Rifleman Archive
Thread: Did they change lair damage?
http://www.felarca.com/swg/bowcaster2.jpg
I think what happened was if a lair is out of spawns, ie: it will spawn no more enemies, you get a large damage multiplier, almost looks like about 4-5X or so. I was hitting for 1000 + with a 200 dam DLT20a auto-attack.
That makes 10k very possible with a good gun.
Khyras, On Bria.
Master Doctor/ Novice Rifleman
Rifleman for life. No pets, no spice.
Zevo23 wrote:
yea once a lair is out of spawns u do more damage...i was doing 8k+ with overcharge 2 after the lair was empty
The implementation of this isn't consistant though. I've seen the same thing but not very often. When I am actively engaging a lair and "milking it" of creatures this doesn't seem to happen. If I come back later after the last of the creatures have been killed it seems to work. I haven't figured out a pattern yet. All I know is that usually I don't get a huge damage boost on lairs and have to pound them for a while after taking the last creature.
It seems random, and doesn't always work. I was farming a bolle bol lair last night, killed the three that spawned, shot the lair and got the huge damage, then some more spawned so I switched to them, then back to the lair which still did the huge damage.
Factionbases always take normal damage even after I kill everything. This SUCKS becausethe big oneshave 64k HAM and it takeslike five minutes. I noticed that if someone else takes a rebel mission, kills all the NPCs and leaves the base intact, it will take the extra damage, but I've never had that happen on a base that I cleared myself, either solo or grouped.
The only time I usually see it is against natural lairs, not mission ones. I think I have gotten it on mission lairs if I went out of range of it and then came back in to make it repop. Will have to recheck that though. The only time I usually go oor is if I screw up badly and need to take off =P
Daishar