View Full Version : Weapon / skill dmg question
superfresh
02-12-04, 08:01
One for the vets-
Let's say you build two weapons, one has an item damage % of 116, the other of 120.
Will my skill damage cap be the same for both? Or will I need more skill in that particular weapon specialty to cap the 120?
The higher the damage% on the gun, the less skillpoints you need to cap it.
superfresh
02-12-04, 15:24
Duh that's right. Thanks...
So then my next question. Will the maximum damage on a capped 116 be the same as a capped 120?
The gun that has 120/arti dmg will do exactly the same amount of damage as the 116 wep as long as capped (178% on the wep).
will be the same damage...
___T-X____
02-12-04, 15:43
Same Damage. Your looking for the 178% DMG figure in the lower stat box
superfresh
02-12-04, 16:46
Great thanks guys :)
just to rub it in...
The weapons build percentages are stat modifiers, and are just factors in the weapons stats.
you canīt "overcap" a weapon by capping a 110 % and then start using a 120 %
otherwise all melee tanks would be using a stiletto..
superfresh
02-12-04, 20:53
Na. I built a rare on a friend's constructor and messed it up with the wrong mods. Its dmg stat is 116%. I'm fairly close to capping it, but since I'm in the home stretch on my stats I want to plan accordingly for when I build a 120%.
So I'm assuming from what it sounds like that I should underscore the 116 a bit on my combat stats, since on the 120 I'll hit around 178%.
Darth Slayer
02-12-04, 21:58
Superfresh check your PM's mate.
Scorpius.
You will need more points to cap freq anyway, so there is no point at modding for dmg, skills will overcome that anyway.
superfresh
03-12-04, 01:25
Ew I modded it for dmg and range :/ Wanted to do dmg and freq.
Doesnt matter anymore.
Its piss easy to cap the crappiest 1 slot rare weapon now. :rolleyes:
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