Rifleman Archive

Thread: DXR-6b Disruptor Rifle and Armor Piercing

Molveno
Wed Aug 04, 2004 12:15 am
#1

Hi all,

I'm a master weaponsmith and almost master rifleman on Chilastra server.

Yesterday, i got counter sniping 2 and made my first Disruptor Rifle and had a lucky 29% dmg slice on it.

Now it's 5.4 196-415, which is pretty cool.


Anyway, got my disruptor and went to get some missions to test it. After a couple of headshot3s i figured

that it's not damaging as my laser rifle, which has 42-402 dmg.

Then i grabbed my all three guns, T21, Disruptor and Laser, found a bocatt, went prone and started

concealing him with all three guns. I shot once with each rifle and here are the results.


Bocatt have 10% energy resistance, and no acid resistance at all, and AR0.


T21 - Dmg: 146-376

Dmg in combat window : 712

Floaty dmg : 1252


Laser Rifle - Dmg: 42 - 402

Dmg in combat window : 642

Floaty dmg : 903


Disruptor - Dmg: 146 - 376

Dmg in combat window : 737

Floaty dmg : 738


This is kinda weird i think. Looks like armor piercing stuff doesn't work with the distuptor rifle.


Any of you having the same problem?
Ogre6369
Wed Aug 04, 2004 12:18 am
#2

With no acid resistance (a vulnerability to acid)there is no damage bonus for armor piercing.



Rava G'Lok, Master Architect, Master Rifleman, Master Marksman, Former Master Tailor, Former Master Artisan.
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Rawauh
Wed Aug 04, 2004 12:52 am
#3


ya, if something is vulnerable to a dmg type the armor piercing doesnt do any extra dmg, it is a bug and should be fixed, but it prob wont. this is t get rid of the armor rating that teh creature might have. vulnerability more or less renders a creatures armor to ar0 but gives no weapon bonus.

Message Edited by Rawauh on 08-03-2004 03:53 PM



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Celcon - Master of the Whoring of Loot Profession
XaverriJade7
Wed Aug 04, 2004 12:56 am
#4






Rawauh wrote:


ya, if something is vulnerable to a dmg type the armor piercing doesnt do any extra dmg, it is a bug and should be fixed, but it prob wont. this is t get rid of the armor rating that teh creature might have. vulnerability more or less renders a creatures armor to ar0 but gives no weapon bonus.

Message Edited by Rawauh on 08-03-2004 03:53 PM



I thought this was as it was designed. Has it been stated as a bug by a Dev or Correspondent? Would be nice to get that extra bonus...






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Rawauh
Wed Aug 04, 2004 12:59 am
#5

well i dont know if its been stated or not but i figure its a bug. if something is vulnerable to acid then why wouldnt it still be vulnerable to the medium armor piercing of the weapon? it make sense that if something is 5% acidand0 armor you get a 50% bonus. why doesnt 0% acidgive 50% bonus? cuz technically it is worse vs the 5% guy but you can hit the 5% guy for quite a bit more dmg.



---------------
Celcon - Master of the Whoring of Loot Profession
Molveno
Thu Aug 05, 2004 2:10 am
#6

Heh, if i can hurt a resistant guy more than a vulnarable one, then it's simply, definitely a bug.


I love my disruptor and I really don't wanna switch back to laser after examining the mob and seeing he's vulnarable to acid. this is ridiculous...
RozhlokLightningskull
Thu Aug 05, 2004 5:08 am
#7






Molveno wrote:

Heh, if i can hurt a resistant guy more than a vulnarable one, then it's simply, definitely a bug.


I love my disruptor and I really don't wanna switch back to laser after examining the mob and seeing he's vulnarable to acid. this is ridiculous...






I don't know if it is a bug. Lightsabers are AP2 and do lightsaber damage, which all things are vulnerable to. The Jedi community brought this issue to the attention of the devs, but, there was a never a fix for it. If this is a bug, as an MBH I hope they don't fix it, ever. That would mean a Jedi would do 56.25% (1.25^2)more damage to me and they already hit me hard enough! OUCH!




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PoilDeCarotte
Thu Aug 05, 2004 6:02 am
#8






XaverriJade7 wrote:

I thought this was as it was designed. Has it been stated as a bug by a Dev or Correspondent? Would be nice to get that extra bonus...







I think it has been stated as bugged in the Pistoleers forum.

Vulnerability to a damage type : the AP is not taken in account. I thought it was only a problem for pistoleers, did not know that all professions are affected... well, I prefer to see this affects everyone instead of only 1.


Hope this get fixed in the "upcoming" CB... or CR like it is called now



______________________________________________________________________

Just call me PDC or Poil...
UWSkeletor
Thu Aug 05, 2004 7:00 am
#9






RozhlokLightningskull wrote:





Molveno wrote:

Heh, if i can hurt a resistant guy more than a vulnarable one, then it's simply, definitely a bug.


I love my disruptor and I really don't wanna switch back to laser after examining the mob and seeing he's vulnarable to acid. this is ridiculous...






