Weaponsmith Archive
Thread: SAC Question
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AvramV
Sun Jun 26, 2005 8:01 pm
#1
Forgive me if this has been beat to death, but I have not seen to much talked about as far as actual numbers, but...
Was just wondering what is being considered a good SAC for weapons nowadays. I have been hitting between 80-90 and I am a newish 10pt MWS from Valcyn. Then I see an Uber T-21 with a 110. I understand people trying to get maxed on damage, and I understand the debate between SAC vs. DPS. I have been starting to focus on SAC now. I am just curious what you all have been getting as far as SAC on Pistols, Carbines, Rifles, and Swords with basic (un-tissued weapons) assemblies.
Like I said, I am just curious.
Thanks
Avram Virracocha
Xeovar
Mon Jun 27, 2005 1:41 am
#4
Well, it all depends how you experiment your guns. With basic non-loot crafted items, you either go for damage/dps or for SAC.
I personally dont experiment SAC putting all in damage and speed, because SAC powerup makes it very cool regardless the base value. Additionally, the accuracy penalty is minimal as well, making it IMO a perfect solution and SAC pup the best choice of pup.
I personally dont experiment SAC putting all in damage and speed, because SAC powerup makes it very cool regardless the base value. Additionally, the accuracy penalty is minimal as well, making it IMO a perfect solution and SAC pup the best choice of pup.
AvramV
Mon Jun 27, 2005 2:25 am
#5
Interesting. Had not considered SAC PuPs. How much can they drop the SAC?
And are you doing all speed exp in components and damage in the final assembly? Just curious.
Xeovar
Mon Jun 27, 2005 3:25 am
#6
Yes, thats the way I experiment, it seems to me most efficient DPS wise. I know DPS are not fully accurate, but they make a great selling point and Im planning to run specific damage-maxed series of guns when I get some time.
Summerflame
Mon Jun 27, 2005 4:04 am
#8
I get 82-83 on my Laser rifles. I stock both low sac and high dps weapons. Different situations requires different weapons
As for using SAC pups, my own Combat char has a low sac carbine and Im using pups to get it to go even lower. being able to practically spam specials all day long is amazing
Xeovar
Mon Jun 27, 2005 4:19 am
#9
IMO, due to diminishg return formulas everywhere, difference between 80ish and 60ish SAC is much lower then difference between 100ish and 80ish.
As SAC pup takes it down by 30%, it means that any 110ish SAC gun ends up around 80... which is more then enough - again IMO
All of that really depends on playstyle, the way you manage your action pool and the way you use your specials. Experienced player will choose equipment to augment his own playstyle and CU did a pretty good job on making all styles playable.
As SAC pup takes it down by 30%, it means that any 110ish SAC gun ends up around 80... which is more then enough - again IMO
All of that really depends on playstyle, the way you manage your action pool and the way you use your specials. Experienced player will choose equipment to augment his own playstyle and CU did a pretty good job on making all styles playable.
hashiriya
Mon Jun 27, 2005 1:40 pm
#10
Only problem I see with using SAC pups is that you are giving up another potential damage bonus...
a 30% damage increase on a 948 HC Scatter is more effective to me than a 30% SAC reduction.
948 HC Scatter with +30% damage pup = 1232.4 max damage and about 82 SAC (perfectly acceptable SAC in my experience)
948 HC Scatter w/ 82 SAC -30% SAC pup = 57.4 SAC (I dont think you will ever realize this benefit because of the warm up/cool down timers)
XobNoics
Mon Jun 27, 2005 2:25 pm
#11
hashiriya wrote:
Only problem I see with using SAC pups is that you are giving up another potential damage bonus...
a 30% damage increase on a 948 HC Scatter is more effective to me than a 30% SAC reduction.
948 HC Scatter with +30% damage pup = 1232.4 max damage and about 82 SAC (perfectly acceptable SAC in my experience)
948 HC Scatter w/ 82 SAC -30% SAC pup = 57.4 SAC (I dont think you will ever realize this benefit because of the warm up/cool down timers)
Damage power ups are based on a min damage.
(min damage * 0.30) = damage that will be added to min and max
For example
370-948 HC Scatter will be
370 * 0.30 = 111 so
481-1059 with a 30% damage power up.
hashiriya
Mon Jun 27, 2005 2:50 pm
#12
XobNoics wrote:
hashiriya wrote:
Only problem I see with using SAC pups is that you are giving up another potential damage bonus...
a 30% damage increase on a 948 HC Scatter is more effective to me than a 30% SAC reduction.
948 HC Scatter with +30% damage pup = 1232.4 max damage and about 82 SAC (perfectly acceptable SAC in my experience)
948 HC Scatter w/ 82 SAC -30% SAC pup = 57.4 SAC (I dont think you will ever realize this benefit because of the warm up/cool down timers)
Damage power ups are based on a min damage.
(min damage * 0.30) = damage that will be added to min and max
For example
370-948 HC Scatter will be
370 * 0.30 = 111 so
481-1059 with a 30% damage power up.
even so...I think the point remains the same. At some point there is a diminishing returns factor with SAC reduction via pups....its sort of like driving a stick-shift...you have to find the mesh point where you are managing your SAC effectively without giving up damage.
DaBarius
Mon Jun 27, 2005 2:53 pm
#13
I am pretty sure 30% damage pups totally screw up speed, making DPS of the weapon lower than before. I build SAC pups because it is helpful and there is very little tradeoffs (e.x. -4 accuracy)
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