Weaponsmith Archive

Thread: The Armor Piercing System [Preliminary Data]

ObiWanJN
Wed Dec 03, 2003 10:57 pm
#40

And after re-reading VolstedGridban's post, I see that he pointed out all of my calculations in his post as well. Sorry for being redundant but the suggestion and proof of the developer's statement being wrong still exists. Reviewing his screen shot of the second shot shows the combat tab and the floaty damage in the same screen which strangely dont add up to the same modifier as the first shot. The modifier is 1.9737089 on the second shot. How odd indeed. The 3rd shot is at a modifier of 1.9537815. Why the inconsistency between the shotsin the exact same situation?
VolstedGridban
Thu Dec 04, 2003 6:19 am
#41



ObiWanJN wrote:
The modifier is 1.9737089 on the second shot. How odd indeed. The 3rd shot is at a modifier of 1.9537815. Why the inconsistency between the shotsin the exact same situation?




It has always been thus. If you gander at this post, you will see some earlier testing I did which revealed the same thing.

I just chalked it up to rounding errors or statistical noise. As long as the multipliers are close to the theoretical value, I'm not too worried by what happens out past the 2nd decimal place.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
VolstedGridban
Thu Dec 04, 2003 6:26 am
#42



Logix wrote:
You just said, "it's not broken" and I'm like, how in the world can you say that's not broken?!




This may be a function of how we play the game.

I am 100% exclusively PvE. I don't do PvP because my current computer is not beefy enough to handle a serious firefight in a city. Perhaps after Christmas, when I get my spiffy n00 computer (a bleeding edge Alienware), that will change.

Therefore, from my perspective, the Armor/AP system works just fine aside from vulnerability issues. And as a Rifleman with nothing but Energy weapons, vulnerabilities aren't something I run into very often (since only a few things in the game are vulnerable to Energy).

If you're more of a PvP player, you will have a different perspective. You will be more likely to think of the whole system as mostly broken, with a few bits that manage to work (i.e. the PvE side).

In either case, though, it's clear: PvE works (mostly), PvP doesn't (sorta). And in that much we agree. We just had to get through the fiddly bits first.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
NobodyHasThisHandle
Fri Dec 19, 2003 1:57 pm
#43

You want proof?
I use Headshot2 with my T-21 rifle (AP3, energy dmg) against a Huurton Matron (no armor, 15% energy resists)
Combat spam damage is 1100-1200.
Float damage is 1800-2000.
If that isn't increased damage, then the devs are on crack.
On occasion I've managed to do MORE THAN DOUBLE DAMAGE against the same creatures with the same weapon.
Perhaps those fluctuations in the damage increase pointed out in VG's screenshots are a little less than rounding errors, hm?



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I am not just text to be read, I'm a voice to be heard!

To the Devs: Less nerfs.
To the Devs: More fixes.
To the Players: Less complaining.
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