1. #16

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    Quote Originally Posted by Odimara Orca View Post
    Going to reply only to you because the others obviously don't know what they are talking about (Talking about WEP or T-C, rofl. Please guys go test a bit yourselves before trying to lecture me on mechanics)

    So it's intended, that's fucking retarded.

    My question still stands, what kind of H-C would I need to cap a TL115 weapon? I wager is unreachable. I wager it's unreachable on a TL105. That makes the curve to hard and Rares useless, so my point still stands.
    You better get your facts straight before you say other don't have a clue ....

    Besides HC, mainskill rank and WEP very much influence your damage. (it has always been like this):

    Hightech Heavy Combat:
    Damage (100): Base 10 %, H-C 70 %, WEP 20 %
    Aim Speed (110): Base 30 %, H-C 40 %, T-C 20 %, WEP 20 %
    Aim Precision (110): Base 30 %, H-C 40 %, T-C 20 %, WEP 20 %
    Frequency (100): Base 20 %, H-C 30 %, T-C 30 %, WEP 20 %
    Range (100): Base 20 %, H-C 20 %, T-C 30 %, WEP 30 %
    Handling (110): Base 20 %, H-C 30 %, T-C 20 %, WEP 20 %, AGL 20 %

    check : https://www.techhaven.org/resources/...nce-guide.html

  2. #17

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    Quote Originally Posted by Ryan Steiner View Post
    You better get your facts straight before you say other don't have a clue ....

    Besides HC, mainskill rank and WEP very much influence your damage. (it has always been like this):

    Hightech Heavy Combat:
    Damage (100): Base 10 %, H-C 70 %, WEP 20 %
    Aim Speed (110): Base 30 %, H-C 40 %, T-C 20 %, WEP 20 %
    Aim Precision (110): Base 30 %, H-C 40 %, T-C 20 %, WEP 20 %
    Frequency (100): Base 20 %, H-C 30 %, T-C 30 %, WEP 20 %
    Range (100): Base 20 %, H-C 20 %, T-C 30 %, WEP 30 %
    Handling (110): Base 20 %, H-C 30 %, T-C 20 %, WEP 20 %, AGL 20 %

    check : https://www.techhaven.org/resources/...nce-guide.html
    These are pre-patch Values you [edited].

    Edit 2: Do not edit/change things a moderator had already edited. -Baldur
    Last edited by Baldur; 23-11-16 at 13:34. Reason: flaming

  3. #18

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    Quote Originally Posted by Odimara Orca View Post
    These are pre-patch Values [edited].
    Yes you are right but even now, after the patch, not only HC influences the damage of your HighTech cannons

    On a side note: please keep this discussion clean and constructive.
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  4. #19
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    Quote Originally Posted by Baldur View Post
    Yes you are right but even now, after the patch, not only HC influences the damage of your HighTech cannons

    On a side note: please keep this discussion clean and constructive.
    Please share your dark secrets with us.
    NC3 kommt!

  5. #20

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    Quote Originally Posted by Baldur View Post
    Yes you are right but even now, after the patch, not only HC influences the damage of your HighTech cannons

    On a side note: please keep this discussion clean and constructive.
    Then give out the formula so we can finally clear this up.

  6. #21

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    I have just checked back with our balancing team:

    The damage of your HighTech cannon is now influenced by the respective
    mainskill (STR) and the respective subskill (HC) only.

    This is the same for all the other weapon types as well. (for example pistols: damage influenced by DEX + pistol combat)

    WEP does not influence weapondamage anymore but still changes your values for aiming, handling and range like it always did.
    Last edited by Baldur; 23-11-16 at 14:10.
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  7. #22
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    Frequency is a fix stat...not skill or mod influence it.

    But thanks for the answer.
    NC3 kommt!

  8. #23

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    Quote Originally Posted by Sophie View Post
    Frequency is a fix stat...not skill or mod influence it.

    But thanks for the answer.
    Indeed! "Frequency" was of course not supposed to be on that list. Mea culpa!

    /fixed
    Last edited by Baldur; 23-11-16 at 14:30.
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  9. #24

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    Quote Originally Posted by Baldur View Post
    I have just checked back with our balancing team:

    The damage of your HighTech cannon is now influenced by the respective
    mainskill (STR) and the respective subskill (HC) only.

    This is the same for all the other weapon types as well. (for example pistols: damage influenced by DEX + pistol combat)

    WEP does not influence weapondamage anymore but still changes your values for aiming, handling and range like it always did.
    Mhmm alright thanks.

    But it seems Mainskill is more important.

    My Question still Stands what kind of stats would be needed to max out a TL105? Cused Soul for example... if 114 Str. and 216 H-C is not enough it seems to be a rather high value... and let's not forget the TL 115 Weapons who would need even higher stats.

  10. #25
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    I did not tested it, but to do the most damage with the "best" weapon, you need the best equipment (MC5).
    And to top it, you need to sacrifice your defences (FOR, PRC).

    With 50 in TRA, you can get to 271 HC without PPU-Buff and drug.
    Now add the buff and you are at 292 HC.
    With drug you are over 300 HC.

    You can even steal some points form TRA, so get a tiny bit more.

    216 HC is not that much in this regard.
    NC3 kommt!

  11. #26

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    Quote Originally Posted by Sophie View Post
    I did not tested it, but to do the most damage with the "best" weapon, you need the best equipment (MC5).
    And to top it, you need to sacrifice your defences (FOR, PRC).

    With 50 in TRA, you can get to 271 HC without PPU-Buff and drug.
    Now add the buff and you are at 292 HC.
    With drug you are over 300 HC.

    You can even steal some points form TRA, so get a tiny bit more.

