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Topic: How not to die?  (Read 7938 times)

Seki

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Re: How not to die?
« Reply #15 on: July 30, 2016, 12:16:57 pm »
You mean theres no such a big diference between LK2 / LK6 in pvp ?
i played 4lk and 1lk tank in pvp, a bit more bypasses with 1lk but not that big deal, especially if you have man of steel which is basically like 10lk
each 1 lk missing = approx 1% chance more to get bypass, only thing which luck affects is bypass at rolls 91-100 but you get granted bypass at 101+ anyways and you can avoid blind and KD at 46-70 roll to eyes but thats all
other stats are more important (ST,PE,EN,AG), if you have other stats maxed then put your rest of points into LK, you can have them maxed and still get 4lk now with buyable special implants :)

Endeavour

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Re: How not to die?
« Reply #16 on: July 30, 2016, 12:20:24 pm »
But does it still afcect dmg range, especially in burst mode ?
Troll says each bullet ( in a burst ) have a crit chance that modify dmgs a lot

Seki

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Re: How not to die?
« Reply #17 on: July 30, 2016, 12:26:02 pm »
But does it still afcect dmg range, especially in burst mode ?
Troll says each bullet ( in a burst ) have a crit chance that modify dmgs a lot
i thought we talk about defensive part
LK doesnt affect damage range but crit chance of each bullety yeah, +1 crit chance for each luck, does affect average damage buut
if you dont have any critical perks (more criticlas even more criticals..) then its not worth for pvp because Combat Armor has -10 crit chance mod which will make your crit chance 0 anyways
if you are crit build which has critical perks then go as much LK as you can to increase damage, most of crit bursters are 10 LK, tanks are 1-5 LK

Endeavour

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Re: How not to die?
« Reply #18 on: July 30, 2016, 12:44:05 pm »
Thanks for those accurate answers seki  8)
What doest affect dmg range then ? purely random ? Per + CtH ?

elemenope

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Re: How not to die?
« Reply #19 on: July 30, 2016, 01:45:00 pm »
do you mean why bursts do less damage at long range?
thats because at further distances less bullets of the burst will hit the target

Seki

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Re: How not to die?
« Reply #20 on: July 30, 2016, 02:17:46 pm »
Thanks for those accurate answers seki  8)
What doest affect dmg range then ? purely random ? Per + CtH ?
there isnt any SPECIAL stat that would affect damage range, it just picks random number between min and max dmg of weapon

do you mean why bursts do less damage at long range?
thats because at further distances less bullets of the burst will hit the target
thats not true,
amount of bullets which hit target is exactly same at 2 as at 50 hex range for example, this mechanic was in Fallout2 but not FOnline
about burst mechanic i suggest to read this
ALL ABOUT BURSTS

Bursts, with the exception of shotgun bursts (and lsw), generally fire 3 volleys: center, left and right. This is to simulate a "cone" effect at range. There is an initial volley of rounds/6 which travels down the center, a left volley of (rounds+1)/3 that travels slightly off-center to the left, and a right volley of rounds/3 that travels slightly off-center to the right. The remaining bullets in the burst will go down the center in a second volley (rounds - rounds/6 - (rounds+1)/3 - rounds/3). The initial, left and right volleys are integer-divided and thus rounded down. However, the initial volley will always contain 1 bullet at minimum. This is more or less the vanilla burst behavior of FO1/FO2, adapted for FOnline.

The initial volley is necessary because without it you'll literally shoot under the legs of someone who's one hex away from you. Now, let's say you're aiming at someone far away but a critter is blocking the path (at range). The blocker will absorb the second center volley (total rounds - rounds/6 - (rounds+1)/3 - rounds/3) and the guy you're aiming at will take the initial volley (rounds/6).

At a range of one hex, the blocker would take both the center, left and right lines (rounds - rounds/6) and the guy you're aiming at would eat the initial volley (rounds/6). If you're bursting a target at one hex, it's reasonable to assume that all three volleys and therefore all bullets will connect with your target.

So, what does this mean in a practical fight? It means that even if your gun bursts 40 bullets, the expectation is that roughly 1/3 of the fired rounds will connect with the intended target at range, assuming no misses.

Example: The Avenger Minigun fires 40 rounds.
Initial Volley: 40/6 = 6.6667, rounded down => 6 rounds
Left Volley: 41/3 = 13.6667, rounded down => 13 rounds
Right Volley: 40/3 = 13.3333, rounded down => 13 rounds
Second Center Volley: 40 - 6 - 13 - 13 = 8 rounds

The Avenger Minigun bursts 6 + 8 = 14 rounds at a ranged target.

damage from 2 hexes
16:19:46 • VindicatorIsCool was hit for 94 hit points by you.
16:19:49 • VindicatorIsCool was hit for 97 hit points by you.
16:19:55 • VindicatorIsCool was hit for 85 hit points by you.
16:20:00 • VindicatorIsCool was hit for 100 hit points by you.
16:20:07 • VindicatorIsCool was hit for 95 hit points by you.

damage from 35 hexes
16:20:28 • VindicatorIsCool was hit for 95 hit points by you.
16:20:32 • VindicatorIsCool was hit for 97 hit points by you.
16:20:37 • VindicatorIsCool was hit for 98 hit points by you.
16:20:41 • VindicatorIsCool was hit for 102 hit points by you.
16:20:45 • VindicatorIsCool was hit for 97 hit points by you.

its same :)
« Last Edit: July 30, 2016, 02:21:25 pm by Seki »

Endeavour

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Re: How not to die?
« Reply #21 on: July 30, 2016, 02:20:59 pm »
do you mean why bursts do less damage at long range?
thats because at further distances less bullets of the burst will hit the target

Got that point, my question isnt about weapon range, but damage range

Spoiler: show
for example gatling 64-84

Barneys

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Re: How not to die?
« Reply #22 on: July 30, 2016, 02:37:20 pm »
Damage from 2 hex+ is the same

Envoyé de mon XT1032 en utilisant Tapatalk


elemenope

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Re: How not to die?
« Reply #23 on: August 01, 2016, 03:58:13 am »
thanks for clearing that up seki, i thought the bursting mechanic was more complicated...

Got that point, my question isnt about weapon range, but damage range
Spoiler: show
for example gatling 64-84

as far as i know theres no way to affect a weapons min - max damage except with perks (mrd/brd/pyromaniac) or having statted weapons