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