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Thread: High end fixer Weapons – The Alien Dimension

  1. #1

    High end fixer Weapons – The Alien Dimension

    Time for another weapon damage analysis. How will those new alien toys compare to our old trusty instruments of death?

    Update: Based on the feedback in this thread, I have split the damage comparison in 2 parts.

    Part 1 – End Game Damage – is based on my own stats as lvl 220 opifex fixer, and focuses on the maximum damage potential of the Fixer class.

    Part 2 – The Weapon Ladder – is a comparison of how the various weapons compare at different SMG skill values (from 1000 SMG skill and up).

    A few things to keep in mind when calculating damage at high skill levels:

    1) Extra damage for attack rating over 1000 points is reduced compared to the formula used for calculating damage up to 1000 points of attack rating. The reduction in effectiveness is explained in detail in this thread, and the information in that thread have been used to calculate correct damage multipliers for above 1k attack ratings in the below results.

    2) All weapons have Max beneficial skill ratings, which caps the amount of attack skill that goes into the damage calculation. MBS have been taken into account for all weapons in this comparison as follows: CSMG: 2000 – Influencer: 2300 – Perennium: 1500, Kyr'Ozch Type 4 and 5: 2400 - Kyr'Ozch Type 12: 1867 - BBI-Viral: 1750, Blackbird: 1250, Manex: 1475. In part 2, where lower QL weapons are in use, the correct MBS values for the lower QL weapons have been taken into account.

    3) With current combat rules it is possible to miss on special attacks. I have assumed the following hit ratios in the comparison:
    - Burst: Average 2,5 bullets pr burst
    - Fling shot: 80% hit rate
    - Full auto: (Full auto skill / 200 + 2); 9 bullets on average)
    - Normal hits: 100% to hit chance
    Also all specials have a limit to how fast they can recycle. I have used the info from soldier professional Vhalor to calculate the recycle times, for full info, see this thread.

    4) Ranged init above 1200 is only 1/3 as effective in improving weapon speed as Ranged init below 1200 points. This fact gets very interesting when trying to get guns slower than 1/1 to fire at full speed when going full 0% aggressive. Don’t forget this is you want to adjust these figures for more defensive setting.

    Please note:
    The Kyr'Ozch Submachine Gun - Type 12 in the comparison is significantly lower QL than the other weapons. This is to account for the very high Full Auto requirement of the Type 12. In the end game test a QL 233 has been used, which has aprox 1400 Full Auto skill req, which is pretty much the max a fixer can expect to get.

    Further, regarding full auto: I have also capped full auto damage at 13k – even with very high skill and buffs, it just is not possible to keep scoring those 15k every hit – once in a while a real low hit comes along, thus the average must be lower.


    Other techno mumbo jumbo for the below calculations (in case anyone wonders): Base crit chance is 3%. A regular shot is an average incorporating damage from critical hits. Bullets part of a burst have no crit chance. Fling shot and full auto bullets do have crit chance. Higher attack ratings will produce more crits, favouring weapons with good crit modifiers such as the SMG. Reload times are taking into account where applicable (the full auto guns).

    Also, in case anyone want some "how it used to be" info, please check out these threds: End game Non-AI SL fixer and TL6 Fixer. Please note, both those threds were made prior to Skill lock reduction nerf, so some of the numbers are a bit off now.

    Part 1 – End Game Damage

    Stats
    Based on my own skills as a lvl 220 opifex Fixer.

