Rifleman Archive

Thread: 8000+ a Hit with a DXR6

Ciscero
Fri Nov 12, 2004 5:16 pm
#1

Can someone tell me how you get a DXR6 Disruptor to do 8k+ a hit with strafeshot 2 when the target has 10% resist to acid?


I'd sure like to know... cause I want one.






Ciscero
(gnn[[[[[[[[[[nn]nW9Xgggggggggggggggggggggggg)
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MrjaM7
Fri Nov 12, 2004 5:59 pm
#2

well there can be many factors, if the mob has armor, and if the rifle itself os high dmg, like a krayt dmg sliced rifle, seen some go to the 600's unpup or if exceptional, seen one in bloodfin that has a max dmg of +1000 if i remember correctly.

So its very possible to do 8k dmg with ss2.



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Ciscero
Fri Nov 12, 2004 6:00 pm
#3

oops sorry to mention armor ratings... medium armor... which would make it even up with the ap.






Ciscero
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MrjaM7
Fri Nov 12, 2004 6:20 pm
#4

still possible.



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Waste93
Fri Nov 12, 2004 7:28 pm
#5

For a 8k+ hit with StrafeShot2. Damage multiplier is 3.5X for SS2. So that brings it to about 2285.7 base damage. Factor out the 1.5X. That means that weapon had to have had a base damage of over 1500. That is without factoring in resists. A 10% resist would move this up to about 1650-1700 base. Considering AP2 vs AR2 as you stated.


If we consider both a 30% damage slice and 30% damage powerup. The base listed damage when crafted would have had to been about 975.


Most likely this weapon is a looted weapon.



Colonel Waste - The Wookiee Crusader
OditeFosore
Fri Nov 12, 2004 7:34 pm
#6

An exceptional or legendary dxr6 is the only way it'd be possible. There are a few around with ridiculous damage, that'd be my only guess. A krayt dxr6 with excellent +200tissues and a perfect 35% dmg slice would barely have high enough damage.


350 base damage +200 dmg tissues = 550

550 X .35 dmg slice = 742

742 + 32% dmg pwp = 979


979 X 1.5 base dmg modifier = 1468

1468 X 5 for strf2 dmg modifier = 7340 before resists

7340 - .1 for 10% resists = 6600 max dmg



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Disappointment
Fri Nov 12, 2004 7:51 pm
#7

You guys ever hear of elite yellow cubes? I'm sure there are at least a couple +50 max damage ones..........I myself have a set of +30's....... add on the krayt and form-fitted weapon stocks (another 30 damage) and with the powerups it could hit upwards of 8000..........

Or simply put, it could be exploited in some way.........either way it just rocks.



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Blu_Haze
Sat Nov 13, 2004 2:41 am
#8






Waste93 wrote:


Remove 1.5X multipliers. 1600 / 1.5 = 1066 base damage.







Just for clarification (just so I understand the process better) this step is simply because the rifle isAP2 and the enemy has AR2, effectively negating all armor piercing bonuses, correct?

Message Edited by Blu_Haze on 11-13-2004 04:41 AM



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Waste93
Sat Nov 13, 2004 3:58 am
#9






Blu_Haze wrote:






Waste93 wrote:


Remove 1.5X multipliers. 1600 / 1.5 = 1066 base damage.







Just for clarification (just so I understand the process better) this step is simply because the rifle isAP2 and the enemy has AR2, effectively negating all armor piercing bonuses, correct?


Message Edited by Blu_Haze on 11-13-2004 04:41 AM




No. The AP vs AR cancels out so I didn't even bother with those.


The step above is because all attacks get a 1.5X damage multiplier to the base. Which is why auto attacks do more damage than the base numbers indicate. So say a T21 that shows 150-400 is really a 225-600 base damage.







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Seedi
Sat Nov 13, 2004 8:09 am
#10

Is the base modifier different for ranged vs melee? Because the swordsman correspondant came up with a 1.76 modifier.



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Ackehece
Sat Nov 13, 2004 10:39 am
#11






Seedi wrote:
Is the base modifier different for ranged vs melee? Because the swordsman correspondant came up with a 1.76 modifier.






should be the same...


as far as I know pretty much every test run has come out to approx 1.5x




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Waste93
Sat Nov 13, 2004 12:17 pm
#12






Seedi wrote:
Is the base modifier different for ranged vs melee? Because the swordsman correspondant came up with a 1.76 modifier.




It should be the same. Though what it exactly it is we aren't sure since it was determined by testing and coming up with averages. So it could be off.


Tough I doubt they would use 1.76 . The way people are, they are much more likely to use a more common number such as 1.5 or 1.75 . Of course something like that is possible if they wanted to mess around with people and make it harder to determine.





Colonel Waste - The Wookiee Crusader
FoeHammerOne
Sat Nov 13, 2004 1:26 pm
#13

/boggle self


I thought the damage modifier was greater than 3.5 on strafe shot 2



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