Weaponsmith Archive
Thread: The Be-All, End-All guide to ranged weapons If you have a question, this probably answers it.
ZionHalcyon
Wed Aug 24, 2005 9:44 am
#14
I take that back - on some I have the DPS listed, but that is only because it was a copy and paste from someone else's guide.
But all of them have the Damage Cap (DC) listed, although there is a ???if that information was not available in the guides I looked at.
ZionHalcyon
Wed Aug 24, 2005 7:51 pm
#17
Tanks wrote:
Forgot Heavy Lightning Rifle on BH specific ones.
That's because it wasn't in the information I copied and consolidated. We need some WS to pitch in.
Lycantha
Thu Aug 25, 2005 3:46 am
#18
Nice work, but I get the SAC cap notice at 73 on all carbs but DXR 6
Neekocha
Thu Aug 25, 2005 9:46 am
#20
Featherweight FWG5 range is 0-35m.
ZionHalcyon wrote:
Name: Featherweight FWG5 Pistol
Range: 0-25m
ZionHalcyon
Thu Aug 25, 2005 7:45 pm
#23
Mor-Dan wrote:
FWFWG5 caps at 966dmg
I know - that is already on there.
Barafu
Fri Aug 26, 2005 12:42 am
#24
My featherweight FWG5 does kinetic and not energy/cold as listed here.
Mor-Dan
Fri Aug 26, 2005 12:17 pm
#25
ZionHalcyon wrote:
Mor-Dan wrote:
FWFWG5 caps at 966dmg
I know - that is already on there.
my bad.. i was reading the FWG5 line.
JediGias
Fri Aug 26, 2005 12:26 pm
#26
Few things:
1. You did not put in a SAC CAP part for the profession specific weapons.
2. All weapons need an Accuracy cap section (thought Im certain no one has discovered them yet)
3. All weapons need a crafted speed cap aside from just modified speed cap of 1.00.
4. Some weapons have a different slice cap for some stats than the crafted cap, such as damage.
5. If it even exists, there should be a MIN damage cap category.
6. What about a wound % cap as well.
7. You have anumber of looted weapons in there that are not currently craftable. Do you want to have all looted weapons in there or only craftable weapons? You could go with looted weapons as well (including Necrosis, quest, ect.) since their stats do very a little, so you could have those. Not sure what you want to do.
8. I know you just copied pasted stuff, but since you put this together this is partially your guide and it is up to you how you want to handle things, so what do you mean by base DPS? It doesn't seem that you can say anything has a base DPS since it can all be varied.
9. Is your "action cost" section the MAX action cost possible for the weapon? Do you want absolute worst stats possible as well as the best?
10. There are more enhancers that you can have for weapons. Such as stocks and scopes. Some weapons take them some do not, you should also have a category for those, or a yes/no for each of them.
11. You dont need the "skill box: none" for the combat level 7 weapons since you do not have it for the other weapons.
Great compilation, thanks. This should be stickied as well. nice to have this all in one place.
I plan on having one of every Rifleman usable rifle made with all max stats (if I can) so I will try to get the missing info for those rifles for you.
1. You did not put in a SAC CAP part for the profession specific weapons.
2. All weapons need an Accuracy cap section (thought Im certain no one has discovered them yet)
3. All weapons need a crafted speed cap aside from just modified speed cap of 1.00.
4. Some weapons have a different slice cap for some stats than the crafted cap, such as damage.
5. If it even exists, there should be a MIN damage cap category.
6. What about a wound % cap as well.
7. You have anumber of looted weapons in there that are not currently craftable. Do you want to have all looted weapons in there or only craftable weapons? You could go with looted weapons as well (including Necrosis, quest, ect.) since their stats do very a little, so you could have those. Not sure what you want to do.
8. I know you just copied pasted stuff, but since you put this together this is partially your guide and it is up to you how you want to handle things, so what do you mean by base DPS? It doesn't seem that you can say anything has a base DPS since it can all be varied.
9. Is your "action cost" section the MAX action cost possible for the weapon? Do you want absolute worst stats possible as well as the best?
10. There are more enhancers that you can have for weapons. Such as stocks and scopes. Some weapons take them some do not, you should also have a category for those, or a yes/no for each of them.
11. You dont need the "skill box: none" for the combat level 7 weapons since you do not have it for the other weapons.
Great compilation, thanks. This should be stickied as well. nice to have this all in one place.
I plan on having one of every Rifleman usable rifle made with all max stats (if I can) so I will try to get the missing info for those rifles for you.
Message Edited by JediGias on 08-26-2005 03:46 AM