    Attack skill: 2400 (Attainable with a crat and trader in team)
    Burst skill: 1600 (With Riot Control, many lvl 220 fixers will have more)
    Fling shot skill: 1300 (Enough to cut fling recycles time down to around 6 seconds, which apparently is the capped speed)
    Full auto skill: 1400 (This is pretty much the max a fixer can get, without getting lots of Alien armor and all sorts of twinkage)
    Multi ranged: 1500 (Is possible with IP, symbiants, perks and some gear)

    Combat duration: 60 seconds
    Damage modifiers: +300 damage pr shot
    Crit chance 13% and 31% (see below)
    Base ranged init: 1510
    Ranged init with VE scope : 1070
    Ranged init with ELLT scope : 710

    The aggression bar have been tuned in each calculation for the lowest possible agg setting where you still get to fire at maximum 1/1 speed. If you wish to fight on full def with slower weapons (or big scopes) then your rate of fire will drop (and so will your damage output)

    Target AC:
    4000 AC – typical AC for QL 200 ish non-boss type Aliens
    25000 AC – typical AC for Alien boss mobs and SL brink creatures

    Damage Comparison – 13% crit chance

    Using a 9% VE scope and 1% Globe of Clarity, and 3% base. This is the typical non-uber situation where you use only self equip able items.

    QL260 Conflagrant Syndicate Messenger Gun vs 4000 AC opponent
    R-hand damage: 30 reg shots @ 1490 damage, 7 bursts @ 2968 damage,
    Total damage: 65473 points @ 0 % agg

    QL260 Conflagrant Syndicate Messenger Gun vs 25000 AC opponent
    R-hand damage: 30 reg shots @ 1424 damage, 7 bursts @ 2820 damage,
    Total damage: 62460 points @ 0 % agg

    QL300 Influencer / Metropolis Blaster vs 4000 AC opponent
    R-hand damage: 30 reg shots @ 1767 damage, 7 bursts @ 3995 damage,
    Total damage: 80975 points @ 25 % agg

    QL300 Influencer / Metropolis Blaster vs 25000 AC opponent
    R-hand damage: 30 reg shots @ 676 damage, 7 bursts @ 1583 damage,
    Total damage: 31358 points @ 25 % agg

    QL200 Perennium Beamer vs 4000 AC opponent
    R-hand damage: 30 reg shots @ 1383 damage, 7 bursts @ 3175 damage,
    Total damage: 63715 points @ 0 % agg

    QL200 Perennium Beamer vs 25000 AC opponent
    R-hand damage: 30 reg shots @ 1058 damage, 7 bursts @ 2455 damage,
    Total damage: 48925 points @ 0 % agg

    QL300 Kyr'Ozch Submachine Gun - Type 4 vs 4000 AC opponent
    R-hand damage: 30 reg shots @ 1699 damage, 7 bursts @ 3813 damage,
    Total damage: 77658 points @ 13 % agg

    QL300 Kyr'Ozch Submachine Gun - Type 4 vs 25000 AC opponent
    R-hand damage: 30 reg shots @ 1567 damage, 7 bursts @ 3520 damage,
    Total damage: 71650 points @ 13 % agg

    QL300 Kyr'Ozch Submachine Gun - Type 5 vs 4000 AC opponent
    R-hand damage: 30 reg shots @ 1699 damage, 7 bursts @ 3813 damage, 10 flings @ 1359 damage,
    Total damage: 91250 points @ 13 % agg

    QL300 Kyr'Ozch Submachine Gun - Type 5 vs 25000 AC opponent
    R-hand damage: 30 reg shots @ 1567 damage, 7 bursts @ 3520 damage, 10 flings @ 1254 damage,
    Total damage: 84186 points @ 13 % agg

    QL233 Kyr'Ozch Submachine Gun - Type 12 vs 4000 AC opponent
    R-hand damage: 29 reg shots @ 1223 damage, 7 bursts @ 2770 damage, 1 full autos @ 11007 damage.
    Total damage: 65864 points @ 13 % agg

    QL233 Kyr'Ozch Submachine Gun - Type 12 vs 25000 AC opponent
    R-hand damage: 29 reg shots @ 1187 damage, 7 bursts @ 2690 damage, 1 full autos @ 10683 damage.
    Total damage: 63936 points @ 13 % agg

