bacon on 31/7/2007 at 21:30
Quote Posted by Nameless Voice
Modification values for the Assault rifle are 1.1 and 1.14, cumulative.
So, a double-modified AR at level 10 would deal 16.929 damage with standard rounds and Sharpshooter.
A Rumbler is a hybrid, so it has half-annelid vulnerabilities, and takes 4x damage from anti-personnel rounds. That would be a total of 67.716, or 68 points of damage.
so are you saying that the level 2 mod for the assault rifle is +24% and not +25%? is that true for all weapons? 10% + 14%?
i was including the research bonus of 25%.
base 10 x research 25% x mod 24% x sharpshooter 35% x 400% armor penalty = 83.7
Nameless Voice on 31/7/2007 at 21:35
No, it's 110% * 114%, which is 125.4%.
No, the damage modification values are different for each weapon.
bacon on 31/7/2007 at 21:37
Quote Posted by Nameless Voice
No, it's 110% * 114%, which is 125.4%.
No, the damage modification values are different for each weapon.
besides the grenade launcher, i thought they were all 10% and 25%. do you know where information about each mod level is located?
Nameless Voice on 31/7/2007 at 23:42
Pistol
First modification:
- Add 12 to clip size
- Multiply damage by 1.10
Second modification:
- Divide reload time by 3
- Multiply damage by 1.14
Shotgun
First modification:
- Divide reload time by 3
- Multiply damage by 1.10
Second modification:
- Reduce kickback by 3 (divide all kickback amounts by 3)
- Reduce jolt by 3 (divide all jolt amounts by 3)
- Multiply damage by 1.14
RifleModify
First modification:
- Divide reload time by 3
- Multiply damage by 1.1
Second modification:
- Increase clip size by 36
- Multiply damage by 1.14
Laser Pistol
First modification:
- Increase clip size by 50
- Multiply damage by 1.1
Second modification:
- Reduce ammo usage for normal shot to 2
- Reduce ammo usage for overload shot to 14
- Multiply damage by 1.14
EMP Rifle
First modification:
- Increase clip size by 50
- Multiply damage by 1.1
Second modification:
- Multiply projectile speed by 1.5
- Divide ammo usage by 2
- Multiply damage by 1.14
Fusion Cannon
First modification:
- Increase clip size by 40
- Multiply damage by 1.1
Second modification:
- Divide ammo usage by 2
- Multiply damage by 1.14
Stasis
First modification:
- Multiply projectile speed by 2
Second modification:
- Divide ammo usage by 2
Grenade Launcher
First modification:
- Increase clip size by 3
- Increase damage multiplier by 1.00 (+100%)
Second modification:
- Multiply projectile speed by 1.5
- Divide reload time by 3
- Multiply damage by 1.14
Worm Launcher
First modification:
- Increase clip size by 10
- Multiply damage by 1.1
Second modification:
- Multiply projectile speed by 2
- Multiply damage by 1.14
Viral Proliferator
First modification:
- Increase clip size by 10
- Multiply damage by 1.1
Second modification:
- Divide ammo usage by 2
- Multiply damage by 1.14
bacon on 1/8/2007 at 00:34
just to clarify exactly why this is so important to me, a lot of the enemies in system shock 2 have hit points that are in multiples of 12. for instance:
pipe hybrids = 12
shotgun hybrids = 24
red monkeys = 12
midwives = 36
red ninjas = 48
black ninjas = 60
thus, it makes a huge difference if you do 11.9 or 12.1 damage, because it means an extra hit. over time, an extra hit means less ammo, or more bruising melee fights because you cant kill pipe hybrids in one swing, etc. when making a character, i find it really helps to get your primary weapon damage to a multiple of 12 and then leave it alone, allowing you to build up your tech skills and stats. i always try in the early game toget my wrench attack up to 12 so that i can concentrate on other abilities after that.
ZylonBane on 1/8/2007 at 00:54
Gee, heaven forbid you concentrate on enjoying the game, vile minmaxer. If the only reason you play SS2 is to kill things, just type "ubermensch" at the console and be done with it.
bacon on 1/8/2007 at 01:26
Quote Posted by ZylonBane
Gee, heaven forbid you concentrate on
enjoying the game, vile minmaxer. If the only reason you play SS2 is to kill things, just type "ubermensch" at the console and be done with it.
exploring and understanding the game mechanics is enjoyable, especially when it helps you tweak builds or make new builds that you can be confident will work based on planning beforehand. sometimes guns and items dont work as advertised, and it helps to understand how they work in order to have a more accurate expectation of function. for instance, the charge provided by portable batteries were a real mystery to me, and i found the thread in this forum about their item number very interesting.
i plan on playing cooperatively with a friend of mine for the first time soon. i think he wants to be a marine, and i will probably be a hacker. my goal is to reach the emp rifle as soon as possible since it is an excellent complimentary gun due to its friendly emp damage type. in order to do this, i need to make sure i can be helpful enough in the early game that i can crank maintenance and energy weapons high enough that i dont have to wait until pod 2 on the rickenbacher to use the emp rifle. it isnt fun when you "just play the game" and structure your build so poorly that you cant do the things you want to do until the very late game, or cant do them at all because you didnt have enough points set aside.
part of the early game is being able to wrench 12 damage, because of hybrids and monkeys. with understanding of game mechanics, i can plot out how much i need to hit 12 damage.
as it turns out, starting as a marine and getting the 2 strength training, maintenance training, and energy/cyber training allows me to hit 12 damage against a hybrid once i do research and get the brawnbooster item from the med bulkhead (i believe it is in the flooded floor section).
