weapon attribute, and without it we are completely screwed.
Some Dev Somewhere wrote:
"Here's how it actually works. That 50% reduction or 25% increase is applied to the protection of the armor, not the base damage. So if an armor with effectiveness of 30 has an AR1 and is hit with a weapon of AR2, it actually protects as if it had an effectiveness of 15 (30 * .5 = 15). Against a weapon of AR0, it protects as if were 37.5% (30 * 1.25 = 37.5). This 50% reduction or 25% increase is applied for each level difference. So if the armor had an AR2 it would protect as if it had an effectiveness of 46.9% (30 * 1.25 = 37.5 * 1.25 = 46.9.
Just for an update:
The above is patently incorrect in the PvE case, and I can prove it.
The damage that is done to a critter is the Floaty Damage, i.e. the damage that appears over the critter's head when you shoot it. The Floaty Damage is obtained by multiplying the Base Damage (i.e. the damage that shows up in your battlespam) by a Resistance and Armor Factor (RAF), thusly:
Floaty Damage = Base Damage * RAF
The RAF can be calculated for any critter and any weapon based on the following formulas:
1) If the AP rating of the weapon is EQUAL TO OR HIGHER THAN the AR rating of the critter:
RAF = [(1.25)^N] * (1 - Resistance)
In this case, N is the AP rating of the weapon minus the AR rating of the critter.
2) If the AP rating of the weapon is LOWER than the AR rating of the critter:
RAF = [(0.50)^N] * (1 - Resistance)
In this case, N is the AR rating of the critter minus the AP rating of the weapon.
Some hypotheticals, based on in-game tests:
AP2 weapon vs. AR1 armor with 15% resistance
According to the Dev quoted above, this would work like an AP1 weapon shooting an AR1 critter with 7.5% resistance. If that were the case, the RAF would be:
RAF = 0.925
According to the accepted theory, the RAF should be:
RAF = [(1.25)^1] * (0.85) = 1.0625
This is easy for a Rifleman to test. Grab your trusty Laser Rifle and go to Corellia and find a Violent Krahbu. Violent Krahbu have Light armor (AR1) and 15% Energy Resistance. If the Dev is right, the Floaty Damage will be LESS than the Base Damage. If the Floaty Damage is more than the Base Damage, we will know that the Dev is wrong.
Here is real, actual test data from a Laser Rifle (AP2) vs. a Violent Krahbu (AR1):
Base Floaty RAF
--------------------------
1743 1852 1.063
174 185 1.063
676 718 1.062
588 626 1.065
947 1006 1.062
892 947 1.062
AP0 weapon vs. AR1 armor with 15% resistance
According to the Dev quoted above, this would work like an AP1 weapon shooting an AR1 critter with 18.75% resistance. If that were the case, the RAF would be:
RAF = 0.8125
According to the accepted theory, the RAF should be:
RAF = [(0.50)^1] * (0.85) = 0.425
Grabbing my trusty DLT20a (AP0), I took some potshots at some Violent Krahbu (still AR1). Here's the test data:
Base Floaty RAF
--------------------------
282 120 0.425
250 107 0.428
Conclusion
The Dev quoted above seems to be unaware of how Armor Piercing and Armor Resistance actually works in the game.
Some Dev Somewhere wrote:
Therefore, if a weapon attacks with a damage type of the armor's vulnerability, all of the damage goes through with no damage reduction, but no damage increase either. So it appears as if it is working as coded.
He's correct in this case. If a critter is "vulnerable", the Base Damage is not affected by anything except resistances. This means that an AP0 weapon against an AR1 critter with appropriate vulnerabilities (e.g. Vulnerable to Energy vs. an Energy weapon) will not suffer any damage reduction from the Base Damage, but it also means that an AP3 weapon against an AR1 critter with appropriate vulnerabilities will not get a damage bonus from the Armor Piercing.
AldeonAvardulin wrote:
Yes, if you would read the whole thread we already proved it wrong
You and I appear to have differing definitions of what constitutes "proof."
It's one thing to say "The system doesn't work like you say, and here's a picture showing that it doesn't work like you say."
It's another thing entirely to say "The system doesn't work like you say. It works THIS way instead, and here's a bunch of real, actual data from in-game tests to prove it."
I prefer the latter over the former, personally. It's hard for the devs to argue with test data that proves them wrong beyond a shadow of a doubt.
Well we have proof now whatever way they want it, so where is our AP fix? ![]()
Thanks for taking the time to run those tests Volsted.