Weaponsmith Archive
Thread: Pistol Damage types
Morreot wrote:
I've just been learning new bits and pieces about different damage types, I previously wasn't aware of this because the pistol gives no indication of damage type upon examination, nor does most sound or bolt color detail damage (except for the dx2). Can anyone put together a definitive list of damage type done by each pistol? I've heard fwg5 does heat (or cold, I've heard both), dx2 does acid, and I think striker does kinetic? Has anyone confirmed any damage types? Any info would be of benefit to all of us, it might explain why the higher level pistols aren't that much better damage wise compared to lower ones.
It's not in yet, but is scheduled to be added shortly. From the notes:
URL is http://starwarsgalaxies.station.sony.com/in_development.jsp?page=In%20Development
THE CLIENT
UI
Hid born date and played time on the character sheet, since they didn't display anything.
/find: added bazaar, mission, & bank terminals to /find and planetary map
Strings: Fixed lots of spelling mistakes, added many new descriptions
Improved container error messages (so you have a better idea why you cannot drop something, or put it into a container)
fix range checks to objects in containers (bug was causing the UI to use the very topmost container, which for interior objects was the building itself)
fix for more ui settings not saving
Character Sheet: fix for data display on character sheet
Containers: fixed a bug that allows players to remove doubly-nested objects from containers they don't own
Examine: weapon attribs now show damage type, armor piercing level, damage over times, & powerups
Examine: reformat weapon special move attack costs in attributes
Examine: display crafting tool effectiveness in attributes
Inventory: fix inventory sort order not saving
Inventory: don't highlight things as equipped when they are in an equipped bag
Mail: fix sort order for mail browser on the date column
Overhead Map: render waypoints on overhead map
Planetmap: allow closer zooming of the planet map
Radar: change radar blips to render top to bottom: player, target, group leader, group members, can attack you, players, creatures, others
Radar: make control-mousewheel work with radar window
Skill Page: skill mods, commands, and certifications now sorted
Skill Page: show skill titles in skill information
Split: make sure splitting can't occur on objects we can't manipulate
Split: add resource name to resource splitter
Trades: fewer actions will cancel trades
Travel: fix partial occlusion of galacticmap/planetmap button, also restack planets so Rori is selectable
XP Monitor: make exp monitor choose a more appropriate skill to display when the currently selected skill is learned
Waypoints: fixed bugs with waypoint naming
Waypoints: fix waypoints being deactivated when traveling
Enable button bar mail icon
New HUD element available for labeling waypoints and showing distance to them. You can now also turn off the flashing arrows pointing towards waypoints if you'd rather use the new UI widget.
Was wondering why dont Master Weaponsiths make the stryker and Tantel (spelling?)pistols? We were out fighting (forget the name) the big dragons on Lok, and the were 100% resist to acid and heat and 80% resist to energy. So i might as well use spit balls on him. I belive the stryker is kenetic damage and not sure about the other.
Just wondering why arent they more commonly used?
And what typr of damage is the tantel? (spelling?)
I make strykers custom order but theres not much demand for them cause with the exception of the situation you mentioned theres little use for them. same with SR combat for the energy and light ap
oh yeah my in game name is Ciiirybeccaskyr note the 3 i's send me a mail and ill make you one but they suck for most situations.
Ciiirybeccaskyr
Master Weaponsmith
Ex-Master Architect
Wanderhome
the reason i ask is because as a pistoleer i am liminted to 3 guns for the most part, is it possible that better resources would make a better gun? I'd be happy to work with you and see what we could come up with. I have lots of contancts to very good resources. I'm also a Master smuggler so they my help, we could open up a new market potentialy.
What are the diff pistols?
And what types of damage?
I know:
Fwg5 = Heat
Scout=Energy
DX2-Acid
Stryker=Kenetic
schematic flaws or base stats imbalance basically.
A stryker doesnt use a power handler so it loses out on stat modifiers even tho it uses the rest of its parts identical to an fwg5. Adding a powerhandler as an energy source for the slugs could boost these stats nicely.
Fixing the stupid republic blaster certwould give pistoleers an AP energy weapon that wasnt the SR Combat.
The SR Combat requires 2 horrible horrible metals with conductivity belown 100 in both. This just makes the gun suck so bad it eks along
Tangler pistol, again no boosting components, not even a barrel to increase the stats, just 5 control units w/ no stat boosting properties to them. Not even stun damage can save this gun from total suckyhood
As a pistoleer myself I am limited to FWG5, DX2 (for acid/armor piercing) and Scout Blaster for energy
How hard can that be?
Striker is AP0, Kinetic, and while the stats are poor, it definitely has its uses. There are mobs out there with armor and resist combos that make this the best weapon to use.
Tangle is AP0, Stun - and again, there are definitely times when this is best.
And the SR Combat is AP1, Energy, and there are also times when it is best.
All high level Pistoleers should have all of the following, and switch between them based on their target's resist:
DX2, FWG5, Scout or DH17, Tangle, Striker, SR-Combat