Rifleman Archive
Thread: POSSIBLE MAJOR ISSUE
Weaponsmith pages have the limits on weapons stickied I believe. 1184.5 I just know, can't remember from where.
Emmgel
I think you can just use speed pups then, they increase the dps more than damages, and if you really like your gun, ADK it.
Things just decay too fast nowadays
Margantuacca wrote:
I have noticed a similar issue as well. I have a 1131 damage assault bowcaster, and when I put a 30% damage pup on it, the damage goes up to 1297 i believe. The damage added on is not 30%!! I was wondering if this was a bug, but you talk about caps on your damage. Where did you get the information about the cap on your rifle?
I think what the original poster is trying to say is that even though your bowcaster says it has 1297 max dmg, it will not hit harder than the 1185 dmg cap. While 1297 might not be 30% more dmg, it doesn't matter, you could have 2500 max dmg and you would still only hit your target for 1185 dmg. The argument is that the hard cap is in effect on the ALR no matter if you PUP it past the crafted and sliced hard cap. I haven't used powerups or payed much attention to it so I cannot confirm this happens.
Margantuacca wrote:
I have noticed a similar issue as well. I have a 1131 damage assault bowcaster, and when I put a 30% damage pup on it, the damage goes up to 1297 i believe. The damage added on is not 30%!! I was wondering if this was a bug, but you talk about caps on your damage. Where did you get the information about the cap on your rifle?
All weapons have caps on Damage, Speed, and SAC.
If your weapon is near the cap in one area, then it is in your best interest to use power ups that will effect other stats that are not near cap. In the orginal poster's example, he might be better off with PUP that reduces the weapons SAC, that you can effectively spam more specials.
BTW, my alt is a MWS, and most of the weapon caps are listed in the WS forum.
Hellofolks I am the guy with the brain. /wave
Take your min damage and take your max damage and it will give you a baseline #. 30% of that is the damage modifier.
Example:
Damage: 200-400 Weapon
400+200=600/2=300 <-----baseline
300x.30%= 90<---PuP Damage
New weapon damage= 290-490
Message Edited by ryuzobattosai on 07-22-2005 06:42 PM
ryuzobattosai wrote:
Hello all I am the guy with the brain. /wave
Take your min damag and take your max damage and it will give you a baseline #. 30% of that is the damage modifier.
Hey Braniac,
Did you even read the first post? The original poster is pointing out that even though the dmg PUP shows max dmg over 1185 when examining the weapon, it still only deals 1185 max dmg. No one has confirmed the findings yet either and there are no screenshots. I tend to believe the findings, but if Achence is going to bring it to the devs she needs hard data.
need to know the following.
1. What is the minimum damage on the weapon.
2. How much of the damage was being absorbed by the armour of the little beastie.
I notice you were doing head shots so that 3.6 times average damage of gun.
Your gun can't be at 326 average damage so I'm guessing the little beastie has a bit of armour protection.
I'm sorta pssd that my mod dps, increased by a spd pup,is not translated to damage dealt.
....same old combat spam number comes up just like the last one, and the one before, and the one before...etc..sad really