Skills : 175/167/0
20/16/13 red.
17/14/11 red.
5/4/3 red, 4 bullets per shot.
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Thanks again, for the help, Fasterbot. Someone just needs to do the WoC pistols =P
No problem, it help me to see that REC seems to have absolutly no influence at all on the quality of the constructed item ^^.
I manage to create one slot on the three but I'm sorry I will not try to make more gun to test every ammo mods,
it's really tooooo much time consuming and with mobs doing insane dmg, crate and trashbin ressources are limited... ;).
I would like to be helpful, since I focus on hacknet and I don't know anybody else who does, I'd like to offer what I've found so far. Attacking the Biotech firewall, I was hitting their ICD's on the path in for 143 (Blue) consistently with each shot. It takes about 30 hack points to fire my offensive software, I'm using "Outstanding amplified upgraded multitasking HEW attack software V. 1.182, TL 56
I don't know if that helps at all, and I'd happily give more information on request or go somewhere to test the software out more extensively!
Just as an addendum to my comment here, I attacked a low-security database by the HEW outside my apartment, and I still did the same amount of damage to the security damon's inside there, so that leads me to believe the enemies don't differ much in some defensive statistics, the damons died a lot faster than the IC's on the firewall, so that would suggest to me their health differs. I do notice that unlike how it used to be, damage doesn't seem to "increase" over time when attacking, it used to be I'd do a small amount of damage, and as I hit them more and more, they'd be dealt more damage.
Sorry for triple posting, but for a quick addendum, I observed some strange behavior. I attacked an Infected Security Daemon, and instead of doing the 143 (blue) I started to do 179 (blue) and sometimes 215 (blue). I think this might be a "headshot" but I can't figure out what I'm hitting differently aside attacking from above and behind.
The hitbox is always in movement on some hacknet mobs.
I had a fullstop because of some heavy workload in the RL but I'll continue as soon as possible.
Thank you for your help, you have no clue what this means to us - it's a huge time saver <3
Zoltan I am 100% happy to give more data, I also did a live stream of playing the game last night for my--albeit limited--twitch viewership. I think I will do several more streams. I was playing a new character and I could not get my drone to launch. I had also somehow gotten taken out of the MC5 starting area and got sent to my apartment early (I accidentally clicked on the hacknet thing there, figuring nothing would happen, moment I spawned in, I died)
I was not able to get any data for drones, subsequently, BUT I will keep trying in other ways, promise!
I have more information for you regarding hacknet software. I can use my healing software on other bots, but, it only heals for one hitpoint. Literally just one. IF I HIT IT MULTIPLE TIMES, it goes up by one so long as the duration holds out. I kept doing it and eventually it was healing seven ticks a second, but even when I do over 100 damage and do very little to the enemies health bar, doing one point of healing does nothing at all. Is the hacknet software related to psionic disciplines? Could it be referencing those skills? I feel like I'm not doing the damage my level seventy spy hacker should be doing.
EDIT: Sorry for the edit, I just wanted to state, doing the healing on myself is a LOT more effective, I heal right up quite quickly, much more than 1 point of healing per tick.
Attachment 12614
Using TL-3 HEW Attack Software, Attacking ICD v1.1.1 16/16, I did 24 / 30 / 36 (Blue) Damage, each shot cost 30 hack points, same amount that my TL-56 Multitasking HEW Attack software takes to fire,
Damage is listed as Energy 30, will test the next software up and edit this post with the information
Attachment 12615
Using TL-12 HEW Attack software, Damage Energy 38
I did 30 / 38 / 46 (Blue) every shot. Still costs 30 hack to fire each shot
Attachment 12616
Using TL-32 HEW Attack software, Damage Energy 102. SIGNIFICANT boost to damage over the previous store-bought item. Did 81 / 102 / 122 (Blue) damage. Cost 30 hack points to fire each shot. (Side note: it appears my defensive hacknet software takes 70-80 to fire? Its TL-40 Cryton Defense Software, Absorber for 120 seconds)
Attachment 12617
Using TL-56 HEW Attack Software, Damage Energy 179, this is my personal software right now, I believe a player made it for me, but I don't remember (Thank you if you did! Super kind of you!) I think this is under level for me, I'm checking the THN ITEMDB for more information on that. 143 / 179 / 215 (Blue) depending on height over the enemy. This is strange, as I got over my enemy with the other software, but no change. I'll try further and edit with new information. I heard an explosion sound and my software failed to fire, I had to let go of the trigger button, and depress it fully again to fire more. 30 Hack to fire
There are two better pieces of hacknet software, I don't know where one is sold, the other appears to be a Phoenix DB item, I remember that being something rather special but I am fairly ignorant. I'll look around aimlessly for the software, though I don't know how I'll get the phoenix db item one.
I'm starting to notice a pattern, there seems to be a high defense, mid defense, low defense point on the hit box, which depends on how high "over' the enemy you seem to be, it seems fairly consistent so long as you are over the top of your enemy. It seems that the "mid defense" region is the same damage value listed as the damage value on the item info screen (like 179) So it seems like the damage, rather than different, is modified in some way, like it's perhaps multiplied by something when it's run on the damage calculation? (Okay, the software is attempting to attack that virtual entity, but it's hitting a hardened part of the code's visual representation, the attack is less effective, versus attacking an exploit in the code that is weaker to your software payload, doing MORE damage than expected)
Regarding the false damage infos - I have corrected the info page now:
http://neocron-game.com/media/dmginfo.png
Values in brackets are showing the unmodified base values. The values before the brackets is showing the damage or % you really have.
PLEASE KEEP IN MIND THOSE CHANGES ARE JUST WORKING FOR DAMAGES YET
The damage % explained in short:
Each weapon has its own damage modificator which represents the "effectivity" of that weapon in that weapon family.
Rares / the highest weapon of the family always have a base damage 100%. 100% is maximum a weapon can have.
Base damage can not be changed by skills, conditions or some other influences... its fixed.
The "74%" represents the personal damage effectivity which is based on skill (and the weapons condition in the future aswell).
This page is showing a FIRST LOVE TL 114 on a char with DEX 116 and RC 200 on. There is a maximum of 100% you can reach yet.
Short sidenote: I am planning to remove the skill cap so you can reach values above 100%. This will allow you to *overcharge* / *overcapp* a non-rare weapon.
Looking back, this makes me really happy to see my damage percentage at 100% on all of my software, it's been a long time since I did anything with my character, but it's good to know I'm getting the -best- out of what I have. I would love to see caps removed for better performance, I'd like to see my investment in better hack tools and hack skill reflect on my effectiveness in Hacknet!
I have a Bad Unlabeled Sunray Raygun pistol I picked up, my normal raygun is broken so I couldn't test it. TL 57, 54 Damage Energy, and my personal damage modifier on it is 74%, I did 43 / 54 / 64 (Blue) with it, three shot bursts. Essentially, if I've got 74% of my normal damage, if I had 100%, it should be about 72 damage. (The math is a little off, but if 54 is "75%" then dividing it by 3 should give what 25% would be, multiplying it by 4 should give me what my base damage would be.) So in theory, the damage should really be 57/72/85
Of course, this isn't precise math but that should help with estimating if this weapon is behaving the same way as the others, damage wise.
The info about personal and base damage isn't patched yet. JFYI.
Thanks for the heads up! I just figured I'd include the information because everything else I was using was at 100%, but if that's not a thing yet I'll leave it be and stick to raw numbers :D I just had a crash (don't accidentally use your hacktool the second you finish the hack mini-game and go back to the normal world while syncing with the new area, whoopsie!)
Hey Zoltan, nice work on the patch! I'm back on and I have a picture to show the new weapon screen like you had it above. This is nice, it's a lot more informative!
Attachment 12619
Testing out the weapon now, my damage values have changed, 32 / 41 / 49 (blue), so it appears that the calculation wasn't having an effect until now? Was that intended?
For some reason, unlike the raygun, my hacknet software doesn't color-code the damage on the bottom. Here is the four pieces of software I have, with screens, stats (in case they have some influence now) and weapon info for each one.
Attachment 12621
18/23/27 (blue)
Attachment 12622
27/31/37 (blue)
Attachment 12623
63/79/95 (blue)
Attachment 12624
109/137/164 (blue)
Hope this helps:
http://neocron-game.com/media/dmginfo_explained.png
A ton! Thanks Zoltan!
Almost done with H-C weapons... :cool:
TAKE THIS NEOCRON
Heavy weapons
180 H-C, 102 T-C, 152 WEP
Used X-Beast during testing. During one portion I forgot to redrug after I had a cig. It shouldn't matter, but if needed for your
calculations you can consider 165 H-C skill instead.
Here's some basic observations:
tl21 hand grenade does too much damage,
freezer cannons fire 5 shots but only use 2,
fusion cannons do same damage at all range, as well as different TLs doing same damage,
tl81/100 plasma wave do same damage, tl112/90/78 for Raycannons same damage,
anti-air launchers/warhammer are broken.