    QL300 Kyr'Ozch Machine Pistol - Type 4 vs 4000 AC opponent
    R-hand damage: 20 reg shots @ 1480 damage, 7 bursts @ 3360 damage,
    L-hand damage: 20 reg shots @ 1480 damage.
    Total damage: 82720 points @ 13 % agg

    QL300 Kyr'Ozch Machine Pistol - Type 4 vs 25000 AC opponent
    R-hand damage: 20 reg shots @ 1450 damage, 7 bursts @ 3295 damage,
    L-hand damage: 20 reg shots @ 1450 damage.
    Total damage: 81065 points @ 13 % agg

    QL300 Kyr'Ozch Machine Pistol - Type 5 vs 4000 AC opponent
    R-hand damage: 20 reg shots @ 1480 damage, 7 bursts @ 3360 damage, 10 flings @ 1184 damage,
    L-hand damage: 20 reg shots @ 1480 damage.
    Total damage: 94560 points @ 13 % agg

    QL300 Kyr'Ozch Machine Pistol - Type 5 vs 25000 AC opponent
    R-hand damage: 20 reg shots @ 1450 damage, 7 bursts @ 3295 damage, 10 flings @ 1160 damage,
    L-hand damage: 20 reg shots @ 1450 damage.
    Total damage: 92665 points @ 13 % agg

    QL185 Fantaghiro BBI-Viral Gold Star vs 4000 AC opponent
    R-hand damage: 29 reg shots @ 1271 damage, 7 bursts @ 2638 damage, 2 full autos @ 11439 damage.
    Total damage: 78200 points @ 0 % agg

    QL185 Fantaghiro BBI-Viral Gold Star vs 25000 AC opponent
    R-hand damage: 29 reg shots @ 759 damage, 7 bursts @ 1505 damage, 2 full autos @ 6831 damage.
    Total damage: 46208 points @ 0 % agg

    QL105 Blinded Blackbirds vs 4000 AC opponent
    R-hand damage: 20 reg shots @ 1118 damage, 7 bursts @ 2560 damage,
    L-hand damage: 20 reg shots @ 1118 damage.
    Total damage: 62640 points @ 0 % agg

    QL105 Blinded Blackbirds vs 25000 AC opponent
    R-hand damage: 20 reg shots @ 613 damage, 7 bursts @ 1443 damage,
    L-hand damage: 20 reg shots @ 613 damage.
    Total damage: 34618 points @ 0 % agg
    Last edited by Zura; Jan 11th, 2005 at 19:00:54.
    Zura
    Fixer of Rubi-Ka 1
    Me - Stuff

  2. #2
    Damage Comparison – 31% crit chance

    The same calculations as above, but this time with a higher crit chance. Equipment: 15% ELLT scope, 2 x 1% Globe of Clarity, 7% MoP and 4% TTS and 3% base. A max buffed-for-crit fixer with “almost” all the cool crit gear. An important side effect of the 15% ELLT scope is the fact that you have to stay much more offence to keep shooting at 1/1, which can be seen by the agg setting for each weapon.

    To save space in the post, I have cut the damage breakdown for each weapon, and just present the total values. The number of attacks and specials are identical to the 13% calculation above.

    QL260 Conflagrant Syndicate Messenger Gun
    Total damage vs 4000 AC 78103 points @ 38 % agg
    Total damage vs 25000 AC 74760 points @ 38 % agg

    QL300 Influencer / Metropolis Blaster
    Total damage vs 4000 AC 87965 points @ 63 % agg
    Total damage vs 25000 AC 33158 points @ 63 % agg

    QL200 Perennium Beamer
    Total damage vs 4000 AC 68425 points @ 38 % agg
    Total damage vs 25000 AC 52075 points @ 38 % agg

    QL300 Kyr'Ozch Submachine Gun - Type 4
    Total damage vs 4000 AC 84858 points @ 50 % agg
    Total damage vs 25000 AC 78250 points @ 50 % agg

    QL300 Kyr'Ozch Submachine Gun - Type 5
    Total damage vs 4000 AC 100370 points @ 50 % agg
    Total damage vs 25000 AC 92546 points @ 50 % agg

    QL233 Kyr'Ozch Submachine Gun - Type 12
    Total damage vs 4000 AC 71906 points @ 50 % agg
    Total damage vs 25000 AC 69750 points @ 50 % agg

    QL300 Kyr'Ozch Machine Pistol - Type 4
    Total damage vs 4000 AC 90240 points @ 50 % agg
    Total damage vs 25000 AC 88425 points @ 50 % agg

    QL300 Kyr'Ozch Machine Pistol - Type 5
    Total damage vs 4000 AC 103584 points @ 50 % agg
    Total damage vs 25000 AC 101497 points @ 50 % agg

    QL185 Fantaghiro BBI-Viral Gold Star
    Total damage vs 4000 AC 89964 points @ 38 % agg
    Total damage vs 25000 AC 56407 points @ 38 % agg

    QL105 Blinded Blackbirds
    Total damage vs 4000 AC 67840 points @ 38 % agg
    Total damage vs 25000 AC 36618 points @ 38 % agg

    Part 2 – The Weapon Ladder

    This section is a comparison of how the various weapons compare at different attack ratings. The basics rules for the test are the same as in part 1, but all skill values now varies along with attack rating – to simulate how well a fixer can use each weapon at different steps in their careers. For sentimental value I have also added the Manex Catastrophe December to the comparison. Please note, skill values are extrapolations only – your fixer may very well have totally different values!

    Extrapolation rules:

    Attack rating (AR) = same as SMG skill when equipping the gun (meaning: you get a wrangle to get the weapon on, and after the wrangle runs out you have enough AddAllOffence items and perks to keep attack rating at the same value as your SMG skill when wrangled).
    Ranged init = 70% of AR
    Burst = 65% of AR (75% in regards to equipping, as burst is easily buffable)
    Fling = 50% of AR (55% in regards to equipping)
    Full auto =60% of AR (also 60% in regards to equipping - very little FA buffs out there. And those items that are available, you will very likely wish to use all the time if you decide to go the FA route).
    Multi Ranged = 75% of AR.
    Scope = TIM, 3%, 6% or 9%, as needed to get max speed on full def (or close to full def) on 1/1 weapons. The comparison assumes you tune the aggression bar up on slower weapons so you keep firing at 1/1 speed. Please note that the Manex always uses a TIM since its not possible to reach (or even get close to) 1/1 speed on full agg with any other scope.
    Damage buff = 150+(AR/13). Simulates 2 x Arul Saba + common damage add gear at various skill levels sort of ok-ish.
    Low AC target: AC = 2 x AR.
    High AC target: AC = 8 x AR.

    Damage table vs high AC opponents

    Base values
    Attack rating -------------- .1200 .1300 .1400 .1500 .1600 .1700 .1800
    Ranged init ---------------- .1020 .1090 .1160 ..923 ..993 ..915 ..985
    Burst ---------------------- ..780 ..845 ..910 ..975 .1040 .1105 .1170
    Fling ---------------------- ..600 ..650 ..700 ..750 ..800 ..850 ..900
    Full auto ------------------ ..720 ..780 ..840 ..900 ..960 .1020 .1080
    Multi ranged --------------- ..900 ..975 .1050 .1125 .1200 .1275 .1350
    Crit chance (base + gear) -- ..5 % ..5 % ..5 % ..7 % ..7 % .10 % .10 %
    Damage added --------------- ..242 ..250 ..258 ..265 ..273 ..281 ..288
    Target AC ------------------ .9600 10400 11200 12000 12800 13600 14400

    Weapons and damage
    Syndicate Messenger -------- 49248 50448 51838 54138 55100 57948 58720
    City Blaster / Influencer -- 30465 34843 37878 40958 43708 47230 46143
    Perinnium Beamer ----------- 38295 41520 44998 46213 46593 47513 47845
    Kyr'Ozch SMG - Type 4 ------ 32260 34950 40138 46140 51865 55913 59085
    Kyr'Ozch SMG - Type 5 ------ 35516 38478 43958 51151 57212 61726 65229
    Kyr'Ozch SMG - Type 12 ----- 26481 28930 33008 37502 42082 45707 48594
    Kyr'Ozch MP - Type 4 ------- 34595 37280 41890 44570 46655 51880 54900
    Kyr'Ozch MP - Type 5 ------- 37683 40608 45486 49269 51666 57290 60612
    Fantaghiro BBI-Viral ------- 21176 22674 25718 29428 32819 40451 41467
    Blinded Blackbirds --------- 39750 38405 36485 34788 32828 33205 33608
    Manex Catastrophe ---------- 30392 31563 32870 33646 36564 35486 35459

    vs high AC, continued

    Base values
    Attack rating -------------- .1900 .2000 .2100 .2200 .2300 .2400
    Ranged init ---------------- .1055 ..960 .1030 .1100 .1170 .1213
    Burst ---------------------- .1235 .1300 .1365 .1430 .1495 .1560
    Fling ---------------------- ..950 .1000 .1050 .1100 .1150 .1200
    Full auto ------------------ .1140 .1200 .1260 .1320 .1380 .1440
    Multi ranged --------------- .1425 .1500 .1575 .1650 .1725 .1800
    Crit chance (base + gear) -- .10 % .13 % .13 % .13 % .13 % .13 %
    Damage added --------------- ..296 ..304 ..312 ..319 ..327 ..335
    Target AC ------------------ 15200 16000 16800 17600 18400 19200

    Weapons and damage
    Syndicate Messenger -------- 59445 62650 63030 63363 63743 64123
    City Blaster / Influencer -- 45055 45108 44793 45078 45238 43568
    Perinnium Beamer ----------- 48225 49115 49495 49828 50208 50588
    Kyr'Ozch SMG - Type 4 ------ 62383 67128 68595 70425 72083 73313
    Kyr'Ozch SMG - Type 5 ------ 69954 75343 76989 80275 82163 84847
    Kyr'Ozch SMG - Type 12 ----- 51564 55380 58401 61380 64462 67613
    Kyr'Ozch MP - Type 4 ------- 63080 69743 77523 79560 81463 83078
    Kyr'Ozch MP - Type 5 ------- 70108 77348 85290 88667 90788 93770
    Fantaghiro BBI-Viral ------- 42389 44940 45903 46812 47793 48784
    Blinded Blackbirds --------- 34068 34848 35308 35710 36170 36630
    Manex Catastrophe ---------- 34347 34250 34085 32870 31690 30510


    Please see my post on page 2 of this thread for the damage vs Low AC targets - the post grew to long when I tried to post it here!

    Comments and observations

    Conflagrant Syndicate Messenger Gun: there is no denying it anymore – the CSMG is no longer the best all round SMG a fixer can have. Sure the SMG still have lots of great features : very steady damage, huge crits and super speed, but when it comes to pure damage dealing the CSMG is outperformed by the new top QL alien Kyr'Ozch weapons.

    Influencer / Metropolis Blaster: The top level turn spirit guns outperform the CSMG vs low AC mobs, but of falls far behind vs boss types and SL mobs. They are somewhat slow (1,5/1,5), so you have to give up some defence to be able to use this weapon at full speed with a good scope. In the typical Alien City Assault scenario the gun performs great – those low level aliens that are scattered in between are cut down like grass by hard hitting normal shots

    Superior Perennium Beamer: A nice weapon, but falls short in this company. Good min damage, fast speed and good availability will ensure that many Fixers will use these for a long while still. Note that the Perennium does energy damage - same damage type as Kyr'Ozch SMG’s. Which of course means that any Arul Saba and other Energy damage boosting equipment you may gets prolonged usefulness :-)

