weapon damage question
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weapon damage question
let's say this certain weapon has a damage span of "light to very heavy," what stat determines how much damage it would cause?
- mechajol
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Re: weapon damage question
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mechajol wrote:let's say this certain weapon has a damage span of "light to very heavy," what stat determines how much damage it would cause?
A dice roll. Strength and Skill I believe both will boost damage, but you'll always have a wide range from max to min.

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Re: weapon damage question
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To add to what AZ said the two stats needed for weapons are firepower and skill the amount of these points invested determines weapons you can weild not effectivnes. Also strenght adds to a weapon damage at a set rate per point. Further more the damage description is also very vague a light to very heavy damage weapon would have a broader range per roll then say a medium to heavy damage weapon. In the end they work out about even, But if i remember correctly at all 0's the range scale goes at 1-5% increments over a medain range. I'm sure others will add to this and if nothing else ask for help in your faction forum if avalible.

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Re: weapon damage question
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I can vouch for the Electric Cannon, which deals light to devastating, dealing 1 to 32 damage at 4FP and no other damage boosting stat.

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- Nickolai
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Re: weapon damage question
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Errr... As I know, only strength multiplies damage output of weapons, and it multiplies EVERY weapons base damage.
Base damage varies between weapons, the more stats needed for the weapon (FP+Skill), the better median damage it has.
Base damage varies between weapons, the more stats needed for the weapon (FP+Skill), the better median damage it has.
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Re: weapon damage question
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The weapons suck.
Surely they would make much more sense if the damage influcted was linked directly to the skill/firepower stats required to equip them?
Or if you had some sort of weapon hierarchy so you could upgrade your favourite evil shotgun to an even better evil shotgun, instead of having to swap it for a totally different weapon as you levelled up, like a sword?
Or even both, that would be cool...
Surely they would make much more sense if the damage influcted was linked directly to the skill/firepower stats required to equip them?
Or if you had some sort of weapon hierarchy so you could upgrade your favourite evil shotgun to an even better evil shotgun, instead of having to swap it for a totally different weapon as you levelled up, like a sword?
Or even both, that would be cool...
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Re: weapon damage question
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Psychout wrote:The weapons suck.
Surely they would make much more sense if the damage influcted was linked directly to the skill/firepower stats required to equip them?
Or if you had some sort of weapon hierarchy so you could upgrade your favourite evil shotgun to an even better evil shotgun, instead of having to swap it for a totally different weapon as you levelled up, like a sword?
Or even both, that would be cool...
Like... like... a chainsaw bayonet on a machine gun?


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Re: weapon damage question
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You've been playing too much Gears of War.
If thats possible...

If thats possible...
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Re: weapon damage question


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Re: weapon damage question
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- Weapon: Black Magic

*adds to the list*
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Re: weapon damage question
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Absolute Zero wrote:mechajol wrote:let's say this certain weapon has a damage span of "light to very heavy," what stat determines how much damage it would cause?
A dice roll. Strength and Skill I believe both will boost damage, but you'll always have a wide range from max to min.
I dont think Skl affects the weapon's damage.
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Re: weapon damage question
Psychout wrote::shock:
*adds to the list*
Please do. Also because I know you want it here's sauce:

And:




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Re: weapon damage question
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Fearless Echoes wrote:I dont think Skl affects the weapon's damage.
... but you all think it should, right?
edit: what if it affected the ramage range? i.e. the higher the skill, the better the chance of scoring a decent hit?
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Psychout wrote:Fearless Echoes wrote:I dont think Skl affects the weapon's damage.
... but you all think it should, right?
I think Skl should affect ALL weapons, Str affect melee weapons, and Frp affect ranged weapons.
Then again I think a lot of things that will never happen...

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Fearless Echoes wrote:I think Skl should affect ALL weapons, Str affect melee weapons, and Frp affect ranged weapons.
Then again I think a lot of things that will never happen...
Ding - but overflow of the stats should affect. So if a weapon takes 2 SKL it gets no bonus from those 2, but from 3+ it accrues a bonus.
Making that happen would require really making the weapons effectiveness clear (per mini-mod).
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Re: weapon damage question
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This straightforward route is the more firepower you have, the more damaging the weapon's available will be, and the more skill you have with the weapon, the more likely you are to land an effective hit.
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Re: weapon damage question
Psychout wrote:This straightforward route is the more firepower you have, the more damaging the weapon's available will be, and the more skill you have with the weapon, the more likely you are to land an effective hit.
It should also effect reload rate. Because the clumsier you are the slower it takes you to reload. The more skilled you are as a solider the faster you're able to reload.

