Rifleman Archive

Thread: Krayt Disruptor Part 2

cyberrico
Wed Feb 25, 2004 11:14 pm
#1

Well, I got a 28% damage slice this time.


Here it is unsliced with no powerup:


http://www.imagedump.com/index.cgi?pick=setandget&tp=44266&poll_id=0&category_id=20&warned=y


Here it is with a 28% slice:


http://www.imagedump.com/index.cgi?pick=get&tp=44267


And finally with a powerup:


http://www.imagedump.com/index.cgi?pick=get&tp=44268


Still not perfection, and I didn't break the 700 damage mark, but this is close to the top end damage on my server.


I used a different stock this time. The looted stocks are nice for speed and HAM costs, but I was going for pure damage. The stock added 39 to min and 39 to max. I have heard of people making 41's and I could throw a 33% max damage powerup on it, but that still wouldn't get me over the 700 mark unless I break the 32% damage slice threshold.


Not quite perfect, and not better than a krayt 21 with the same slice and powerup, but a sweet alternative.


It is certainly beyond any imaginable e11.



Wasabi Dakhammon, Master Fish Pimp
Immortals <I>

ShadowPhenoix
Wed Feb 25, 2004 11:29 pm
#2

Dude it is said that you can put up to 6 krayt tissue slots on it i was told.........i havbe 6 perfect ones in my posetion wich each are like 60+ dmg per a unite so 6 of them is 300+ dmg added plus a decent slice you lookin at a bad rifle am i wrong ???



I like fishes
cyberrico
Wed Feb 25, 2004 11:53 pm
#3

The gun requires 5 tissues but you need another for a schematic.


Krayt tissue doesnt stack, so even though you put 5 in 5 handlers, you would only get the +60.


Also, I just found out that the type of cube you use affects the final product.


White does nothing
Green improves integrety
Red improve HAM cost
Yellow improves Dam


I have no idea how much they impct the final product for.


Both of mine were made with white (argh).


My next set of tissues will be used to make one with my yellows and I'm holding out for the +81 tissue this time.




Wasabi Dakhammon, Master Fish Pimp
Immortals <I>

LLJK_Griz
Wed Feb 25, 2004 11:58 pm
#4

Red is -4 HAM, yellow is +10 min/max, green is integrity but I don't know if that does anything for weapons, white does nothing.



POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
Barb-Wire
Thu Feb 26, 2004 9:43 am
#5

that one is a little bit better. but still needs another 100 points unsliced unpowered up to match a typcal T21 in damage output. the only real benefit of this weapon is a damage type other than energy at a useful DPS. dunno i just think the dev's dropped the ball by making it acid.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
RebelKangaroo
Thu Feb 26, 2004 2:14 pm
#6

Mine made with yellow cubes and looted stocks from the Imperial Themepark is 4.4 spd 200/391 min/max and 59.7% wound. It is +97 to ideal range (54m) and with a mind cost of 65. That's with out Krayt tissue or slice or powerup. It was an exceptional assembly though. So yes, the yellow cubes help quite a bit from my perspective.





Ciet Darksun - Tempest

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