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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?

SorkZmok
02-12-04, 08:45
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?

El Jimben
02-12-04, 15:34
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).

netster
02-12-04, 15:41
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 :)

naimex
02-12-04, 19:20
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.

Agent L
03-12-04, 01:12
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.

SorkZmok
03-12-04, 01:46
Doesnt matter anymore.

Its piss easy to cap the crappiest 1 slot rare weapon now. :rolleyes: