Weaponsmith Archive
Thread: Scopes and pistols
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LiamDeclan
Tue Mar 08, 2005 2:17 am
#1
Could one of you weaponsmiths tell me what the best scope is for pistols?
Can you experiment on the wound chance on pistols and can you experiment on the scopes wound chance?
I am looking and hoping to get the highest wound chance possible and was wondering if weaponsmiths could do it
or do I have to use the IMP themepark scope?
Can you experiment on the wound chance on pistols and can you experiment on the scopes wound chance?
I am looking and hoping to get the highest wound chance possible and was wondering if weaponsmiths could do it
or do I have to use the IMP themepark scope?
DaBarius
Tue Mar 08, 2005 2:43 am
#2
I believe the Imperial themepark scope has the best wound chance.
But if you want it to be good,0 HAM scopes are the best... WS's can make em
LiamDeclan
Tue Mar 08, 2005 2:50 am
#3
what do you mean 0 HAM does it take away from the pistol HAM or does the scope add HAM anyway and WS scopes can reduce that HAM ?
Can wound chance be experimented on either pistols or scopes anyway?
Can wound chance be experimented on either pistols or scopes anyway?
happyheadhunter
Tue Mar 08, 2005 5:06 am
#4
The wound chance comes with the damage experiments. The scopes can add a huge amount to the HAM costs, so most WS will experiment on effeciency, but you can experiment on damage to increase the wound also.
DawinGamond
Tue Mar 08, 2005 6:11 am
#5
You can experiment damage (increased wound chance), range (ideal range modifier), or efficiency (HAM costs). An unexperimented crafted scope will come out around +13 ideal range mod 21/21/21 HAM costs (this is in addition to the regular HAM of the weapon)-sorry, don't know the wound chance, rarely anyone asks for an increase in this stat. From there, alot of the smiths will experiment the HAM costs down to 0/0/0 while you still retain the +13 to the ideal range modifier. Interestingly enough, I have found that when I ask a customer what preference they have (an efficiency or range mod experimented scope) they almost always go with the range mod experimented scope stating "with buffs, who cares about a little extra HAM cost."
roxby
Tue Mar 08, 2005 6:21 am
#6
I have had the same experience: Most customers ask for improved range over HAM. I use advanced scopes now, after some good min spawns on Chimera, giving +45 range, 15/15/15 HAM.
happyheadhunter
Tue Mar 08, 2005 9:34 am
#7
I believe the pre-experiment wound for adv. scopes is 8. I usually do the first experiment (about 7-8 points) in effeciency, then dump the rest in range.
LiamDeclan
Tue Mar 08, 2005 12:19 pm
#8
ok here is my situation I am about to get a couple of DE10s made and want to know if the scopes can bring the wound chance on the pistols over 50% closer to over 60% I hope. I have 103 damage tissues to use in both.
my current DE10 has 42% wound chance with no scope.
IMP theme park scopes have 20% wound but 25HAM and 25range or is it 20range?
If anyone has the free time and needs to make one anyway could you post the stats on a crafted scope?
my current DE10 has 42% wound chance with no scope.
IMP theme park scopes have 20% wound but 25HAM and 25range or is it 20range?
If anyone has the free time and needs to make one anyway could you post the stats on a crafted scope?
dirlook
Tue Mar 08, 2005 8:31 pm
#10
LiamDeclan wrote:
ok here is my situation I am about to get a couple of DE10s made and want to know if the scopes can bring the wound chance on the pistols over 50% closer to over 60% I hope. I have 103 damage tissues to use in both.
my current DE10 has 42% wound chance with no scope.
IMP theme park scopes have 20% wound but 25HAM and 25range or is it 20range?
If anyone has the free time and needs to make one anyway could you post the stats on a crafted scope?
forget about wound chance...get the WS to make the scopes with the highest Range mods...
From my understanding Wound Chance is only the % chance of a shot leaving a bleed on the enemy ? If this is correct then its pretty usless for a Pistoleer to have high wound chance because they have a 'Health Shot' anyway. Please correct me if im wrong.
LiamDeclan
Tue Mar 08, 2005 11:46 pm
#11
I am also a Bounty Hunter and Torso Shot does alot of damage with my current DE10. I have been told that the higher the wound chance the more damage the DOT does when it Ticks. I tried this out and it Ticks about the same percentage of damage as the original Torso Shot did but at the wound percentage. example 2000damage Torso Shot and when he ticks its another 1000 damage if wound chance is 50% which my pistol is 51 I thought it was 41.
Zandergeef
Wed Mar 09, 2005 11:25 am
#12
Yellow DE-10 barrels can add to the wound of a DE-10 but it is rare.
And ya most people choose to hit more often then to get a little higher wound. I have heard about getting a higher tick from bleeds/fire when there is a higher wound.
Side note: I seem to only get to 2 HAM cost when experimenting on HAM on advanced scopes.
ana-mo-cara
Wed Mar 09, 2005 6:49 pm
#13
Liam that is a common misconception. Higher wound chance will not increase the power of a dot its duration, or the probability of sticking said dot. It will also not increase the chance of a hit. The wound percent is a bogus system and a veritable waste of time. Here is how the wound chance works.
Each wound hit that sticks will caust 1 point of wound damage to every pool. So If you had a hundred percent wound chance. With each hit you would only cause your enemy 1 point of damage spread over each pool. After 10 hits you will have inflicted 10 points of wound damage. That sounds like alot but its not when you take into account the following.
With buffs in the game you would need around 2500 shots to black bar an opponent. At 50 percent that is 5000.
Wound chance comes at the cost of accuracy if your maxed on accuracy or near it not a big issue.
The upped wound chance costs alot of ham. I have used high ham weapons and they can work down even buffed stats over time. In other words you cause 1 point of wound damage, but if your useing specials you lose proportionally more.
Wound chance is only valid if the wounds cause an adverse effect. Unfortunately no player can drop below 1 ham point in any catagory. So the secondary stats where it might do some good are nul and void. In a nutshell in the currently inbalanced system of pvp wound chance will not equal squat. I have explained this to multiple people your not the first, and kudo to you for trying to understand the issue.
My advice is to forego the entire scopeing of the weapon. Being a pistoleer and a BH you inate accuracy is already super high to begin with. To answer your first question though. The best wound chance you can get on a weapon is near 100 percent
The best a weaponsmith can add on a player made scope is 18 percent there abouts, but you can get a wounding power up and easily add another 25 percent on.
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