Lowtech Heavy Weapon
TL Item name Head/Body/Legs
3 Street Model Grenade Launcher (13 x 2, direct damage red, AOE)
5 Self-constructed Trash Grenade (32 x 2, direct damage red, AOE)
10 F12 Flamer (36/30/24) orange
16 Unlabeled Hand Grenade (32 x 2, direct damage red, AOE)
21 Trash Hand Grenade (162 x 2, direct damage red, AOE)
23 Grenade Launcher (28 x 2, direct damage red, AOE)
24 Self-Constructed Spraycan Flamer (83/69/55) orange
31 Hand Grenade (64 x 2, direct damage red, AOE)
34 Defender Rocket Launcher (126 direct, red AOE)
40 Unlabeled Gatlin Cannon (24/20/16) red
42 Basic Anti Vehicle Rocket Launcher (159 direct, red AOE)
42 Tangent GL-253C Launcher (57 x 2, direct damage red AOE)
46 F24 Flamer (156/130/104) orange
48 Rocket Launcher (160 direct, red AOE)
52 Tangent Hand Grenade (104 x 2, direct damage red AOE)
63 Gatlin Cannon (37/31/25) red
64 Anti Vehicle Rocket Launcher (294, red AOE)
67 Ryker Rocket Launcher (253 direct, red AOE)
70 TL70 flamer (236/197/157) orange
75 Tangent Speed Gun (44/37/29) red
75 TG-275 Freedom Strike (163 x 2, direct damage red AOE)
76 Ryker 'Vulcano' Grenade Launcher (115 x 2, direct damage red AOE)
81 Enhanced Gatlin Cannon (45/38/30) red
90 Judgement Day Launcher (292, direct damage red, AOE)
92 Winding Argument (112 x 2, direct damage red, AOE)
98 Advanced Anti Vehicle Rocket Launcher (330, direct red AOE)
98 F24.88 Flamethrower (259/216/172) orange
100 Ionic Shotgun Cannon (197/164/131) red, one damage number but fires 2 shots
102 Equilibrium of Forces (45/37/30) red
108 Devourer (243/202/162) orange
110 Moon striker (250 direct, AOE red)
115 MIRL-600 Warhammer (Fires and uses the ammo but there is no rocket or damage)
Hightech Heavy Weapon
TL Item name Requirements Item status
19 Unlabeled Lasercannon (15/12/10) 3 blue shots, uses 3 ammo
28 Unlabeled Freezer Cannon (17/14/11) 5 blue shots, uses 2 ammo (!)
40 HEW Slipstream Plasma Wave (46/38/30) 3 blue shots, uses 3 ammo
44 Freezer Cannon (27/23/18) 5 blue shots, uses 2 ammo (!)
49 Basic Anti Air Rocket Launcher (Fires and uses the ammo but there is no rocket or damage)
49 Anti Air Rocket Launcher couldn't find, probably redundant
50 Laser Cannon (39/32/26) 3 blue shots, uses 3 ammo
55 Unlabeled Plasma Cannon (43/36/29) 4 blue shots, uses 4 ammo
58 Unlabeled Atomsmelt Cannon (70 direct damage, AOE red, range doesn't matter)
61 HEW Burner RC275 (120, AOE blue)
63 A&W Burning Air Plasma Wave (72/60/48) 3 blue shots, uses 3 ammo
65 Enhanced Freezer Cannon (40/34/27) 5 blue shots, uses 2 ammo (!)
69 Ryker Lasercannon (53/44/35) 3 blue shots, uses 3 ammo
72 Plasma Cannon (56/47/37) 4 blue shots, uses 4 ammo
75 Prototype Tangent-Laserbeam (58/48/38) 3 blue shots, uses 3 ammo
75 Fusion Cannon (94 direct damage, AOE red, range doesn't matter)
78 RayGun Cannon (142 direct, AOE blue)
81 Tangent Plasma Wave (87/73/58) 3 blue shots, uses 3 ammo
84 Tangent Plasma Cannon (57/47/38) 4 blue shots, uses 4 ammo
87 NCPD TriDe Fusion Cannon (94 direct damage, AOE red, range doesn't matter)
90 S.T.O.R.M. Laser (59/49/39) 3 blue shots, uses 3 ammo
90 Special RC13 Raycannon (142 direct, AOE blue)
93 Advanced Anti Air Rocket Launcher (Fires and uses the ammo but there is no rocket or damage)
97 Summer Leech (47/38/29) 5 blue shots, uses 2 ammo (!)
100 Ravager (87/73/58) 3 blue shots, uses 3 ammo
105 Cursed Soul (59/49/39) 4 blue shots, uses 4 ammo
107 Malediction (94 direct damage, AOE red, range doesn't matter)
110 Special Forces Plasma Wave Not correct faction to test this.
112 Doom Beamer (142, AOE blue)
114 Creed (59/49/39) 3 blue shots, uses 3 ammo
115 Special Raygun Cannon Not correct faction to test this.
If someone can do WoC pistols, and the Special Forces Plasma/Special Raygun(I'm not the right faction). That would just about conclude all weapons with ammo. I'm tested out!
Since I do a little recycle on the side, I figured I'd try to do the recycle pistols, I can't find the ammo for them, the ammo listed on them is strange and I've never seen a corresponding item in the stores. It's the Lazar Gun and the Mendicant SMG in particular. Is this a known issue or is this recent due to changes?
At the shooting range, you pull out your weapon, and click on the blue weapon refresh terminal. You then simply reload your weapon, and should be good to go. No need to buy ammo from stores, mate.
E: Damage/information colors are awesome, new % info is awesome. Psyched for this patch. Everyone is going to want to try this out when it's live. Take it from the guy who tested 250+ weapons.
Well, there's no Hacknet Shooting Range, so I can't fault you for that.