    Kyr'Ozch Submachine Gun: First thing worth noticing is that when found these weapons don’t have any special attacks. You need to get a trade skiller to assemble the final weapon, using alien bio-gizmo-thingys to get the Type you want. The plain version (without specials) is useless, so I have not bothered to even include it in this comparison. The upgraded versions, on the other hand, are very nice. The Kyr'Ozch Submachine Gun can be fitted with three different upgrades:

    - Type 4: Adds Burst. This variant is naturally the easiest to fit for a Fixer. Damage on a QL 300 is better than the CSMG if you are at low crit chance, and about the same at very high crit chance.

    - Type 5: Adds Burst and Fling Shot. Now this is where things really start to get fun. The requirement for getting on the flingshot variant is not very intimidating (1001 for a QL 300), and should be possible without much problem for any lvl 220 Fixer. Damage is significantly better than the CSMG, both at high and low crit chance. A very nice weapon!

    - Type 12: Adds Burst and Full Auto. While full auto may look tempting initially, this variant is disappointing. Very slow Full Auto recharge makes the added damage over time less than for the Fling Shot variant. Also: extremely high full auto wield requirements (1801 at QL 300) ensures that no fixer will ever be able to wear one. In fact I find it highly unlikely any fixer will ever use one above QL 200 or so, simply because the huge IP investment to get high Full Auto skill cost is not worth the small extra damage you get in return. Still, as the tables show, if you do invest maximum in Full Auto you can do decent damage with the Type 12 (around CSMG figures) – but why bother, when you could make a Type 5 instead?

    Kyr'Ozch Machine Pistol: also comes in a few variants, but more importantly – they are dual wieldable! Dual wield requirements for QL 300 is steep (1500), but it should be doable for a dedicated Fixer to reach this skill level, and the payback in extra damage is significant. The variants are:

    - Type 4: Adds Burst. When dual wielded this variant outdamages the CSMG by a good margin. The lack of any other specials than burst is IP friendly.

    - Type 5: Adds Burst and Fling Shot. Quite simply: the new Fixer top damage dealer. Outperforms the CSMG by more than 30% at 31% crit chance… and the difference is even greater at lower crit probabilities. Thank you IP reset points – here I come!

    Fantaghiro BBI-Viral Gold Star: Now this is kinda an oddball weapon. It is aquired by upgrading an old RK weapon (BBI AS-90 Gold Star) with a Viral Weapon upgrade kit, which drops from Aliens Generals and Admirals. The reason why this weapon is interesting, is the fact that it has the Full Auto special. “Only” 991 Full auto is required to use the best QL BBI-Viral available (QL 185). While certainly more than nothing, 991 should be attainable without sacrificing excessive amounts of IP. To further add to the BBI-Viral’s charm, it has several other features that suit fixers well: Great speed (1/1), Good range (24m), Decent damage and crit 75-400(300), fast burst recycle and somewhat reasonable Full Auto recycle. All in all, a powerful package - in fact, if you manage to land reasonable full auto salvoes you will outperform a CSMG with this weapon when you are fighting low AC opponents. Quite remarkable for a QL185 weapon! Also.. the BBI-Viral also have potential as a Hot Swap weapon, for some extra Full Auto power in PvP :-)

    Blinded Blackbird: The Blinded Blackbird is a very nice dual wieldable SMG, which does surprisingly well vs low AC opponents even in the high end comparison. When fighting opponents with high armor values, the BBB is not up to the challenge and falls far behind.

    Manex Catastrophe: The old schoool fixer power gun! In case anyone wondered today: do - not - use - this - gun!! Sad damage, pityfull speed and burst recycle once every spring. Huge sentimental value tho :-)
    Last edited by Zura; Nov 4th, 2004 at 01:01:44.
    Zura
    Fixer of Rubi-Ka 1
    Me - Stuff

  3. #3
    Thank you thank you Zura !