6 base x 1.25 research x 1.15 standard weapons + 3 damage from strength = 11.6 damage. is this enough to kill a 12 hp hybrid in one hit, or kill a shotgun zombie in 2 hits, or a midwife in 3 hits? depends on how the game rounds. i can tell you that every now and then, based on testing, the wrench would fail to kill in one hit against a hybrid, so it is possible that there is a tiny damage range, or that certain phases of the wrench swing do more damage than others, or that monsters have tiny hp ranges. or maybe the game randomly picks between integers when faced with a rounding situation, so some of the time it picks 11 damage and some of the time it picks 12.
games without transparent mechanics tend to fall victim to mystical explanations, like so many other things in life. "get the gold sword, its just so much better than the red sword. my friend said that he totally crushed the boss dragon with it because it has special powers." i despise heresay like these, because even if people dont want to admit it, all game elements are coded and have real numbers associated with them. games are not an open system where anything can happen. there is no mystery, or inexplicable event. rather than fall victim to superstition, i choose to investigate game mechanics instead of just believing the hype about certain guns or game elements. there arent enough controls to test everything myself, and so i need a certain amount of reliable data to start with if i want to work something out.
in the spirit of asking for reliable data, can anyone confirm these damages:
wrench = 6, 9 with smasher
pistol = 4
shotgun = 8, 1x6
AR = 10
grenade launcher = 20 frag, 10 emp/incendiary/prox, 35 disruption
fusion cannon = 20, 30
laser pistol = 2, 12
emp rifle = 10, 15
laser rapier = 11, 14 with smasher
crystal shard = 12, 27 with smasher
viral proliferator = 15
worm launcher = 25
ive noticed that the damage i do to spiders varies tremendously when using the viral proliferator against them. with grenades and droid explosions, it seems that as long as you are inside the radius, you take full damage, rather than having progressive radial damage found in most fps explosive weapons. does the viral proliferator have progressive damage? sometimes it takes 3 hits, sometimes i get them in one hit. at 15 damage, it should kill a 60 hp spider in one hit since its x4 damage, and this is a double modded viral proliferator and with level 5 exotic to boot. and yes it is on the annelid setting.
ZylonBane on 1/8/2007 at 01:35
Holy shit dude. You are beyond help.
Let me guess... you've been diagnosed with OCD at some point in your life, haven't you?
bacon on 1/8/2007 at 01:48
Quote Posted by ZylonBane
Holy shit dude. You are beyond help.
Let me guess... you've been diagnosed with OCD at some point in your life, haven't you?
no, but i have been known to play diablo 2 every now and then. simply blundering through games with carefully coded role playing elements is really an insult to the team that spent the time to implement all these ways to tweak a build. part of the fun of a game like system shock 2 is exploring that closed system and making interesting builds. for instance, i am sure a lot of casual players would say something like "oh, you can ignore psi, its totally useless," but many psi abilities such as adrenaline overproduction or the one that duplicates items (such as worms) can allow fringe builds to be created.
ive only played through a few times in the past week and i can tell you that there are only so many times i could play as a marine and just destroy everything with the assault rifle. it would be much more fun to scrape by using a weaker alternative build, but in order to do that effcetively, you need to have a reliable expectation of how you will perform against various monsters, much like a game such as diablo 2.
making new builds is frustrating when you cant understand exactly why you are ineffective against certain monsters or cant do this, or that. knowing game mechanics allows you to get a lot more out of a game than just sitting down and playing it like a 9 year old. the game is painfully easy on hard mode if you take the marine or hacker path, so i am looking to explore a world of fringe builds beyond those that are game-breakingly powerful.
i am not sure why this is considered so bizarre. perhaps you think that speedruns and things like that are bizarre also. its a way to play the game in a different way that relies largely on planning and an intricate understanding of game mechanics. "maximizing" can be its own reward just as being oblivious and trying to literally "role play" and feel scared in the SS2 universe can be its own reward.
Silkworm on 5/8/2007 at 00:25
Quote Posted by ZylonBane
Holy shit dude. You are beyond help.
Your the one with the problem, ZB. Its obvious from the descriptions and careful balancing that SS2 (and most Action RPGs in general) was designed precisely for the people your mocking. If Irrational didn't want people to be able to calculate the exact advantages and disadvantages of particular OS upgrades, stats, psi powers and etc. than the descriptions would simply read: increases damage rather than "increases damage by 15%" or makes you invisible for a while rather than "makes you invisible for 2 minutes plus half your psi rounded up" and so on etc.
But the bottom line is this:
you have no right to tell other people how to enjoy a game they paid money for, period.Nice thread btw.