Rifleman Archive
Thread: Powerups and Attachments
Amphiaraus wrote:
Can anyone explain how Powerups and Attachments improve the performance of ranged weapons?
Powerups allow for a bonus to be applied to many stats, generally the powerups
come in two stat versios, something at 30%+ and 15%+
for rifleman who are not speed capped speed +30% is good
otherwise max damage +30% is good. In pvp you would rather have
min damage +30%, you also can get them to modify range and ham costs
eg: Tuned Scope Of Devestation (demo- not a real attachement)
+33% Maximum Damage
+15% Minimum Damage
+3% Range
Attachments do not attach to weapons - see last part of reply
How do I add a Powerup and/or Attachment to a ranged weapon, or can only a Weaponsmith do this?
powerups can be added by yourself as they wear out after 100 uses,
you will probably use crates of them. Just drag it onto the weapon and then it should be on it.
Finally, is it the case that clothing can have attachments that improve the performance of ranged weapons?
clothing attachements/armor attachments give modifiers to your skill and not to the performance of the weapon
generally as a rifleman you will be seeking, speed and accuracy mods + any defense mods you can get.
eg: Rifle Speed +10
Rifle Accuracy while moving +4
etc
How do I add such an attachment to clothing, or can only aTailor do this?
anyone can add attachements - do an examine on your clothes/armor-
it should tell you how many sockets it has
you can just drag and drop that many attachments to that peice of clothing/armor.
beaware that you should not currently try to add two of the same
attachement to the same article of clothing as it is
bugged and you will only get the last/greater mod and not both added together.
Amphiaraus
Novice Rifleman/Novice Ranger
Jeisyn wrote:
hmm...
Interesting speculation, Wayne. Here's some alternatives. I'm just tossing around ideas here, nothing concrete
you take a basic crafted weapon. it decays at a specific modifier. now you slice it. this seems to adjust the decay modifier in such a way that it decays faster. POSSIBLY, thebetter the slice, the faster it dies - no hard evidence here from me.
adding a powerup seems toadjust the decay modifier even further,possibly at a ratio of how much dmg/speed the powerup addsor possibly just a hard-coded "powerup decay modifier" that is the same no matter how good or bad the powerup.
for example - i have a Krayt E11 that received a 34% damage slice. i loved this gun and wanted it to last, so inever put powerups on it. i've used it quite a bit and it decays much much slower than my other guns with powerups. /shrug
hard to say if the decay is a ratio based on "how well the gun is hotwired", or if it's a hard-coded "powerup + slice = decay modifier of xx"
This COULD fit in with my theory... Slicing, powerups, specials...ALL of these affect the DPS of the weapon.
I think I may be able to test this. I have some identical Laser Rifles... same crate, same damage slice. With all the grinding I am doing, I could take these two along and use them in very specific situations:
-- I will take turns using them on the exact same animals, animal "X" as of now
-- I will attempt not to use them for ANYTHING else.
-- I will use one of the rifles without any powerups and keep track of how many of animal X I kill.
-- I will use the other rifle WITH powerups (damage, specifically) and also keep count.
Theoretically, after I have killed large and equal numbers of Animal "X" with both rifles, their condition should be close.
There are some variables that cannot be worked around, but which shouldnt make major impacts either:
-- Not all animals with the same name have the exact same HAM.
-- The final shot on each animal could be mostly wasted (if the animal only had 1 MIND unit left, for example) or could be used to the maximum (I hit it for 800 damage and he has 799 mind left).
Hopefully large numbers of kills would average out these differences, making them negligible.
I plan to use HeadShot 3 while prone from a distance on some animal that can always be killed before aggro. The reason for this is that I do not want the rifle firing off other shots automatically at his friends that have aggroed me.
Is this a reasonable test?
this would seem to be a fair method of testing - it will require much work though... the data set will have to be immense to increase the reliability of your test. ^_^ if you have the time and want to do It I am most interested in how this occurs myself! You will have to make sure you keep track of the powerups you use on the non-control rifle (preferably all the same - got a few dozen crates :-) )so that the affect is also normalized... if you use mind cost reducers vs max damage does this affect decay? and if so what are the implications of non decay increaseing powerups .... ie: Reduce mind cost 33% Increase Max Range 15%
WayneInAustin wrote:
Ithink I may be able to test this. I have some identical Laser Rifles... same crate, same damage slice. With all the grinding I am doing, I could take these two along and use them in very specific situations:
-- I will take turns using them on the exact same animals, animal "X" as of now
-- I will attempt not to use them for ANYTHING else.
-- I will use one of the rifles without any powerups and keep track of how many of animal X I kill.
-- I will use the other rifle WITH powerups (damage, specifically) and also keep count.
Theoretically, after I have killed large and equal numbers of Animal "X" with both rifles, their condition should be close.
There are some variables that cannot be worked around, but which shouldnt make major impacts either:
-- Not all animals with the same name have the exact same HAM.
-- The final shot on each animal could be mostly wasted (if the animal only had 1 MIND unit left, for example) or could be used to the maximum (I hit it for 800 damage and he has 799 mind left).
Hopefully large numbers of kills would average out these differences, making them negligible.
I plan to use HeadShot 3 while prone from a distance on some animal that can always be killed before aggro. The reason for this is that I do not want the rifle firing off other shots automatically at his friends that have aggroed me.
Is this a reasonable test?
Amphiaraus
What I was saying is that it should take the same amount of DAMAGE OUTPUT from a rifle to kill the same MOB. So if one rifle is putting out that damage faster than the other (because of powerups) it shouldnt matter the number of shots.