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Questions and Answers #5
MrSarcastic:
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.
T-888:
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.
--- Quote from: MrSarcastic on September 29, 2012, 11:40:45 PM ---That doesn't mean I'm about to kill bluesuits with 0 AP :) I ignored other mods for sake of clarity.
--- End quote ---
Try jhp on bluesuits, it's like gatling version of avenger or the other way around, whatever. :)
--- Quote from: MrSarcastic on September 29, 2012, 11:40:45 PM ---So on 0 AC bluesuit without Toughness I can calculate following damage for char without BRD and 1 hex burst:
--- End quote ---
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.
Gob:
--- Quote from: MrSarcastic on September 20, 2012, 12:14:47 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?
--- End quote ---
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.
Enzotainment:
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.
Roachor:
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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