    216 HC is not that much in this regard.
    Now tell me the percantage Bonus from 216 to 292 HC on a TL 115 and I know what I need to know.

    I betcha it's low.
    Last edited by Odimara Orca; 24-11-16 at 02:34.

  12. #27

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    Quote Originally Posted by Odimara Orca View Post
    Now tell me the percantage Bonus from 216 to 292 HC on a TL 115 and I know what I need to know.

    I betcha it's low.
    So any heads up from the devs or did anybody test this?

  13. #28
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    There is no "maxing out" your weapon. High Techlevel weaponry is deliberately designed in a way that reaching 100% damage is (almost) impossible (meaning: it scales damage up at a high rate with higher skills). This ensures that there is always a noticable gain when spending more skillpoints on damage related skills - up until the level where your setup gets unrealistic - while not allowing much lower TL weapons (that reach 100% faster) to perform the same way.

    Now, I'm not saying this system works perfectly - it might need some adjustments, but 216 H-C is really on the low end of the spectrum of what is possible to achieve with a Tank. It is possible that you might be better off with a lower TL variant in this case.

    Creed (TL 115), Flazer mod @ 88 WEP, 115 STR, 90 T-C
    200 H-C: 147 Energy, 63 Fire (74% damage)
    225 H-C: 167 Energy, 71 Fire (84% damage)
    250 H-C: 181 Energy, 77 Fire (91% damage)
    275 H-C: 200 Energy, 85 Fire (100% damage)
    300 H-C: 206 Energy, 88 Fire (103% damage)

    S.T.O.R.M. Laser (TL 90), Flazer Mod @ 88 WEP, 115 STR, 90 T-C
    200 H-C: 149 Energy, 63 Fire (75% damage)
    225 H-C: 164 Energy, 70 Fire (82% damage)
    250 H-C: 170 Energy, 73 Fire (85% damage)
    275 H-C: 178 Energy, 76 Fire (89% damage)
    300 H-C: 183 Energy, 78 Fire (92% damage)

    Yes.. you just hit the spot where the damage is more or less equal..

    If you spot issues with this please give me some detailed stats (in a private message is fine too if you dont want to share your build with others). Important info is weapons stats, your main and subskills, damage values (info window or on hit - doesnt matter)
    Last edited by Aegir; 25-11-16 at 19:59. Reason: Added STORM Laser values, fixed some typos, made it readable
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  14. #29

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    Quote Originally Posted by Aegir View Post
    There is no "maxing out" your weapon. High Techlevel weaponry is deliberately designed in a way that reaching 100% damage is (almost) impossible (meaning: it scales damage up at a high rate with higher skills). This ensures that there is always a noticable gain when spending more skillpoints on damage related skills - up until the level where your setup gets unrealistic - while not allowing much lower TL weapons (that reach 100% faster) to perform the same way.

    Now, I'm not saying this system works perfectly - it might need some adjustments, but 216 H-C is really on the low end of the spectrum of what is possible to achieve with a Tank. It is possible that you might be better off with a lower TL variant in this case.

    Creed (TL 115), Flazer mod @ 88 WEP, 115 STR, 90 T-C
    200 H-C: 147 Energy, 63 Fire (74% damage)
    225 H-C: 167 Energy, 71 Fire (84% damage)
    250 H-C: 181 Energy, 77 Fire (91% damage)
    275 H-C: 200 Energy, 85 Fire (100% damage)
    300 H-C: 206 Energy, 88 Fire (103% damage)

    S.T.O.R.M. Laser (TL 90), Flazer Mod @ 88 WEP, 115 STR, 90 T-C
    200 H-C: 149 Energy, 63 Fire (75% damage)
    225 H-C: 164 Energy, 70 Fire (82% damage)
    250 H-C: 170 Energy, 73 Fire (85% damage)
    275 H-C: 178 Energy, 76 Fire (89% damage)
    300 H-C: 183 Energy, 78 Fire (92% damage)

    Yes.. you just hit the spot where the damage is more or less equal..

    If you spot issues with this please give me some detailed stats (in a private message is fine too if you dont want to share your build with others). Important info is weapons stats, your main and subskills, damage values (info window or on hit - doesnt matter)
    Thank you Aegir this info is golden! Your info would be perfect for a sticky.

    Also thanks for explaining the new system, this explains my issues ofc.

    On the Plus Side PA's are way more attractive now.

    Negative is surely that MC5 implants seem even more important than before.

    And drugging seems also more important than it ever was.

    Maybe we will see a rise in pocket ppu's as well?

    After all 225 is reachable without much compromise.

    + PPU Buff
    + X-Beast
    + MC5 chip -> you're at 275?

    Maybe the passive options will need some nerfing in the future to actually force a choice.

    The difference also seems a bit low 285 to 254 at 275 H-C? so 31 Damage? Surely impressive for PvE, not so much in PvP.

    I correct myself: I don't think that high TL weaponry underperforms, it seem rather that maybe low TL weaponry is performing a bit to strongly?

    I'll do some additional testing.

    Thank you for your answer.

    Final Edit: I like the new system, it just seems to me that the progression curve might be a bit to flat. It takes away from the value of rare weapons which are after all important as endgame timesink and for the economy. On the other side rare implants get more important. Might also be i'm just stuck in 2.2.
    Last edited by Odimara Orca; 26-11-16 at 01:53.

  15. #30

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    Did you already change something? On the TL64 Automatic the weapon went down from 80/shot to 60/shot?

    I'm pretty sure my setup didn't change so this is really confusing to me...

    Edit: I think I'm just seeing things or remember the values wrong. Clarification would be nice for me though!
    Last edited by Odimara Orca; 08-12-16 at 09:36.

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