    /me hugs Zura
    Killer 66% Achiever 46% Socializer 46% Explorer 40%

  4. #4
    Thankyou Zura. Much better than my little effort, gonna sticky this for a little while so no need to bump. Just add your discussion please so it stays a guide/great information rather than our usual banter
    Queen of the Ninjas

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    zomg she finally got myspace lawls

  5. #5
    I simply cannot say this often enough it seems.

    Thank you Zura
    Lord "Khalem" Trevallien -=- Fixer Kingpin, proud officer and Loremaster of Ancarim Iron Legion
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  6. #6
    Quote Originally Posted by Zura

    QL300 Kyr'Ozch Machine Pistol - Type 4 vs 5000 AC opponent
    R-hand damage: 20 reg shots @ 1359 damage, 7 bursts @ 3093 damage,
    L-hand damage: 20 reg shots @ 1359 damage.
    Total damage: 76008 points @ 13 % agg

    QL300 Kyr'Ozch Machine Pistol - Type 4 vs 25000 AC opponent
    R-hand damage: 20 reg shots @ 1359 damage, 7 bursts @ 3093 damage,
    L-hand damage: 20 reg shots @ 1359 damage.
    Total damage: 76008 points @ 13 % agg
    hum, the damage numbers are the same from 5-25k AC? i wouldnt have thought it would be hitting for minimum on as low as 5k AC

  7. #7
    It does Phen, the damage on the Machine Pistol only has a 100 point spread : 225-325(225). That spread of 100 point only equals 416 points of extra damage potantial for max damage at 2400 attack rating. And those 416 points are unfortunately completely negated by 5k AC (which can reduce max damage by up to 500 points). Therefore : Kyr'Ozch Machine Pistol hits for min damage vs 5k AC mobs.

    :-)
    Zura
    Fixer of Rubi-Ka 1
    Me - Stuff

  8. #8
    very interesting reading,
    Thank you
    Jollzwhin 220 Fixer
    Jollz TL7 Keeper
    Proud Unit Commander of Alpha Omega

    Back!

  9. #9
    Wow, I'm glad I dont have to pine for a CSMG anymore ^^
    FIRE, FIRE burning higher
    Unite with me in dark desire
    I perish in bliss of cruelty
    Tormented souls will never...rest in peace

    In the flames an omen blaze
    Enforcing through the cosmic haze
    To cross the line and dare to glance
    And enter the void,
    where death is romance.

  10. #10

    Note!

    For all you fixers out there looking at kyr SMG vs. kyr MPs, don't forget that the MPs have a burst recharge of 4000 vs. the Alien SMG's 2500.

    Once you break 1300ish burst, it shouldn't be too much of an issue, your burst on the kyr MPs will cap just like on the kyr SMG, and the performance from dualing will easily outdo the extra min dmg from the SMG. However, before that, the MPs' burst rate becomes really abominable, and doesn't really balance out vs. the quick cycle and higher minimum of the kyr SMG.

    Basically, the kyr MPs are a high-level option meant for people with lots of spare IP who want to max out damage. The kyr SMG is for use up to that point.

  11. #11
    Awsome work. thank you very much )
    Trochill - Fixer - RK2 - Retired
    Troch2 - Fixer - RK1

  12. #12
    Great work from a fellow Fixer!

    Fantaghiro BBI-Viral Gold Star - where did you get that by the way?
    I'm guessing alien loot but I guess it's just a guess (o,0)
    "The Noid" Annoying RK1 Clanners since '05
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  13. #13
    So how would a Machine Pistol - type5 ql280 and a ql200 in offhand do? I'm really bad at calcing these kind of things?
    Its the multi range that's killing me. I'm gona have to spend 2 weeks untraining perks to put in ambidextrous =|
    TL7 Fixer: Driddle
    Creator of: Symbskin-0.D
    Nocturnal Fear - Officer

  14. #14

    Talking

    Quote Originally Posted by Driddle
    I'm gona have to spend 2 weeks untraining perks to put in ambidextrous =|

    +1


    oh, and i'll have to use 3 out of my 4 last IPRs on EE/WS/QFT for getting enough IPs for fling / multi ranged ...