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Re: weapon damage question
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- Weapon: Black Magic
Also do-able...
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Re: weapon damage question
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Merc With A Mouth wrote:Psychout wrote:This straightforward route is the more firepower you have, the more damaging the weapon's available will be, and the more skill you have with the weapon, the more likely you are to land an effective hit.
It should also effect reload rate. Because the clumsier you are the slower it takes you to reload. The more skilled you are as a solider the faster you're able to reload.
The more skilled you are, the better you are at everything really.

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Re: weapon damage question
Absolute Zero wrote:Merc With A Mouth wrote:Psychout wrote:This straightforward route is the more firepower you have, the more damaging the weapon's available will be, and the more skill you have with the weapon, the more likely you are to land an effective hit.
It should also effect reload rate. Because the clumsier you are the slower it takes you to reload. The more skilled you are as a solider the faster you're able to reload.
The more skilled you are, the better you are at everything really.
yeah but sone uber powerful stat, and seven mediocre stats isn't really quite as fun.

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Tammuz - Faction Commander
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Re: weapon damage question
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Tammuz wrote:Absolute Zero wrote:Merc With A Mouth wrote:It should also effect reload rate. Because the clumsier you are the slower it takes you to reload. The more skilled you are as a solider the faster you're able to reload.
The more skilled you are, the better you are at everything really.
yeah but sone uber powerful stat, and seven mediocre stats isn't really quite as fun.
True true. And even making it effect everything and having the other stats effect certain things wouldn't really be good for the game.

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Re: weapon damage question
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Tammuz wrote:Absolute Zero wrote:The more skilled you are, the better you are at everything really.
yeah but sone uber powerful stat, and seven mediocre stats isn't really quite as fun.
Good point - check this though. What if SKL improved weapons only (or directly referenced weapon ability) via its points? Per previously discussed higher skill cost would indicate the weapons available would themselves be inherently better at hitting, reloading, and damaging. (I still think that overflow SKL should impact a basic attack even brawling - but that's a tangent and it would require clear limits.)
But what then if INT is what then globally affects tactics? There are two forms of actions in this game - basic attack or tactic. Seems plausible that SKL improves all basic attacks and INT increases the frequency and/or effectiveness of tactics.
FRP naturally affects weapons too, but it already feeds Strafe so it doesn't need any additional bump. And sorry, this is somewhat now off-topic, but the thought was a package deal back to SKL and weapon relationships.
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Wingspan - Gestalt Team Leader
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Re: weapon damage question
Wingspan wrote:Tammuz wrote:Absolute Zero wrote:The more skilled you are, the better you are at everything really.
yeah but sone uber powerful stat, and seven mediocre stats isn't really quite as fun.
Good point - check this though. What if SKL improved weapons only (or directly referenced weapon ability) via its points? Per previously discussed higher skill cost would indicate the weapons available would themselves be inherently better at hitting, reloading, and damaging. (I still think that overflow SKL should impact a basic attack even brawling - but that's a tangent and it would require clear limits.)
But what then if INT is what then globally affects tactics? There are two forms of actions in this game - basic attack or tactic. Seems plausible that SKL improves all basic attacks and INT increases the frequency and/or effectiveness of tactics.
FRP naturally affects weapons too, but it already feeds Strafe so it doesn't need any additional bump. And sorry, this is somewhat now off-topic, but the thought was a package deal back to SKL and weapon relationships.
those are all good ideas but the problem with making one stat affect everything (or alot of things) is that it's very ahrd to find a nice set point where it isn't the be all and end all, or pathetic to the point of not worth having.
what would be far easier to do, would be to give each stat one non-tactic improvement, and one tactic to feed, meaning that there's alot less interdepedence between stats, not quite so realistic, but if we wanted realistic we wouldn't be playing a game about about giant space robots.
as to fixing Brawling so skill affects it, if we could adjust the raw damage to that of a 0/0 weapon, and drop the exponential factor, it would work exactly the same as weapons, and then we add "weapons" like "kung fu kick" or "uppercut" or "bodyslam" or "Kick to the nuts" and since they'd fuction exactly like weapons Skill would increase damage.
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i don't think there's anything to stop this except OS's "Code Freeze" which keeps brawling better than armed combat once you reach 5 str

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Tammuz - Faction Commander
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Re: weapon damage question
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Solution: Skill allows Dual Wielding weapons, and Skill+Strength allows for hard mounted weapons.

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Re: weapon damage question
Absolute Zero wrote:Solution: Skill allows Dual Wielding weapons, and Skill+Strength allows for hard mounted weapons.
yeah... but how does that work exactly?

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