Rifleman Archive
Thread: same damage all the time...?
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Kierlak_BH
Sun May 22, 2005 1:39 am
#1
Is anyone else getting the exact same damage numbers over and over and over again? I've been a master rifleman forever now, and I have never seen anything like this.
Using a 533-1048 T21, my adjusted speed and DPS are 1.5 and 525.65 respectively. When I use improved headshot against say a level 80 leviasquall, my spam says 'Kierlak uses improved head shot and hits a leviasquall for 1016 point (1016 points of energy damage). A leviasqualls armor absorbs 859 points of a possible 1876 points.'
Absolutely every improved head shot, unless the target is knocked down, hits for the exact same amount and yields the exact same spam. So that means, as long as they were standing, every squall I hit at that lair got hit for the exact same numbers on every head shot. Come to think of it, I'm pretty sure that when I use improved headshot I have a 'possible 1876 points' against anything I am fighting.
Its the same for any other shot I use as well. Remarkably consistent. If I can ever get my advanced sniper shot to fire, I hit for something on the order of 3345 (forget exactly since it works so rarely but its within +/- 200 of that). And if by some miracle I get second shot away at the same target, sure enough, 3345.
Now I can calculate it out and see that 1876 is 1.79x my max damage on my T21, which I would guess is the shot multiplier for improved head shot.
Is there no variability anymore? If not, why do weapons even have damage ranges at all then? Just give them a damage value, the maximum now apparently, and let it go at that instead of adding the illusion of a damaga range.
I'm curious if anyone else has noticed this. Am i missing something?
Kierlak
Using a 533-1048 T21, my adjusted speed and DPS are 1.5 and 525.65 respectively. When I use improved headshot against say a level 80 leviasquall, my spam says 'Kierlak uses improved head shot and hits a leviasquall for 1016 point (1016 points of energy damage). A leviasqualls armor absorbs 859 points of a possible 1876 points.'
Absolutely every improved head shot, unless the target is knocked down, hits for the exact same amount and yields the exact same spam. So that means, as long as they were standing, every squall I hit at that lair got hit for the exact same numbers on every head shot. Come to think of it, I'm pretty sure that when I use improved headshot I have a 'possible 1876 points' against anything I am fighting.
Its the same for any other shot I use as well. Remarkably consistent. If I can ever get my advanced sniper shot to fire, I hit for something on the order of 3345 (forget exactly since it works so rarely but its within +/- 200 of that). And if by some miracle I get second shot away at the same target, sure enough, 3345.
Now I can calculate it out and see that 1876 is 1.79x my max damage on my T21, which I would guess is the shot multiplier for improved head shot.
Is there no variability anymore? If not, why do weapons even have damage ranges at all then? Just give them a damage value, the maximum now apparently, and let it go at that instead of adding the illusion of a damaga range.
I'm curious if anyone else has noticed this. Am i missing something?
Kierlak
PyscoJuggalo
Sun May 22, 2005 2:25 am
#2
Kierlak_BH wrote:
Is there no variability anymore? If not, why do weapons even have damage ranges at all then? Just give them a damage value, the maximum now apparently, and let it go at that instead of adding the illusion of a damaga range.
There is no variable anymore and I agree with this statement.
D-Ray
Sun May 22, 2005 4:34 am
#3
I found that the damage output for a specific weapon typeis stable for each template...
When I testedthe damage output of ranged shoton a low level mob was exactly the same as the maximum damage of my rifle (my template was master rifleman / master bh / pistoleer x134). When I changed to a carbine the damage output of ranged shot wasless than the maximum damage of my carbine, probably due to the fact that my combined carbine / general ranged skills aren't up to the point where damage output is at its maximum.
Discussion on damage and multipliers:
http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=96503
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