I don't know if it is a bug. Lightsabers are AP2 and do lightsaber damage, which all things are vulnerable to. The Jedi community brought this issue to the attention of the devs, but, there was a never a fix for it. If this is a bug, as an MBH I hope they don't fix it, ever. That would mean a Jedi would do 56.25% (1.25^2)more damage to me and they already hit me hard enough! OUCH!






Although if the J3d3y3's have brought this up and it hasn't been fixed yet then maybe it's not a bug.



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Skel Etor
Valcyn
Master Sharpshooter

Logitition
Thu Aug 05, 2004 8:43 am
#10

It is NOT a bug.


About month 3 it was brought up and the devs clearly stated that it was 'working as intended'.(u can probably still find the post in the backlogs of the dev tracker)


It kinda makes sense if u look at it right.. Holow points are some of the best bullets to tear apart human flesh and make the most mess of them inflicting huge damage.. It is the WORST to use against body armor. Armor piercing ammo can cut through steel, if u are in war, it is actually BETTER to get hit by an armor piercing round due to the clean entrance and exit wounds due to the lack of shattering..





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UWSkeletor
Thu Aug 05, 2004 9:24 am
#11






Logitition wrote:

It is NOT a bug.


About month 3 it was brought up and the devs clearly stated that it was 'working as intended'.(u can probably still find the post in the backlogs of the dev tracker)


It kinda makes sense if u look at it right.. Holow points are some of the best bullets to tear apart human flesh and make the most mess of them inflicting huge damage.. It is the WORST to use against body armor. Armor piercing ammo can cut through steel, if u are in war, it is actually BETTER to get hit by an armor piercing round due to the clean entrance and exit wounds due to the lack of shattering..








I guess I never understood the difference between an armor piercing lazer beam or a non-armor piercing lazer beam. . I always just figured the armor piercing one had a bigger power supply.


But I believe the devs have changed other things that they had stated were "Working as intended". Carbineers charge shot for example. Also, from that post from Keldarin awhile back, the devs seemed to be confused as to how the actual armor system was working to begin with, if you remember all of the posts by Volsted and others.



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Skel Etor
Valcyn
Master Sharpshooter

Sotaudi
Thu Aug 05, 2004 1:25 pm
#12






Molveno wrote:

Heh, if i can hurt a resistant guy more than a vulnarable one, then it's simply, definitely a bug.


I love my disruptor and I really don't wanna switch back to laser after examining the mob and seeing he's vulnarable to acid. this is ridiculous...





The problem is, you are looking at only one side of the equation, how it affects higher AP. However, if the AR (armor rating) vs. AP (armor piecing) differences count when the target is vulnerable to the damage type, then, to be consistent, it would count both when the AP is higher than the AR and when it is lower. So take two instances: the DXR6B against a target with no armor, but that is vulnerable to acid damage, and another target that has heavy armor that is, likewise, vulnerable to acid damage.


If AP counts when the target is unarmored and vulnerable, I should get a 1.56 times (i.e., +56%) damage bonus for the medium armor piercing of the DXR6B vs. no armor and lose no damage because it has no resists. This is what people focus on when they call this a bug. But if AP counts, then going against the heavy armor target, I would get a 0.50 times (i.e., -50%) damage penalty against that target because it has a higher armor rating than my weapon. So while I would still lose no damage from resists, I would lose 50% of my damage due to AP vs. AR. How does that make sense? A target that is vulnerable to my damage type still reduces my damage by 50%?


On the other hand, as it currently works, if my DXR6B does a 500 point hit against the heavy armor target that is vulnerable to acid damage, I do 500 points of actual damage. I do not lose 50% of my damage due to armor, and that makes sense. The target is vulnerable, so it does not resist my damage at all. The vulnerabilityprevents the armor rating fromhelpingor hurting the damage.


Now, if the vulnerability allows 500 points of damage through heavy armor when it would normally be reduced by 50%, it is not unreasonable to expect that the exact same vulnerability in medium, light or even no armor would produce the same 500 points of damage. Same "resistance" factors, same results. In otherwords, the current system is consistent. If the target is vulnerable, you do the same amount of damage no matter what the AP vs. AR rating. When the target is not vulnerable, the armor and resistance factors come into play to determine how the weapon performs against the target's armor. Higher AP and lower resists equate to more damage. Lower AP and higher resists equate to lower damage. So while there is a big jump in damage going from vulnerable to 1% resists for higher AP, there is also a big damage lossgoing from vulnerable to 1% resists when the AP is lower. And that is reasonable.


Could they have handled it differently? Yes. It it a bug? No. It is a design choice that is certainly a reasonable way to handle it. Therefore, do not think of vulnerabilities as simply 1% less resistance to damage than a target with 1% resists, but as a different class of damage calculationaltogether. When looked at from all angles, it makes sense.





Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



superBOY5
Thu Aug 05, 2004 3:22 pm
#13

Yeah it is "working as intended" although us Rifleman probably would like to disagree and others that get AP2. If its vulnerable no matter the armor type it should do more damage if the check is met.



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