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Author Topic: Questions and Answers #5  (Read 261613 times)

MrSarcastic

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Re: Questions and Answers #5
« Reply #1050 on: September 29, 2012, 11:40:45 pm »

Wow, I'm really impressed and grateful. Especially for a picture of a burst cone and explanation of DMG MOD which were the parts I didn't know. So just to clarify:

.233 ammo's 1/1 mod means no extra damage
5mm AP ammo's 2/3 mod means 33% less damage
5mm JHP ammo's 2/1 mod means 100% more damage
7.62 ammo's 12/10 mod means 20% more damage

So on 0 AC bluesuit without Toughness I can calculate following damage for char without BRD and 1 hex burst:

M60: 10(bullets in burst) x 30-40(potential dmg) x 120% (ammo dmg mod) = 300-400 x 120% = 360-480 dmg
LSW: 10 x 22-37 x 100% = 220-370 dmg
Avenger AP: 30 x 13-16 x 67% = 390-480 x 67% = 261-322 dmg
Avenger JHP: 30 x 13-16 x 200% = 390-480 x 200% = 780-960 dmg

That doesn't mean I'm about to kill bluesuits with 0 AP :) I ignored other mods for sake of clarity.
« Last Edit: September 29, 2012, 11:42:46 pm by MrSarcastic »
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Re: Questions and Answers #5
« Reply #1051 on: September 29, 2012, 11:51:18 pm »

I think you understood it well.

Useful to know that with 5mm jhp ammo and avenger you will go through anything with jet/no toughness/no psycho MA/MAmk2 or CA like it is some cheese.

That doesn't mean I'm about to kill bluesuits with 0 AP :) I ignored other mods for sake of clarity.

Try jhp on bluesuits, it's like gatling version of avenger or the other way around, whatever. :)

So on 0 AC bluesuit without Toughness I can calculate following damage for char without BRD and 1 hex burst:

You can, but remember there are DT/DR, DR mod involved in the formula and correct burst spread on range to involve for actual damage.
« Last Edit: September 29, 2012, 11:56:53 pm by T-888 »
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Gob

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Re: Questions and Answers #5
« Reply #1052 on: October 03, 2012, 10:31:52 am »

Hmm... What about lockpicks? Do they work since last change log?
I've heard they do. I've heard they don't.

Anyone got confirmed info?


I like to keep 2x Expanded Lockpicks Set and 2x Lockpicks all the time. Also havin' 300% LKP and expanded LKP's set which gives a bonus of 50 you will have 350% in total. You should be able to open almost anything in 1 attempt.
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Re: Questions and Answers #5
« Reply #1053 on: October 03, 2012, 11:47:48 am »

Question about AC and its effectiveness:
Is it usefull to take hth evade+ and dodger+ with 10 agility? This will result in 30+40+40 AC - penalty from CA.
I'm not looking to be unhittable, but just enough to survive running towards something. Lets say unhittable till I reach 10 hex from the target?

/edit: nevermind, I made some hypothetical BG's and snipers in the character planner to see the effect in the calculator. Crappier than I hoped. Looks like it's either max AC or no AC... please correct me here if I'm wrong.
« Last Edit: October 03, 2012, 04:08:15 pm by Enzotainment »
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Re: Questions and Answers #5
« Reply #1054 on: October 03, 2012, 05:28:49 pm »

AC is only effective against low hitchance builds like 1str bg where they are *just* making 95%. I have a 160 ac build, it rarely helps. i'd say the min is 200 to be effective and even then with the negatives to armour its all luck. My 220 build is purely for running around, no combat skills. Fast shot ew can kill me at 35 hex, bgs are dangerous between 2-20 hex if you have in your face. Sneak naders are the best because they have low hit chance, low hp and low luck so they usually blow up in their hands and kill themselves. 220 makes a good scout but dont expect to be able to use ac effectively in combat since you die once you stop running.
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Re: Questions and Answers #5
« Reply #1055 on: October 03, 2012, 08:12:55 pm »

AC is only effective against low hitchance builds like 1str bg where they are *just* making 95%. I have a 160 ac build, it rarely helps. i'd say the min is 200 to be effective and even then with the negatives to armour its all luck. My 220 build is purely for running around, no combat skills. Fast shot ew can kill me at 35 hex, bgs are dangerous between 2-20 hex if you have in your face. Sneak naders are the best because they have low hit chance, low hp and low luck so they usually blow up in their hands and kill themselves. 220 makes a good scout but dont expect to be able to use ac effectively in combat since you die once you stop running.

Would make probably a good sneak crafter, no?
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Re: Questions and Answers #5
« Reply #1056 on: October 03, 2012, 09:02:22 pm »

sneak crafter alone is fine, npcs have shit pe for the most part, 290 sneak and you can walk around SAD no worries
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Re: Questions and Answers #5
« Reply #1057 on: October 07, 2012, 08:30:51 pm »

Why number of Action Points does not affect your running/walking speed in RT?
Re: Questions and Answers #5
« Reply #1058 on: October 08, 2012, 06:56:16 am »

Why number of Action Points does not affect your running/walking speed in RT?

Whatever you hear, the real answer is that the game system was never meant to be real time. I think the only reason it halfway worked in Fallout Tactics was because you only encountered small groups of enemies at a time. Whenever you're up against mobs, the whole concept of faster shots and speed will break down due to NPC versus human reaction time (in clicks). Plus you don't see the green bubbles in games like Diablo 2.
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Re: Questions and Answers #5
« Reply #1059 on: October 08, 2012, 07:12:39 am »

Whatever you hear, the real answer is that the game system was never meant to be real time. I think the only reason it halfway worked in Fallout Tactics was because you only encountered small groups of enemies at a time. Whenever you're up against mobs, the whole concept of faster shots and speed will break down due to NPC versus human reaction time (in clicks). Plus you don't see the green bubbles in games like Diablo 2.

Did you not play tactics? It worked because you could set automatic attack settings when a target came within a set hit % chance. Also tactics had way bigger fights than anything encountered here.
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Re: Questions and Answers #5
« Reply #1060 on: October 08, 2012, 07:34:42 pm »

When does traps skill affects damage of the explosive materials, during crafting or starting detonators timer?
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Redivivus

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Re: Questions and Answers #5
« Reply #1061 on: October 08, 2012, 07:37:42 pm »

Timer.
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Re: Questions and Answers #5
« Reply #1062 on: October 08, 2012, 07:39:11 pm »

Thank you.
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Re: Questions and Answers #5
« Reply #1063 on: October 09, 2012, 06:33:47 am »

Did you not play tactics? It worked because you could set automatic attack settings when a target came within a set hit % chance. Also tactics had way bigger fights than anything encountered here.

Well, it has been a decade or so since I last played. Now that you mention it, the set hit chance sounds like a good idea :P

Yeah, I'm just seeing the real time in FOnline as being similar to the kind in Arcanum; in Arcanum's case it was sort of "left in" as an unfinished feature and you get the same discrepancy with weapons like the mechanized gun--as in it owns in turn-based but in real time you just can't get enough clicks off.
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greenthumb

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Re: Questions and Answers #5
« Reply #1064 on: October 18, 2012, 08:05:35 pm »

How does Optional Trait "Fast Metabolism" interact with rad-x and radaway drugs please?

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