Weaponsmith Archive

Thread: Highest Wound % Weapon

TyllerMysun
Mon Jun 21, 2004 5:46 pm
#1

Is there any weapon that tends to have a very high wound %, high being 60% or greater. I thought I saw a weapon with a 72% wound chance before.


Can any one help me out?



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IceMonkey05
Mon Jun 21, 2004 5:54 pm
#2

Can I be a noob and ask what that does? Is it just like it sounds, have a x% of doing damage every time its used?




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Dodece
Mon Jun 21, 2004 5:54 pm
#3

I made a 65 percent wound chance acid rifle once. Technically I could have made it a eighty or ninety percent wound chance. At the price of some damage and speed. Though the bonueses are debateable as to how effective this is. It just increase the number of hits that wound. Which sounds good until you realize that even with a huge powerful weapon the wounds seem to be the same size that a cdef might make. When buffs get overhauled and the number of doctors and combat medis decreases. The wounds will become more annoying to players. The real problem is though that the wounds never stack in a good way. They are spread out. So a eyeshot somehow wounds all the other bars. Its not like you can put those ten wounds on one bar which would be nice.


Notice I only did cursory tests on this.
CorenLanra
Tue Jun 22, 2004 7:29 am
#4

I've made some 75+ or so wound % with an exceptional projectile pistol barrel.


You can also get pretty high wound % with a themepark high velocity blaster pistol barrel.



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Brilyn
Tue Jun 22, 2004 7:57 am
#5

If you experiment the Damage line on Scopes, the Wound % gets nasty.



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SpunkyKuma
Tue Jun 22, 2004 8:50 am
#6

85% on a Heavy Cleaver made from Rancor teeth, it's sick- the stats came out 4.3 83-330 85% wound, -17/-27/-17 accuracy mods, forget the ham costs though.

I also added a 33% wound powerup on a looted DXR6b that had 65% wound, it pushed it to 86% (it's 5.6 167-403)



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Lurax
Tue Jun 22, 2004 9:28 am
#7

berserker rifles do



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Kershakk
Tue Jun 22, 2004 6:48 pm
#8

Funnily enough I had been working with my guild's lead faction base defender on new ways to ward off attacks.


Made a prototype DXR6b rifle using an advanced scope tooled for wounds - I think that's the only item that directly can be experimented on wounds as a trade off, everything else wound goes up as a side effect. 69.9% rifle base wound.


Stuck on a barrel powerup with 32 wound/16 max damage, bringing up the wound to 92%ish. Had him quaff Ahrisa, Vasarian and powerboost, then I shot at him (I am a master rifleman).


I executed several sets of10 attacks using mind shot 2, and head shot 3,and peaced out so we could recover, and he'd medidate.


Using mind bleed attacks we got the best results. In those sets of 10 attacks using mind shot 2 he accrued 100 wounds to bothfocus and willpower (some smaller sets elsewhere but this definitely was the key set that got hurt) - as well as 60-80 Battle fatigue. Mind took a small beating, at 10-15 wounds, but it was evident the secondaries suffered the most.


Using headshot 3 was not anywhere nearly as effective - with maybe 10-20 wounds to focus and willpower, and a few on mind.


Also did the test using a T21 with 41% wound and the numbers roughly matched this discrepancy.


This test was done without armour - we are both wookiees. Will have to test if armour reduces wounds as well - if it does not, then during long drawn out raid defenses with several wave and resses, and coupled with damage reduction but no effect on wound accrue would mean a rather efficient way to hamper the enemy (may have to start including an entertainer as a support out the back!). Issuing 4 such rifles to key riflemen defenders co-ordinating mind bleed attacks one target at a time could mean complete shutdown of target's mind pool regen as well as making them even think happy thoughts cost half his remaining pool.
Gron_DM
Tue Jun 22, 2004 10:26 pm
#9

any sword with bile soaked teeth is mean, cleaver even more so since it uses 2 of them. slow as sin but good dmg.



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Kershakk
Tue Jun 22, 2004 10:40 pm
#10






Gron_DM wrote:

any sword with bile soaked teeth is mean, cleaver even more so since it uses 2 of them. slow as sin but good dmg.







That implies that the bonuses add up for each component whereby everywhere else they don't - example, 10 power handlers in a T21 don't add 10xhandler stats to the final build.


It differs for two handed cleavers or was it an oversight on your part?

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