    WTB acess to the AI Multi Ranged perk instead of useless tradeskills btw lol
    Sprotcho

  15. #15

    Thumbs up Great work Zura, as usual. Thanks!

    Quote Originally Posted by emilin
    Fantaghiro BBI-Viral Gold Star - where did you get that by the way?
    I'm guessing alien loot but I guess it's just a guess (o,0)
    Someone answer this please, can't you see we're burning up from curiosity here!!! I very much like the modifiers on this weapon, +15 add def and +22 sense, w00t!

  16. #16

    Question

    My question is.....were does Duel B-Birds fit into all this (if they even compair)

    hear that Duel B-Birds can stand up to a SPB...is it true...and what of the other weps...can these CoH weps stand up?


    Thx Arcmortal

  17. #17
    From my (not so extensive) testing the dual BB's lack a bit agains ado hecks and the like. I'm not wearing the best arul sabas I can (only 2 gem) but I do have some nice add rad dmg rings. Problem is while the SPB hits for around 800ish (with no arul sabas or rings) the BB's only hit for low 500's. So I do think they fall a bit short.

    burst from bb's landed on around 1500 while SPB bursts are ofter 2500+

    Dunno not that experienced at the math while dualing but I feel the SPB has a little advantage.

    (BB's are sooooo fun vs aliens and the other assorted RK mobs tho say while tokenfarming)

    _______________________________
    Felde | Equip
    Feldegast
    Zoolander

    Proud Squad Commander of First Order

  18. #18
    Thank you so much for doing this work, Zura.

    One comment/observation...it seems to me that for the QL, the SPB (which is only ql200) is still a really good weapon. All the other weapons are significantly higher in ql. I'm not really good at the damage comparisons, but at what ql dual-wielding the machine pistols would you start to outdamage the SPB?

    Thanks again for the work!

    Katt

  19. #19
    Quote Originally Posted by Zura
    QL233 Kyr'Ozch Submachine Gun - Type 12
    Quote Originally Posted by Zura
    vs 5000 AC opponent
    R-hand damage: 29 reg shots @ 1344 damage, 7 bursts @ 2700 damage, 1 full autos @ 12096 damage.
    Total damage: 69972 points @ 50 % agg

    QL233 Kyr'Ozch Submachine Gun - Type 12 vs 25000 AC opponent
    R-hand damage: 29 reg shots @ 1344 damage, 7 bursts @ 2700 damage, 1 full autos @ 12096 damage.
    Total damage: 69972 points @ 50 % agg


    it seems like there's some mistake, submashine gun does the same dmg for 5k and 25k ACs while it max dmg > than min dmg. or does the spread inegated by 5K ASs like in pistol?
    Last edited by Vega2; Sep 27th, 2004 at 00:42:16.
    vega2 RK2 fixer 213/13
    Unit Member of Genesis


  20. #20
    Hi Vega :-)

    The Kyr SMG Type 12 values for 5000 and 25000 AC are as far as I know correct in the comparision. I interpolated the damage spread of the Type 12 @ QL 233 to 192-304(210), ie a base damage spread of 112 points. The Max Benefitial skill was interpolated to 1865. At 1865 attack rating the damage multiplier is approx 4,06. Damage spread x Multiplier = max damage variation for the weapon. 112 x 4,06 = 455 points of max possible damage variation. Both 5000 and 25000 Armor Class are enough to completely negate this variation, and thus the weapon hits for min damage for both Armor values.

    Wtb higher Full Auto skill for fixers, so we can use higher QL Type 12 Kyr SMG :-)
    Last edited by Zura; Sep 28th, 2004 at 07:51:35.
    Zura
    Fixer of Rubi-Ka 1
    Me - Stuff

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